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[有事请教] 求助,技能分类和MOG不兼容怎么解决

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发表于 2024-1-15 21:53:16 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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将MOG战斗系统和下面的战斗菜单技能分类同时使用以后,选中分类技能打开的选择框会闪一下就突然关闭。
RUBY 代码复制
  1. #==============================================================================
  2. # +++ MOG - ATB战斗系统  (v 6.1) +++
  3. #==============================================================================
  4. # By Moghunter
  5. # [url]https://atelierrgss.wordpress.com/[/url]
  6. #==============================================================================
  7. # 即时战斗系统.为全部角色和敌人添加AT值,AT值决定其行动顺序
  8. #==============================================================================
  9.  
  10. #==============================================================================
  11. # 注意 1
  12. #==============================================================================
  13. # 本脚本不包含ATB行动条功能,要显示行动条还需要脚本以下脚本:
  14. #
  15. # 战斗 Hud EX
  16. # Ayesha ATB Gauge
  17. # ATB 行动条
  18. #
  19. #==============================================================================
  20. # 注意 2
  21. #==============================================================================
  22. # 本脚本隐藏了画面上方的战斗日志,所以最好额外使用一些伤害显示的脚本。
  23. #==============================================================================
  24.  
  25. #==============================================================================
  26. # ● ATB 系统
  27. #==============================================================================
  28. # 角色的AT速度(行动速度)由其敏捷值决定。一般情况下,战斗开始时角色和敌人的AT
  29. # 值都为40%;队伍先发制人的情况下角色的AT值为80%,而敌人的为0;队伍被偷袭的情
  30. # 况下角色的AT值为0,而敌人的为80%。
  31. #==============================================================================
  32. # ● 施放时间
  33. #==============================================================================
  34. # 如果要对技能/物品设定施放等待时间的效果,设定其"速度修正"不为0就行。
  35. #
  36. # 注意 - 在同一轮中不能同时使用2个或多个带有"速度修正"的技能/物品。
  37. # (如果你还用了有多行动回合功能的脚本的话)
  38. #==============================================================================
  39.  
  40. #==============================================================================
  41. # 脚本
  42. #==============================================================================
  43. #
  44. # atb_type(类型)                - 改变 ATB 的类型(下面有介绍).
  45. # atb_max(X)                    - 设定 ATB 总时间.
  46. # atb_stop                      - 暂停 ATB 的流动.
  47. # atb_turn_speed(X)             - 设置多长时间算一个回合.
  48. # atb_turn_stop                 - 停止回合计数.
  49. # atb_turn_reset                - 回合数清零.
  50. # atb_sprite_turn(false)        - 显示或隐藏回合数精灵.
  51. #
  52. #==============================================================================
  53.  
  54. #==============================================================================
  55. # Histórico
  56. #==============================================================================
  57. # v6.1 - Correção do crash na seleção de skills vazias.
  58. # v6.0 - Melhorias no sistema do evento comum.
  59. #==============================================================================
  60.  
  61. $imported = {} if $imported.nil?
  62. $imported[:mog_atb_system] = true
  63.  
  64. #==============================================================================
  65. # 组合技
  66. #==============================================================================
  67. module MOG_COOPERATION_SKILLS
  68.   COOPERATION_SKILLS = []  # ☢注意!!☢ 勿动.^_^
  69.   #--------------------------------------------------------------------------
  70.   # 设定组合技
  71.   #
  72.   # COOPERATION_SKILLS[技能ID] = [角色ID, 角色ID, 角色ID……]
  73.   #--------------------------------------------------------------------------
  74.  
  75.   # COOPERATION_SKILLS[51] = [2,4]     # 火
  76.   # COOPERATION_SKILLS[66] = [2,4,3]   # 地震
  77.   # COOPERATION_SKILLS[104] = [1,5]      # Ouka Mugen jin
  78.   # COOPERATION_SKILLS[143] = [3,4]      # 闪烁
  79.   # COOPERATION_SKILLS[151] = [1,2,3,4]  # 终结  
  80.   # COOPERATION_SKILLS[153] = [2,4]      # W 终结 结束
  81.  
  82.  
  83.   #--------------------------------------------------------------------------
  84.   # 释放组合技时显示的动画.
  85.   #--------------------------------------------------------------------------
  86.   COOPERATION_SKILL_ANIMATION = 49  
  87. end
  88.  
  89. #==============================================================================
  90. # 通用设定
  91. #==============================================================================
  92. module MOG_ATB_SYSTEM
  93.   #--------------------------------------------------------------------------
  94.   # 设定 ATB 类型
  95.   #
  96.   # 0 - 玩家操控时等待
  97.   # 1 - 半即时
  98.   # 2 - 全即时
  99.   #
  100.   # 改变ATB类型的脚本:
  101.   #
  102.   # atb_type(类型)
  103.   #
  104.   #--------------------------------------------------------------------------
  105.   ATB_TYPE = 0
  106.   #--------------------------------------------------------------------------
  107.   # 轮到某一角色时播放的音效
  108.   #--------------------------------------------------------------------------
  109.   SE_ACTIVE = "戰鬥菜單開啟カーソル移動8"
  110.   #--------------------------------------------------------------------------
  111.   # 设定最大 ATB 值
  112.   # 改变最大 ATB 值的脚本:
  113.   #
  114.   # atb_max(X)
  115.   #
  116.   #--------------------------------------------------------------------------
  117.   ATB_MAX = 10000
  118.   #--------------------------------------------------------------------------
  119.   # 定义"回合"的方式,多少时间过去算是一个回合?
  120.   #
  121.   # 0 - 一个回合的时间是个固定值.
  122.   # 1 - 一个回合的时间为全部参战者数量的乘积
  123.   # 2 - 一个回合的时间为全部参战者敏捷值的平均值
  124.   #
  125.   #--------------------------------------------------------------------------
  126.   TURN_DURATION_TYPE = 2
  127.   #--------------------------------------------------------------------------
  128.   # 当上一项设定为"0"时的数值
  129.   #--------------------------------------------------------------------------
  130.   TURN_DURATION = 100
  131.   #--------------------------------------------------------------------------
  132.   # 施放动画
  133.   #--------------------------------------------------------------------------
  134.   CAST_ANIMATION = 49
  135.   #--------------------------------------------------------------------------
  136.   # 是否在战斗开始时显示敌人出现的窗口
  137.   #--------------------------------------------------------------------------
  138.   MESSAGE_ENEMY_APPEAR = false
  139.   #--------------------------------------------------------------------------
  140.   # 是否启用切换角色按钮
  141.   #--------------------------------------------------------------------------
  142.   ENABLE_BUTTON_NEXT_ACTOR = false
  143.   #--------------------------------------------------------------------------
  144.   # 设定切换角色的按钮(当多个角色都可以行动时可以在其间相互切换)
  145.   #--------------------------------------------------------------------------
  146.   BUTTON_NEXT_ACTOR_RIGHT = :R
  147.   BUTTON_NEXT_ACTOR_LEFT = :L
  148.   #--------------------------------------------------------------------------
  149.   # 是否显示回合数.
  150.   # 开启或关闭回合数的脚本:
  151.   #
  152.   # atb_sprite_turn(false)
  153.   #
  154.   #--------------------------------------------------------------------------
  155.   DISPLAY_TURN_NUMBER = false
  156.   #--------------------------------------------------------------------------
  157.   # 回合数的文本.
  158.   #--------------------------------------------------------------------------
  159.   TURN_WORD = "回合数 "
  160.   #--------------------------------------------------------------------------
  161.   # 回合数文字大小
  162.   #--------------------------------------------------------------------------
  163.   TURN_NUMBER_FONT_SIZE = 24
  164.   #--------------------------------------------------------------------------
  165.   # 回合数文字是否加粗.
  166.   #--------------------------------------------------------------------------
  167.   TURN_NUMBER_FONT_BOLD = true
  168.   #--------------------------------------------------------------------------
  169.   # 回合数文字 Z 坐标.
  170.   #--------------------------------------------------------------------------
  171.   TURN_NUMBER_Z = 100
  172.   #--------------------------------------------------------------------------
  173.   # 回合数文字位置.
  174.   #--------------------------------------------------------------------------
  175.   TURN_NUMBER_POS = [5,0]   
  176. end
  177.  
  178. #==============================================================================
  179. # ■ Game Temp
  180. #==============================================================================
  181. class Game_Temp
  182.  
  183.   attr_accessor :atb_in_turn
  184.   attr_accessor :atb_wait
  185.   attr_accessor :atb_user
  186.   attr_accessor :atb_stop
  187.   attr_accessor :atb_actor_order
  188.   attr_accessor :atb_break_duration
  189.   attr_accessor :battle_end
  190.   attr_accessor :battle_end2
  191.   attr_accessor :turn_duration_clear
  192.   attr_accessor :refresh_battle_atb
  193.   attr_accessor :end_phase_duration
  194.   attr_accessor :atb_frame_skip
  195.   attr_accessor :refresh_actor_command  
  196.   attr_accessor :refresh_target_windows
  197.   attr_accessor :refresh_item_window
  198.   attr_accessor :actor_command_index
  199.   attr_accessor :actor_process_event
  200.   attr_accessor :break_command
  201.   attr_accessor :hwindow_atb
  202.  
  203.   #--------------------------------------------------------------------------
  204.   # ● Initialize
  205.   #--------------------------------------------------------------------------         
  206.   alias mog_atb_temp_initialize initialize
  207.   def initialize
  208.       @atb_in_turn = false
  209.       @atb_wait = false
  210.       @atb_break_duration = 0
  211.       @atb_stop = [false,false]
  212.       @atb_actor_order = []
  213.       @turn_duration_clear = false
  214.       @battle_end = true
  215.       @battle_end2 = true
  216.       @refresh_battle_atb = false
  217.       @end_phase_duration = [false,0]
  218.       @atb_frame_skip = 0
  219.       @refresh_actor_command = false
  220.       @refresh_target_windows = [false,false]
  221.       @actor_command_index = 0
  222.       @refresh_item_window = false
  223.       @break_command = false
  224.       @actor_process_event = nil
  225.       @hwindow_atb = false
  226.       mog_atb_temp_initialize
  227.   end
  228.  
  229.   #--------------------------------------------------------------------------
  230.   # ● Sprite Visible
  231.   #--------------------------------------------------------------------------   
  232.   def sprite_visible
  233.       return false if $game_message.visible
  234.       return false if $game_temp.battle_end
  235.       return true
  236.   end   
  237.  
  238.   #--------------------------------------------------------------------------
  239.   # ● add Order
  240.   #--------------------------------------------------------------------------   
  241.   def add_order(battler)
  242.       return if battler == nil
  243.       return if battler.is_a?(Game_Enemy)
  244.       $game_temp.atb_actor_order.push(battler)
  245.   end  
  246.  
  247.   #--------------------------------------------------------------------------
  248.   # ● Remove Order
  249.   #--------------------------------------------------------------------------   
  250.   def remove_order(battler)
  251.       return if battler == nil
  252.       return if battler.is_a?(Game_Enemy)
  253.       $game_temp.atb_actor_order.delete(battler) rescue nil
  254.   end  
  255.  
  256. end
  257.  
  258. #==============================================================================
  259. # ■ Game_System
  260. #==============================================================================
  261. class Game_System
  262.  
  263.   attr_accessor :atb_max
  264.   attr_accessor :atb_type
  265.   attr_accessor :atb_turn_duration
  266.   attr_accessor :atb_sprite_turn
  267.  
  268.   #--------------------------------------------------------------------------
  269.   # ● Initialize
  270.   #--------------------------------------------------------------------------         
  271.   alias mog_at_system_initialize initialize
  272.   def initialize
  273.       @atb_max = [[MOG_ATB_SYSTEM::ATB_MAX, 999999].min, 1500].max
  274.       @atb_type = MOG_ATB_SYSTEM::ATB_TYPE ; @atb_sprite_turn = true
  275.       @atb_turn_duration = [0,
  276.       [[MOG_ATB_SYSTEM::TURN_DURATION, 999999].min, 50].max]
  277.       mog_at_system_initialize
  278.   end
  279.  
  280. end
  281.  
  282. #==============================================================================
  283. # ■ Game Interpreter
  284. #==============================================================================
  285. class Game_Interpreter
  286.  
  287.   #--------------------------------------------------------------------------
  288.   # ● ATB Type
  289.   #--------------------------------------------------------------------------         
  290.   def atb_type(type)
  291.       $game_system.atb_type = type
  292.   end
  293.  
  294.   #--------------------------------------------------------------------------
  295.   # ● ATB Max
  296.   #--------------------------------------------------------------------------         
  297.   def atb_max(value)
  298.       $game_system.atb_max = [[value, 999999].min, 1500].max
  299.   end
  300.  
  301.   #--------------------------------------------------------------------------
  302.   # ● ATB Sprite Turn
  303.   #--------------------------------------------------------------------------         
  304.   def atb_sprite_turn(value = true)
  305.       $game_system.atb_sprite_turn = value
  306.   end  
  307.  
  308.   #--------------------------------------------------------------------------
  309.   # ● ATB Turn Speed
  310.   #--------------------------------------------------------------------------         
  311.   def atb_turn_speed(value = 400)
  312.       $game_system.atb_turn_duration[1] = [[value, 999999].min, 50].max
  313.   end
  314.  
  315.   #--------------------------------------------------------------------------
  316.   # ● ATB force Turn
  317.   #--------------------------------------------------------------------------         
  318.   def atb_force_turn(value)
  319.       $game_troop.turn_count = value
  320.   end
  321.  
  322.   #--------------------------------------------------------------------------
  323.   # ● ATB Turn Reset
  324.   #--------------------------------------------------------------------------         
  325.   def atb_turn_reset
  326.       $game_system.atb_turn_duration[0] = 0
  327.   end
  328.  
  329.   #--------------------------------------------------------------------------
  330.   # ● Command 339
  331.   #--------------------------------------------------------------------------         
  332.   def command_339
  333.       iterate_battler(@params[0], @params[1]) do |battler|
  334.       next if battler.death_state?
  335.       battler.turn_clear
  336.       if BattleManager.actor!= nil and battler == BattleManager.actor
  337.          BattleManager.actor.turn_clear
  338.          $game_temp.break_command = true
  339.          BattleManager.command_selection_clear
  340.       end
  341.       battler.force_action(@params[2], @params[3])
  342.       BattleManager.force_action(battler)
  343.       Fiber.yield while BattleManager.action_forced?
  344.       end  
  345.   end
  346.  
  347. end
  348.  
  349. #==============================================================================
  350. # ■ Game Troop
  351. #==============================================================================
  352. class Game_Troop < Game_Unit
  353.  
  354.   #--------------------------------------------------------------------------
  355.   # ● Can Interpreter Running?
  356.   #--------------------------------------------------------------------------         
  357.   def can_interpreter_running?(tend = false)      
  358.       BattleManager.turn_end if tend
  359.       return true if $game_temp.common_event_reserved?
  360.       return false if @interpreter.running?      
  361.       return false if @interpreter.setup_reserved_common_event
  362.       troop.pages.each do |page|
  363.          next unless conditions_met?(page)
  364.          @current_page = page
  365.          return true
  366.       end   
  367.       return false
  368.    end   
  369.  
  370.   #--------------------------------------------------------------------------
  371.   # ● Can Interpreter Hide Window?
  372.   #--------------------------------------------------------------------------   
  373.   def can_interpreter_hide_window?      
  374.       return false if @current_page == nil
  375.       @current_page.list.each do |l|
  376.       if l.code.between?(101,105) ; @current_page = nil ; return true ; end
  377.       end
  378.       @current_page = nil
  379.       return false
  380.    end   
  381.  
  382.   #--------------------------------------------------------------------------
  383.   # ● Can Interpreter Hide Window 2?
  384.   #--------------------------------------------------------------------------   
  385.   def can_interpreter_hide_window_2?
  386.       return false if $game_temp.common_event_id == 0
  387.       common_event = $data_common_events[$game_temp.common_event_id] rescue nil
  388.       return false if common_event.nil?
  389.       common_event.list.each do |l|
  390.       return true if l.code.between?(101,105)
  391.       end
  392.       return false
  393.   end
  394.  
  395.   #--------------------------------------------------------------------------
  396.   # ● Set Turn
  397.   #--------------------------------------------------------------------------         
  398.   def set_turn(turn_value)
  399.       @turn_count = turn_value
  400.   end
  401.  
  402. end
  403.  
  404. #==============================================================================
  405. # ■ Window Base
  406. #==============================================================================
  407. class Window_Base < Window
  408.  
  409.   #--------------------------------------------------------------------------
  410.   # ● Initialize
  411.   #--------------------------------------------------------------------------         
  412.   alias mog_atb_wbase_initialize initialize
  413.   def initialize(x, y, width, height)
  414.       mog_atb_wbase_initialize(x, y, width, height)
  415.       @pre_data = [0,self.visible,self.active,self.opacity]
  416.   end
  417.  
  418.   #--------------------------------------------------------------------------
  419.   # ● Hide All
  420.   #--------------------------------------------------------------------------         
  421.   def hide_all
  422.       @index = 0 if @index ; self.visible = false ; self.active = false
  423.       update
  424.   end
  425.  
  426.   #--------------------------------------------------------------------------
  427.   # ● Record Data
  428.   #--------------------------------------------------------------------------         
  429.   def record_data
  430.       @pre_data = [@index ,self.visible ,self.active ,self.opacity]
  431.       update
  432.   end
  433.  
  434.   #--------------------------------------------------------------------------
  435.   # ● Restore Data
  436.   #--------------------------------------------------------------------------         
  437.   def restore_data
  438.       @index = @pre_data[0] if @index ; self.visible = @pre_data[1]
  439.       self.active = @pre_data[2] ; self.opacity = @pre_data[3]
  440.       update
  441.   end
  442.  
  443. end
  444.  
  445. #==============================================================================
  446. # ■ Window Selectable
  447. #==============================================================================
  448. class Window_Selectable < Window_Base
  449.  
  450.   attr_accessor :pre_data
  451.  
  452.   #--------------------------------------------------------------------------
  453.   # ● Row Max
  454.   #--------------------------------------------------------------------------
  455.   def row_max
  456.       cm = col_max > 0 ? col_max : 1
  457.       [(item_max + cm - 1) / cm, 1].max
  458.   end  
  459.  
  460.   #--------------------------------------------------------------------------
  461.   # ● Row
  462.   #--------------------------------------------------------------------------
  463.   def row
  464.       cm = col_max > 0 ? col_max : 1
  465.       index / cm
  466.   end  
  467.  
  468.   #--------------------------------------------------------------------------
  469.   # ● Item Width
  470.   #--------------------------------------------------------------------------
  471.   def item_width
  472.       cm = col_max > 0 ? col_max : 1
  473.       (width - standard_padding * 2 + spacing) / cm - spacing
  474.   end  
  475.  
  476.   #--------------------------------------------------------------------------
  477.   # ● Item Rect
  478.   #--------------------------------------------------------------------------
  479.   def item_rect(index)
  480.       cm = col_max > 0 ? col_max : 1
  481.       rect = Rect.new
  482.       rect.width = item_width
  483.       rect.height = item_height
  484.       rect.x = index % cm * (item_width + spacing)
  485.       rect.y = index / cm * item_height
  486.       rect
  487.   end  
  488.  
  489.   #--------------------------------------------------------------------------
  490.   # ● Initialize
  491.   #-------------------------------------------------------------------------
  492.   alias mog_atb_sel_initialize initialize
  493.   def initialize(x, y, width, height)
  494.       mog_atb_sel_initialize(x, y, width, height)
  495.       @pre_data = [@index,self.visible,self.active,self.opacity]
  496.   end  
  497.  
  498.   #--------------------------------------------------------------------------
  499.   # ● Process Cursor Move
  500.   #--------------------------------------------------------------------------
  501.   alias mog_atb_wactor_process_cursor_move process_cursor_move
  502.   def process_cursor_move
  503.       return if  SceneManager.scene_is?(Scene_Battle) and skip_command?
  504.       mog_atb_wactor_process_cursor_move
  505.   end
  506.  
  507.   #--------------------------------------------------------------------------
  508.   # ● Process Handling
  509.   #--------------------------------------------------------------------------
  510.   alias mog_atb_wactor_process_handling process_handling
  511.   def process_handling  
  512.       return if SceneManager.scene_is?(Scene_Battle) and skip_command?
  513.       mog_atb_wactor_process_handling
  514.   end   
  515.  
  516.   #--------------------------------------------------------------------------
  517.   # ● Process Handling
  518.   #--------------------------------------------------------------------------
  519.   def skip_command?
  520.       return false if self.is_a?(Window_VictorySpoils) if $imported["YEA-VictoryAftermath"]
  521.       return true if !$game_temp.sprite_visible
  522.       return true if $game_temp.battle_end
  523.       return true if $game_temp.end_phase_duration[1] > 0
  524.       return true if BattleManager.actor == nil
  525.       return false  
  526.   end  
  527.  
  528. end
  529.  
  530. #==============================================================================
  531. # ■ Window_ActorCommand
  532. #==============================================================================
  533. class Window_ActorCommand < Window_Command
  534.  
  535.   attr_accessor :actor
  536.  
  537.   #--------------------------------------------------------------------------
  538.   # ● Update
  539.   #--------------------------------------------------------------------------
  540.   alias mog_atb_ac_update update
  541.   def update
  542.       mog_atb_ac_update
  543.       $game_temp.actor_command_index = self.index if self.active
  544.   end
  545.  
  546.   if MOG_ATB_SYSTEM::ENABLE_BUTTON_NEXT_ACTOR
  547.   #--------------------------------------------------------------------------
  548.   # ● Process_Cursor Move
  549.   #--------------------------------------------------------------------------
  550.   def process_cursor_move
  551.       return unless cursor_movable?
  552.       last_index = @index
  553.       cursor_down (Input.trigger?(:DOWN))  if Input.repeat?(:DOWN)
  554.       cursor_up   (Input.trigger?(:UP))    if Input.repeat?(:UP)
  555.       cursor_right(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT)
  556.       cursor_left (Input.trigger?(:LEFT))  if Input.repeat?(:LEFT)
  557.       Sound.play_cursor if @index != last_index
  558.   end
  559.   end
  560.  
  561.   if $imported["YEA-BattleEngine"]
  562.   #--------------------------------------------------------------------------
  563.   # ● Process_dir4
  564.   #--------------------------------------------------------------------------
  565.   def process_dir4
  566.   end
  567.  
  568.   #--------------------------------------------------------------------------
  569.   # ● Process_dir6
  570.   #--------------------------------------------------------------------------
  571.   def process_dir6
  572.   end  
  573.   end  
  574.  
  575.   #--------------------------------------------------------------------------
  576.   # ● Process Cursor Move
  577.   #--------------------------------------------------------------------------  
  578.   alias mog_atb_bm_process_cursor_move process_cursor_move
  579.   def process_cursor_move
  580.       return if SceneManager.scene_is?(Scene_Battle) and BattleManager.actor == nil
  581.       mog_atb_bm_process_cursor_move
  582.   end
  583.  
  584.   #--------------------------------------------------------------------------
  585.   # ● Process Handling
  586.   #--------------------------------------------------------------------------   
  587.   alias mog_atb_bm_process_handling process_handling
  588.   def process_handling
  589.       return if SceneManager.scene_is?(Scene_Battle) and BattleManager.actor == nil
  590.       mog_atb_bm_process_handling
  591.   end  
  592.  
  593. end
  594.  
  595. #==============================================================================
  596. # ■ Window_BattleEnemy
  597. #==============================================================================
  598. class Window_BattleEnemy < Window_Selectable
  599.  
  600.   #--------------------------------------------------------------------------
  601.   # ● Refresh
  602.   #--------------------------------------------------------------------------  
  603.   alias mog_atb_battle_enemy_update update
  604.   def update
  605.       return if enemy == nil      
  606.       mog_atb_battle_enemy_update
  607.   end
  608.  
  609. end
  610.  
  611. #==============================================================================
  612. # ■ Window BattleLog
  613. #==============================================================================
  614. class Window_BattleLog < Window_Selectable
  615.  
  616.   #--------------------------------------------------------------------------
  617.   # ● Display Added States
  618.   #--------------------------------------------------------------------------   
  619.   def display_added_states(target)
  620.       return if target.turn_collapse
  621.       target.result.added_state_objects.each do |state|
  622.          state_msg = target.actor? ? state.message1 : state.message2
  623.          if state.id == target.death_state_id
  624.             target.perform_collapse_effect if target.hp == 0
  625.          end
  626.          next if state_msg.empty?
  627.          replace_text(target.name + state_msg)
  628.          target.turn_collapse = true if state.id == target.death_state_id
  629.          wait
  630.          wait_for_effect
  631.       end
  632.   end  
  633.  
  634.   #--------------------------------------------------------------------------
  635.   # ● Refresh
  636.   #--------------------------------------------------------------------------   
  637.   def refresh
  638.   end  
  639.  
  640.   #--------------------------------------------------------------------------
  641.   # ● Message Speed
  642.   #--------------------------------------------------------------------------   
  643.   def message_speed
  644.       return 10 if $imported["YEA-BattleEngine"]
  645.       return 5
  646.   end
  647.  
  648.   #--------------------------------------------------------------------------
  649.   # * Wait for Effect
  650.   #--------------------------------------------------------------------------
  651.   def wait_for_effect
  652.       return false
  653.   end  
  654.  
  655. end
  656.  
  657. #==============================================================================
  658. # ■ Sprite Battler
  659. #==============================================================================
  660. class Sprite_Battler < Sprite_Base
  661.  
  662.   #--------------------------------------------------------------------------
  663.   # ● Update
  664.   #--------------------------------------------------------------------------      
  665.   alias mog_atb_sprite_update update
  666.   def update      
  667.       mog_atb_sprite_update
  668.       clear_atb_battler_dead if clear_atb_battler_dead?
  669.   end
  670.  
  671.   #--------------------------------------------------------------------------
  672.   # ● Init Visibility
  673.   #--------------------------------------------------------------------------      
  674.   alias mog_atb_init_visibility init_visibility
  675.   def init_visibility
  676.       self.visible = true
  677.       self.opacity = 255 if @battler.alive?
  678.       mog_atb_init_visibility
  679.   end
  680.  
  681.   #--------------------------------------------------------------------------
  682.   # ● Clear ATB Battler
  683.   #--------------------------------------------------------------------------      
  684.   def clear_atb_battler_dead?
  685.       return false if !self.visible
  686.       return false if @battler.nil?
  687.       return false if !@battler.dead?
  688.       return false if @battler.is_a?(Game_Actor)
  689.       return false if !@effect_type.nil?
  690.       return false if $imported[:mog_battler_motion] and !@collapse_done
  691.       return true
  692.   end
  693.  
  694.   #--------------------------------------------------------------------------
  695.   # ● Clear ATB Battler Dead
  696.   #--------------------------------------------------------------------------      
  697.   def clear_atb_battler_dead
  698.       self.opacity = 0
  699.       self.visible = false
  700.       @battler.atb_initial
  701.   end
  702.  
  703. end
  704.  
  705. #==============================================================================
  706. # ■ Game Battler Base
  707. #==============================================================================
  708. class Game_BattlerBase  
  709.  
  710.   attr_accessor :hidden
  711.  
  712.   #--------------------------------------------------------------------------
  713.   # ● Inputable?
  714.   #--------------------------------------------------------------------------            
  715.   def inputable?
  716.       normal? && !auto_battle? && self.atb_max?
  717.   end
  718.  
  719. end
  720.  
  721. #==============================================================================
  722. # ■ Game_Battler
  723. #==============================================================================
  724. class Game_Battler < Game_BattlerBase
  725.  
  726.    attr_accessor :atb
  727.    attr_accessor :atb_max
  728.    attr_accessor :atb_cast
  729.    attr_accessor :atb_action
  730.    attr_accessor :atb_turn_duration
  731.    attr_accessor :atb_escape
  732.    attr_accessor :next_turn
  733.    attr_accessor :turn_collapse
  734.    attr_accessor :actions
  735.  
  736.   #--------------------------------------------------------------------------
  737.   # ● Initialize
  738.   #--------------------------------------------------------------------------      
  739.    alias mog_at_system_initialize initialize
  740.    def initialize
  741.        mog_at_system_initialize
  742.        atb_init_setup
  743.    end
  744.  
  745.   #--------------------------------------------------------------------------
  746.   # ● Atb Init Setup
  747.   #--------------------------------------------------------------------------      
  748.    def atb_init_setup
  749.        @atb = 0
  750.        @atb_max = $game_system.atb_max
  751.        @atb_cast = []
  752.        @atb_turn_duration = 0
  753.        @next_turn = false
  754.        @atb_escape = false
  755.        @turn_collapse = false
  756.        @wait_motion = $imported[:mog_battler_motion] != nil ? true : false
  757.    end     
  758.  
  759.   #--------------------------------------------------------------------------
  760.   # ● Atb
  761.   #--------------------------------------------------------------------------         
  762.    def atb
  763.        return 0 if self.hp == 0
  764.        return [[@atb, atb_max].min, 0].max
  765.    end  
  766.  
  767.   #--------------------------------------------------------------------------
  768.   # ● Max ATB
  769.   #--------------------------------------------------------------------------         
  770.    def atb_max
  771.        return [$game_system.atb_max,100].max
  772.    end   
  773.  
  774.   #--------------------------------------------------------------------------
  775.   # ● Max AT?
  776.   #--------------------------------------------------------------------------         
  777.    def atb_max?
  778.        self.atb >= atb_max
  779.    end
  780.  
  781.   #--------------------------------------------------------------------------
  782.   # ● Atb Speed
  783.   #--------------------------------------------------------------------------         
  784.    def atb_speed
  785.        return self.agi
  786.    end
  787.  
  788.   #--------------------------------------------------------------------------
  789.   # ● ATB Update
  790.   #--------------------------------------------------------------------------   
  791.   def atb_update?
  792.       return false if restriction >= 4
  793.       return false if self.hp == 0
  794.       return false if self.hidden
  795.       return false if @wait_motion && $game_temp.battler_in_motion
  796.       return true
  797.   end
  798.  
  799.   #--------------------------------------------------------------------------
  800.   # ● ATB Update
  801.   #--------------------------------------------------------------------------   
  802.   def atb_update
  803.       return if !atb_update?
  804.       if self.atb_cast.empty?
  805.          if !atb_max?
  806.             self.atb += self.atb_speed
  807.             execute_atb_max_effect if atb_max?
  808.          end   
  809.       else   
  810.          self.atb_cast[1] -= 1
  811.          execute_cast_action if self.atb_cast[1] <= 0
  812.       end
  813.   end
  814.  
  815.   #--------------------------------------------------------------------------
  816.   # ● Execute Atb Max Effect
  817.   #--------------------------------------------------------------------------   
  818.   def execute_atb_max_effect
  819.       $game_temp.refresh_item_window = true if need_refresh_item_window?
  820.       $game_temp.add_order(self)
  821.   end
  822.  
  823.   #--------------------------------------------------------------------------
  824.   # ● Need Refresh Item Window?
  825.   #--------------------------------------------------------------------------   
  826.   def need_refresh_item_window?
  827.       return false
  828.   end
  829.  
  830.   #--------------------------------------------------------------------------
  831.   # ● Execute Cast Action
  832.   #--------------------------------------------------------------------------   
  833.   def execute_cast_action
  834.       self.next_turn = true ; self.atb = self.atb_max ; self.atb_cast.clear
  835.   end
  836.  
  837.   #--------------------------------------------------------------------------
  838.   # ● Atb Clear
  839.   #--------------------------------------------------------------------------   
  840.   def atb_clear
  841.       self.atb = 0 ; self.atb_cast.clear ; self.turn_collapse = false
  842.   end
  843.  
  844.   #--------------------------------------------------------------------------
  845.   # ● Atb Initial
  846.   #--------------------------------------------------------------------------   
  847.   def atb_initial
  848.       @atb = 0 ; @atb_cast = [] ; @atb_turn_duration = 0
  849.       @atb_escape = false ; @next_turn = false ; clear_actions
  850.   end     
  851.  
  852.   #--------------------------------------------------------------------------
  853.   # ● Movable ATB
  854.   #--------------------------------------------------------------------------   
  855.   def movable_atb?
  856.       return false if !atb_max?
  857.       return false if self.dead?
  858.       return false if self.restriction != 0
  859.       return false if self.next_turn
  860.       return false if !self.atb_cast.empty?
  861.       return true
  862.   end
  863.  
  864.   #--------------------------------------------------------------------------
  865.   # ● Item Apply
  866.   #--------------------------------------------------------------------------  
  867.   alias mog_atb_item_apply item_apply
  868.   def item_apply(user, item)      
  869.       pre_item = self.current_action.item rescue nil
  870.       mog_atb_item_apply(user, item)      
  871.       if SceneManager.scene_is?(Scene_Battle)
  872.          effect_for_dead if self.dead?
  873.          atb_after_damage(pre_item)
  874.       end   
  875.   end  
  876.  
  877.   #--------------------------------------------------------------------------
  878.   # ● ATB After Damage
  879.   #--------------------------------------------------------------------------  
  880.   def atb_after_damage(pre_item = nil)
  881.       $game_temp.break_command = true if can_damage_break_command?
  882.       turn_clear if self.restriction == 4 or self.dead?
  883.       $game_temp.remove_order(self) if self.restriction > 0 or self.dead?
  884.       $game_temp.battle_end2 = true if $game_troop.all_dead? or $game_party.all_dead?
  885.   end
  886.  
  887.   #--------------------------------------------------------------------------
  888.   # ● Can Damage Break Command
  889.   #--------------------------------------------------------------------------  
  890.   def can_damage_break_command?
  891.       return false if BattleManager.actor == nil
  892.       return false if BattleManager.actor != self
  893.       return true if BattleManager.actor.restriction > 0
  894.       return true if BattleManager.actor.dead?
  895.       return true if BattleManager.actor.hp == 0
  896.       return false
  897.   end
  898.  
  899.   #--------------------------------------------------------------------------
  900.   # ● Turn Clear
  901.   #--------------------------------------------------------------------------  
  902.   def turn_clear
  903.       self.atb_clear
  904.       self.atb_escape = false
  905.       self.clear_actions
  906.       self.next_turn = false
  907.       $game_temp.remove_order(self)
  908.   end  
  909.  
  910.   #--------------------------------------------------------------------------
  911.   # ● Effect for Dead
  912.   #--------------------------------------------------------------------------  
  913.   def effect_for_dead      
  914.       atb_initial
  915.       $game_temp.refresh_target_windows[0] = true if self.is_a?(Game_Actor)
  916.       $game_temp.refresh_target_windows[1] = true if self.is_a?(Game_Enemy)
  917.       if $imported[:mog_battle_cursor]
  918.          $game_temp.battle_cursor_need_refresh[0] = true if self.is_a?(Game_Actor)
  919.          $game_temp.battle_cursor_need_refresh[1] = true if self.is_a?(Game_Enemy)
  920.       end         
  921.   end
  922.  
  923.   #--------------------------------------------------------------------------
  924.   # ● Remove State Auto
  925.   #--------------------------------------------------------------------------  
  926.   alias mog_atb_remove_states_auto remove_states_auto
  927.   def remove_states_auto(timing)
  928.       if SceneManager.scene_is?(Scene_Battle)
  929.          remove_states_auto_atb(timing) ; return
  930.       end
  931.       mog_atb_remove_states_auto(timing)
  932.   end  
  933.  
  934.   #--------------------------------------------------------------------------
  935.   # ● Remove State Auto ATB
  936.   #--------------------------------------------------------------------------  
  937.   def remove_states_auto_atb(timing)
  938.       states.each do |state|
  939.       if @state_turns[state.id] == 0
  940.          if restriction == 4 ; remove_state(state.id) ; return ; end
  941.             unless state.auto_removal_timing == 2 and state.max_turns <= 1
  942.             remove_state(state.id)
  943.             end
  944.          end
  945.       end
  946.   end  
  947.  
  948.   #--------------------------------------------------------------------------
  949.   # ● Remove State Turn End
  950.   #--------------------------------------------------------------------------  
  951.   def remove_state_turn_end
  952.       states.each do |state|
  953.          next if state.auto_removal_timing != 2
  954.          next if state.max_turns > 1
  955.          remove_state(state.id)
  956.       end
  957.   end  
  958.  
  959.   #--------------------------------------------------------------------------
  960.   # ● Die
  961.   #--------------------------------------------------------------------------  
  962.   alias mog_atb_die die
  963.   def die
  964.       mog_atb_die
  965.       self.turn_clear ; self.atb_turn_duration = 0
  966.   end
  967.  
  968.   #--------------------------------------------------------------------------
  969.   # ● Revive
  970.   #--------------------------------------------------------------------------  
  971.   alias mog_atb_revive revive
  972.   def revive
  973.       mog_atb_revive
  974.       self.turn_clear ; per = 25 * self.atb_max / 100 ; self.atb = rand(per)
  975.       self.atb_turn_duration = 0
  976.   end  
  977.  
  978.   #--------------------------------------------------------------------------
  979.   # ● Create Battle Action
  980.   #--------------------------------------------------------------------------
  981.   alias mog_atb_make_actions make_actions
  982.   def make_actions
  983.       return if !self.atb_cast.empty?
  984.       item = self.current_action.item rescue nil
  985.       return if item != nil
  986.       mog_atb_make_actions
  987.   end  
  988.  
  989. end
  990.  
  991. #==============================================================================
  992. # ■ Game Enemy
  993. #==============================================================================
  994. class Game_Enemy < Game_Battler
  995.  
  996.   #--------------------------------------------------------------------------
  997.   # ● Tranform
  998.   #--------------------------------------------------------------------------  
  999.    alias mog_at_system_transform transform
  1000.    def transform(enemy_id)
  1001.        mog_at_system_transform(enemy_id)
  1002.        self.atb_clear
  1003.    end
  1004.  
  1005. end
  1006.  
  1007. #==============================================================================
  1008. # ■ BattleManager
  1009. #==============================================================================
  1010. module BattleManager
  1011.  
  1012.   #--------------------------------------------------------------------------
  1013.   # ● Start Command Input
  1014.   #--------------------------------------------------------------------------
  1015.   def self.input_start
  1016.       @phase = :input if @phase != :input
  1017.       return !@surprise && $game_party.inputable?
  1018.   end
  1019.  
  1020.   #--------------------------------------------------------------------------
  1021.   # ● Battle Start
  1022.   #--------------------------------------------------------------------------  
  1023.   def self.battle_start
  1024.       $game_system.battle_count += 1
  1025.       $game_party.on_battle_start
  1026.       $game_troop.on_battle_start
  1027.       atb_initial_setup ; @turn_duration = set_turn_duration
  1028.       if MOG_ATB_SYSTEM::MESSAGE_ENEMY_APPEAR
  1029.          $game_troop.enemy_names.each do |name|
  1030.          $game_message.add(sprintf(Vocab::Emerge, name))
  1031.          end
  1032.       end
  1033.       if @preemptive
  1034.          $game_message.add(sprintf(Vocab::Preemptive, $game_party.name))
  1035.       elsif @surprise
  1036.          $game_message.add(sprintf(Vocab::Surprise, $game_party.name))
  1037.       end
  1038.       wait_for_message ; @preemptive = false ; @surprise = false
  1039.   end
  1040.  
  1041.   #--------------------------------------------------------------------------
  1042.   # ● ATB Initial Setup
  1043.   #--------------------------------------------------------------------------  
  1044.   def self.atb_initial_setup
  1045.       battlers.each do |battler|
  1046.       battler.atb_initial ; initial_atb_parameter(battler)
  1047.       end
  1048.   end
  1049.  
  1050.   #--------------------------------------------------------------------------
  1051.   # ● Initial ATB Parameter
  1052.   #--------------------------------------------------------------------------  
  1053.   def self.initial_atb_parameter(battler)
  1054.       @at_phase = 0
  1055.       nt = battler.atb_max * 30 / 100
  1056.       st = battler.atb_max * 20 / 100      
  1057.       pt = battler.atb_max * 65 / 100
  1058.       n_at = rand(nt) ; p_at = pt + rand(nt) ; s_at = rand(st)        
  1059.       if BattleManager.preemptive_attack
  1060.          battler.atb = p_at if battler.is_a?(Game_Actor)
  1061.          battler.atb = s_at if battler.is_a?(Game_Enemy)
  1062.       elsif BattleManager.surprise_attack   
  1063.          battler.atb = p_at if battler.is_a?(Game_Enemy)
  1064.          battler.atb = s_at if battler.is_a?(Game_Actor)
  1065.       else   
  1066.          battler.atb = n_at
  1067.       end
  1068.       battler.atb = battler.atb_max - 1  if battler.atb >= battler.atb_max
  1069.       battler.turn_clear if battler.dead? or battler.restriction == 4
  1070.   end
  1071.  
  1072.   #--------------------------------------------------------------------------
  1073.   # ● Set Turn Duration
  1074.   #--------------------------------------------------------------------------  
  1075.   def self.set_turn_duration
  1076.       max_battlers = battlers.size > 0 ? battlers.size : 1      
  1077.       case MOG_ATB_SYSTEM::TURN_DURATION_TYPE
  1078.         when 1 ; n  = $game_system.atb_turn_duration[1] * max_battlers         
  1079.         when 2
  1080.            turn_sp = 0
  1081.            battlers.each do |battler| turn_sp += battler.agi ; end  
  1082.            n = $game_system.atb_turn_duration[1] + (turn_sp / max_battlers)
  1083.         else ; n = $game_system.atb_turn_duration[1]
  1084.       end
  1085.       n2 = [[n, 9999].min, 120].max     
  1086.       battlers.each do |battler|
  1087.           perc = 30 * n2 / 100
  1088.           battler.atb_turn_duration = rand(perc)      
  1089.       end  
  1090.       return n2
  1091.   end
  1092.  
  1093.   #--------------------------------------------------------------------------
  1094.   # ● Force Clear Battler ATB
  1095.   #--------------------------------------------------------------------------  
  1096.   def self.force_clear_battler_atb
  1097.       battlers.each do |battler|
  1098.       battler.turn_clear if battler.dead? or battler.restriction == 4
  1099.       end
  1100.   end
  1101.  
  1102.   #--------------------------------------------------------------------------
  1103.   # ● Turn Start
  1104.   #--------------------------------------------------------------------------
  1105.   def self.turn_start   
  1106.       @phase = :turn ; clear_actor
  1107.   end  
  1108.  
  1109.   #--------------------------------------------------------------------------
  1110.   # ● Preemtive Attack
  1111.   #--------------------------------------------------------------------------  
  1112.   def self.preemptive_attack
  1113.       @preemptive
  1114.   end  
  1115.  
  1116.   #--------------------------------------------------------------------------
  1117.   # ● Suprise Attack
  1118.   #--------------------------------------------------------------------------   
  1119.   def self.surprise_attack
  1120.       @surprise
  1121.   end
  1122.  
  1123.   #--------------------------------------------------------------------------
  1124.   # ● Battlers
  1125.   #--------------------------------------------------------------------------   
  1126.   def self.battlers
  1127.       return $game_troop.members + $game_party.battle_members
  1128.   end  
  1129.  
  1130.   #--------------------------------------------------------------------------
  1131.   # ● Update ATB
  1132.   #--------------------------------------------------------------------------   
  1133.   def update_atb?
  1134.       return false if @atb_in_turn
  1135.       return true
  1136.   end
  1137.  
  1138.   #--------------------------------------------------------------------------
  1139.   # ● Update ATB
  1140.   #--------------------------------------------------------------------------   
  1141.   def self.update_atb
  1142.       return if $game_temp.atb_wait
  1143.       return if $game_temp.end_phase_duration[1] > 0
  1144.       return if $game_temp.battle_end      
  1145.       return if $game_temp.atb_frame_skip > 0
  1146.       return @current_battler if @current_battler
  1147.       for battler in battlers
  1148.           next if !battler_update?(battler)
  1149.           battler.atb_update
  1150.           update_battler_turn(battler)
  1151.           @current_battler = set_current_battler(battler)
  1152.           break if $game_temp.atb_frame_skip > 0
  1153.       end
  1154.       return nil
  1155.   end
  1156.  
  1157.   #--------------------------------------------------------------------------
  1158.   # ● Battler Update?
  1159.   #--------------------------------------------------------------------------   
  1160.   def self.battler_update?(battler)
  1161.       return false if battler.dead? or battler.hp == 0
  1162.       return true
  1163.   end
  1164.  
  1165.   #--------------------------------------------------------------------------
  1166.   # ● Update Battler Turn
  1167.   #--------------------------------------------------------------------------   
  1168.   def self.update_battler_turn(battler)
  1169.       return if @turn_duration == nil
  1170.       battler.atb_turn_duration += 1
  1171.       return if battler.atb_turn_duration < @turn_duration
  1172.       battler.atb_turn_duration = 0
  1173.       old_battler = battler
  1174.       battler.on_turn_end
  1175.       @refresh_status = true
  1176.   end
  1177.  
  1178.   #--------------------------------------------------------------------------
  1179.   # ● Set Current Battler
  1180.   #--------------------------------------------------------------------------   
  1181.   def self.set_current_battler(battler)
  1182.       return @current_battler if @current_battler
  1183.       return nil if !battler.atb_max?
  1184.       if battler.next_turn
  1185.          battler.remove_state_turn_end            
  1186.          $game_temp.remove_order(battler)
  1187.          return battler
  1188.       end
  1189.       if battler.is_a?(Game_Actor)
  1190.         if BattleManager.actor == nil         
  1191.             if $game_temp.actor_process_event != nil
  1192.                enable_actor_command?($game_temp.actor_process_event)
  1193.                prepare_actor_command($game_temp.actor_process_event)      
  1194.                $game_temp.actor_process_event = nil
  1195.             elsif $game_temp.atb_actor_order[0] != nil and
  1196.                 enable_actor_command?($game_temp.atb_actor_order[0])
  1197.                 prepare_actor_command($game_temp.atb_actor_order[0])
  1198.             else
  1199.                 prepare_actor_command(battler) if enable_actor_command?(battler)
  1200.                 if battler_confusion?(battler)                  
  1201.                    battler.make_actions
  1202.                    battler.next_turn = true if !can_execute_cast_action?(battler)
  1203.                 end      
  1204.              end
  1205.          else      
  1206.              if battler_confusion?(battler)                  
  1207.                 battler.make_actions
  1208.                 battler.next_turn = true if !can_execute_cast_action?(battler)
  1209.              end
  1210.          end
  1211.      else
  1212.          battler.make_actions
  1213.          battler.next_turn = true if !can_execute_cast_action?(battler)
  1214.       end   
  1215.       return nil
  1216.   end
  1217.  
  1218.   #--------------------------------------------------------------------------
  1219.   # ●  Enable Actor Command
  1220.   #--------------------------------------------------------------------------   
  1221.   def self.battler_confusion?(battler)
  1222.       return false if battler.hp == 0 or battler.dead?
  1223.       return true if battler.confusion?
  1224.       return false
  1225.   end
  1226.  
  1227.   #--------------------------------------------------------------------------
  1228.   # ●  Enable Actor Command
  1229.   #--------------------------------------------------------------------------   
  1230.   def self.enable_actor_command?(battler)
  1231.       return false if @command_actor != nil
  1232.       return false if battler.dead?
  1233.       return false if battler.restriction != 0
  1234.       return true
  1235.   end  
  1236.  
  1237.   #--------------------------------------------------------------------------
  1238.   # ● Prepare Actor Command
  1239.   #--------------------------------------------------------------------------   
  1240.   def self.prepare_actor_command(battler)
  1241.       battler.remove_state_turn_end      
  1242.       @command_actor = battler ; @command_selection = true
  1243.       $game_temp.remove_order(battler)      
  1244.   end
  1245.  
  1246.   #--------------------------------------------------------------------------
  1247.   # ● Can Execute Cast Action?
  1248.   #--------------------------------------------------------------------------   
  1249.   def self.can_execute_cast_action?(battler)
  1250.       item = battler.current_action.item rescue nil  
  1251.       return false if item == nil
  1252.       if item.speed != 0 and battler.atb_cast.empty?
  1253.          battler.atb_cast = [item,item.speed.abs,0]
  1254.          battler.animation_id = MOG_ATB_SYSTEM::CAST_ANIMATION
  1255.          battler.atb = 0
  1256.          return true
  1257.       end   
  1258.       return false
  1259.   end
  1260.  
  1261.   #--------------------------------------------------------------------------
  1262.   # ● Actor in turn
  1263.   #--------------------------------------------------------------------------   
  1264.   def self.actor_command?
  1265.       return false if !@command_selection
  1266.       return false if @command_actor == nil
  1267.       if @command_actor.restriction != 0
  1268.          @command_selection = false
  1269.          return false
  1270.       end   
  1271.       @command_selection = false      
  1272.       return true
  1273.   end
  1274.  
  1275.   #--------------------------------------------------------------------------
  1276.   # ● Current Battler Clear
  1277.   #--------------------------------------------------------------------------   
  1278.   def self.current_battler_clear(subject)
  1279.       return if subject == nil
  1280.       return if @current_battler == nil
  1281.       return if @current_battler != subject
  1282.       @current_battler.atb_clear
  1283.       @current_battler.atb_escape = false
  1284.       @current_battler.clear_actions
  1285.       @current_battler.next_turn = false
  1286.       @current_battler = nil
  1287.   end  
  1288.  
  1289.   #--------------------------------------------------------------------------
  1290.   # ● Command Selection Clear
  1291.   #--------------------------------------------------------------------------   
  1292.   def self.command_selection_clear
  1293.       $game_temp.remove_order(@command_actor)
  1294.       @command_selection = false ; @command_actor = nil
  1295.       $game_temp.actor_command_index = 0
  1296.   end
  1297.  
  1298.   #--------------------------------------------------------------------------
  1299.   # ● Command Selection
  1300.   #--------------------------------------------------------------------------   
  1301.   def self.command_selection?
  1302.       @command_selection
  1303.   end
  1304.  
  1305.   #--------------------------------------------------------------------------
  1306.   # ● Command Selection need clear?
  1307.   #--------------------------------------------------------------------------   
  1308.   def self.command_need_clear?
  1309.       return true if @command_actor == nil and @command_selection
  1310.       return false
  1311.   end
  1312.  
  1313.   #--------------------------------------------------------------------------
  1314.   # ● Next Command
  1315.   #--------------------------------------------------------------------------   
  1316.   def self.next_command
  1317.       if @command_actor ; @command_actor.make_actions ; return true ;end
  1318.       return false
  1319.   end  
  1320.  
  1321.   #--------------------------------------------------------------------------
  1322.   # ● Command End
  1323.   #--------------------------------------------------------------------------   
  1324.   def self.command_end
  1325.       $game_temp.remove_order(@command_actor)
  1326.       @command_selection = false
  1327.       $game_temp.actor_command_index = 0
  1328.       command_end_actor if @command_actor
  1329.       @command_actor = nil
  1330.   end
  1331.  
  1332.   #--------------------------------------------------------------------------
  1333.   # ● Command End Actor
  1334.   #--------------------------------------------------------------------------   
  1335.   def self.command_end_actor
  1336.       item = @command_actor.current_action.item rescue nil  
  1337.       set_cast_action(item) if set_cast_action?(item)
  1338.       @command_actor.next_turn = true if @command_actor != nil
  1339.       @current_battler = @command_actor if @current_battler == nil
  1340.       $game_temp.actor_process_event = nil
  1341.   end
  1342.  
  1343.   #--------------------------------------------------------------------------
  1344.   # ● Set Cast Action?
  1345.   #--------------------------------------------------------------------------   
  1346.   def self.set_cast_action?(item)
  1347.       if item.is_a?(RPG::Skill)
  1348.          return false if @command_actor.guard_skill_id == item.id
  1349.       end
  1350.       return false if item.nil?
  1351.       return false if item.speed == 0
  1352.       return false if !@command_actor.atb_cast.empty?
  1353.       return true
  1354.   end
  1355.  
  1356.   #--------------------------------------------------------------------------
  1357.   # ● Set Cast Action
  1358.   #--------------------------------------------------------------------------   
  1359.   def self.set_cast_action(item)
  1360.       if item.speed.abs > 10
  1361.          @command_actor.atb_cast = [item,item.speed.abs,0]
  1362.       else   
  1363.          @command_actor.atb_cast = [item,10,10]
  1364.       end  
  1365.       @command_actor.animation_id = MOG_ATB_SYSTEM::CAST_ANIMATION
  1366.       @command_actor.atb = 0 ; @command_actor.next_turn = false
  1367.       @command_actor = nil
  1368.   end      
  1369.  
  1370.   #--------------------------------------------------------------------------
  1371.   # ● End Turn
  1372.   #--------------------------------------------------------------------------
  1373.   def self.in_turn?
  1374.       return $game_temp.atb_in_turn
  1375.   end  
  1376.  
  1377.   #--------------------------------------------------------------------------
  1378.   # ● Set Refresh Status
  1379.   #--------------------------------------------------------------------------
  1380.   def self.set_refresh_status(value)
  1381.       @refresh_status = value
  1382.   end
  1383.  
  1384.   #--------------------------------------------------------------------------
  1385.   # ● Refresh Status
  1386.   #--------------------------------------------------------------------------
  1387.   def self.refresh_status?
  1388.       @refresh_status
  1389.   end
  1390.  
  1391.   #--------------------------------------------------------------------------
  1392.   # ● Actor
  1393.   #--------------------------------------------------------------------------
  1394.   def self.actor
  1395.       @command_actor
  1396.   end
  1397.  
  1398.   #--------------------------------------------------------------------------
  1399.   # ● Cancel Actor Command
  1400.   #--------------------------------------------------------------------------
  1401.   def self.cancel_actor_command(minus = false)
  1402.       @command_selection = false
  1403.       return if @command_actor == nil
  1404.       @command_actor.atb = (@command_actor.atb * 80 / 100).truncate if minus
  1405.       @command_actor = nil
  1406.       $game_temp.actor_command_index = 0
  1407.   end
  1408.  
  1409.   #--------------------------------------------------------------------------
  1410.   # ● Battler
  1411.   #--------------------------------------------------------------------------
  1412.   def self.set_battler_in_turn(battler)
  1413.       @battler_in_turn = battler
  1414.   end
  1415.  
  1416.   #--------------------------------------------------------------------------
  1417.   # ● Battler in turn?
  1418.   #--------------------------------------------------------------------------
  1419.   def self.battler_in_turn?(battler)
  1420.       return true if @battler_in_turn == battler
  1421.       return false
  1422.   end
  1423.  
  1424.   #--------------------------------------------------------------------------
  1425.   # ● Turn Start ABS
  1426.   #--------------------------------------------------------------------------
  1427.   def self.turn_start_abs
  1428.       @phase = :turn        
  1429.   end
  1430.  
  1431.   #--------------------------------------------------------------------------
  1432.   # ● Set Subject
  1433.   #--------------------------------------------------------------------------
  1434.   def self.set_subject(subject)
  1435.       @subject = subject
  1436.   end
  1437.  
  1438.   #--------------------------------------------------------------------------
  1439.   # ● Subject
  1440.   #--------------------------------------------------------------------------
  1441.   def self.subject
  1442.       @subject
  1443.   end  
  1444.  
  1445. end  
  1446.  
  1447. #==============================================================================
  1448. # ■ BattleManager
  1449. #==============================================================================
  1450. class << BattleManager
  1451.  
  1452.   #--------------------------------------------------------------------------
  1453.   # ● Init Members
  1454.   #--------------------------------------------------------------------------
  1455.   alias mog_atb_init_members init_members
  1456.   def init_members
  1457.       mog_atb_init_members
  1458.       set_init_atb_data
  1459.   end
  1460.  
  1461.   #--------------------------------------------------------------------------
  1462.   # ● Set Init ATB Data
  1463.   #--------------------------------------------------------------------------
  1464.   def set_init_atb_data
  1465.       @current_battler = nil ; @actor_in_turn = nil ; @command_selection = nil
  1466.       @atb_target_index = nil ; @command_actor = nil ; $game_temp.atb_user = nil
  1467.       $game_temp.turn_duration_clear = false ; $game_temp.battle_end = false
  1468.       $game_temp.atb_in_turn = true ; $game_temp.atb_wait = false
  1469.       @turn_duration = set_turn_duration ; @refresh_status = false
  1470.       $game_temp.atb_frame_skip = 30 ; @battler_in_turn = nil
  1471.       $game_temp.refresh_target_windows = [false,false]
  1472.       $game_temp.refresh_actor_command = false ; @subject = nil
  1473.       $game_temp.refresh_battle_atb = false ; $game_temp.atb_break_duration = 0
  1474.       $game_temp.end_phase_duration = [false,0] ; $game_temp.battle_end2 = false     
  1475.       $game_temp.actor_command_index = 0 ; $game_temp.refresh_item_window = false
  1476.       $game_system.atb_turn_duration[0] = 0 ; $game_temp.atb_stop = [false,false]
  1477.       $game_temp.atb_actor_order = [] ; $game_temp.break_command = false
  1478.       $game_temp.actor_process_event = nil ; $game_temp.hwindow_atb = false
  1479.   end
  1480.  
  1481.   #--------------------------------------------------------------------------
  1482.   # ● Determine Win/Loss Results
  1483.   #--------------------------------------------------------------------------
  1484.   alias mog_atb_judge_win_loss judge_win_loss
  1485.   def judge_win_loss
  1486.       return if $game_temp.end_phase_duration[0]
  1487.       return if $game_troop.interpreter.running?
  1488.       mog_atb_judge_win_loss
  1489.   end
  1490.  
  1491.   #--------------------------------------------------------------------------
  1492.   # ● Clear Base Parameter
  1493.   #--------------------------------------------------------------------------   
  1494.   def clear_base_parameter
  1495.       battlers.each do |battler| battler.atb_initial end
  1496.   end
  1497.  
  1498.   #--------------------------------------------------------------------------
  1499.   # ● Process Abort
  1500.   #--------------------------------------------------------------------------   
  1501.   alias mog_atb_process_abort process_abort  
  1502.   def process_abort  
  1503.       $game_temp.atb_wait = true ; $game_temp.battle_end = true
  1504.       clear_base_parameter
  1505.       mog_atb_process_abort      
  1506.   end
  1507.  
  1508.   #--------------------------------------------------------------------------
  1509.   # ● Process Defeat
  1510.   #--------------------------------------------------------------------------   
  1511.   alias mog_atb_process_defeat process_defeat
  1512.   def process_defeat
  1513.       clear_base_parameter
  1514.       $game_temp.atb_wait = true ; $game_temp.battle_end = true   
  1515.       mog_atb_process_defeat
  1516.   end  
  1517.  
  1518.   #--------------------------------------------------------------------------
  1519.   # ● Process Victory
  1520.   #--------------------------------------------------------------------------   
  1521.   alias mog_atb_process_victory process_victory
  1522.   def process_victory
  1523.       $game_temp.atb_wait = true ; $game_temp.battle_end = true
  1524.       mog_atb_process_victory
  1525.   end
  1526.  
  1527.   #--------------------------------------------------------------------------
  1528.   # ● Prior Command
  1529.   #--------------------------------------------------------------------------   
  1530.   alias mog_atb_prior_command prior_command
  1531.   def prior_command
  1532.       if $sv_camera != nil
  1533.          actor = $game_party.battle_members[@actor_index] rescue nil
  1534.          return if actor == nil
  1535.       end
  1536.       mog_atb_prior_command
  1537.   end   
  1538.  
  1539. end
  1540.  
  1541. #==============================================================================
  1542. # ■ Scene Battle
  1543. #==============================================================================
  1544. class Scene_Battle < Scene_Base
  1545.   include MOG_ATB_SYSTEM
  1546.  
  1547.   #--------------------------------------------------------------------------
  1548.   # ● Battle Start
  1549.   #--------------------------------------------------------------------------
  1550.   def battle_start
  1551.       BattleManager.battle_start
  1552.       process_event
  1553.       set_turn_duration
  1554.   end   
  1555.  
  1556.   #--------------------------------------------------------------------------
  1557.   # ● Set Turn Duration
  1558.   #--------------------------------------------------------------------------
  1559.   def set_turn_duration
  1560.       $game_system.atb_turn_duration = [0,BattleManager.set_turn_duration]
  1561.       @status_window.open if @status_window != nil
  1562.       BattleManager.turn_start_abs
  1563.   end     
  1564.  
  1565.   #--------------------------------------------------------------------------
  1566.   # ● Next Command
  1567.   #--------------------------------------------------------------------------  
  1568.   alias mog_atb_next_command next_command
  1569.   def next_command
  1570.       BattleManager.command_selection_clear if BattleManager.command_selection_clear?
  1571.       mog_atb_next_command
  1572.   end   
  1573.  
  1574.   #--------------------------------------------------------------------------
  1575.   # ● Process Action
  1576.   #--------------------------------------------------------------------------  
  1577.   def process_action
  1578.       process_atb_type
  1579.       return if !process_action_atb?
  1580.       update_turn if update_turn?
  1581.       @subject = BattleManager.update_atb
  1582.       process_actor_command if BattleManager.actor_command?
  1583.       force_refresh_status if BattleManager.refresh_status?
  1584.       process_action_atb if @subject
  1585.   end  
  1586.  
  1587.   #--------------------------------------------------------------------------
  1588.   # ● Update Break Phase
  1589.   #--------------------------------------------------------------------------  
  1590.   def update_break_phase
  1591.       $game_temp.atb_break_duration += 1
  1592.       return if $game_temp.atb_break_duration < 30
  1593.       $game_temp.atb_break_duration = 0
  1594.       process_atb_break if proccess_atb_break?
  1595.   end
  1596.  
  1597.   #--------------------------------------------------------------------------
  1598.   # ● Process ATB Break
  1599.   #--------------------------------------------------------------------------  
  1600.   def process_atb_break      
  1601.       if BattleManager.actor != nil
  1602.          BattleManager.actor.atb -= 1
  1603.          if BattleManager.actor.restriction == 4 or BattleManager.actor.hp == 0 or
  1604.             BattleManager.actor.dead?
  1605.             BattleManager.actor.turn_clear
  1606.          end
  1607.       end
  1608.       hide_base_window
  1609.       BattleManager.command_selection_clear
  1610.   end
  1611.  
  1612.   #--------------------------------------------------------------------------
  1613.   # ● Process Action
  1614.   #--------------------------------------------------------------------------  
  1615.   def proccess_atb_break?
  1616.       return false if $game_troop.interpreter.running?
  1617.       members_atb_max = true
  1618.       members_next_turn = true
  1619.       for battler in $game_party.battle_members
  1620.           members_atb_max = false if !battler.atb_max?
  1621.           members_next_turn = false if !battler.next_turn         
  1622.       end
  1623.       if BattleManager.actor != nil
  1624.          return true if can_break_actor_command?
  1625.        else
  1626.          return true if members_atb_max and !members_next_turn
  1627.       end
  1628.       return false
  1629.   end
  1630.  
  1631.   #--------------------------------------------------------------------------
  1632.   # ● Can Break Actor Command
  1633.   #--------------------------------------------------------------------------  
  1634.   def can_break_actor_command?
  1635.       return true if BattleManager.actor.next_turn
  1636.       return true if BattleManager.actor.restriction > 0
  1637.       return true if BattleManager.actor.dead? or BattleManager.actor.hp == 0
  1638.       return true if !base_window_active?
  1639.       return false
  1640.   end
  1641.  
  1642.   #--------------------------------------------------------------------------
  1643.   # ● Base Window Active
  1644.   #--------------------------------------------------------------------------  
  1645.   def base_window_active?
  1646.       return true if @actor_window.active
  1647.       return true if @enemy_window.active
  1648.       return true if @item_window.active
  1649.       return true if @skill_window.active
  1650.       return true if @party_command_window.active
  1651.       return true if @actor_command_window.active
  1652.       return false
  1653.   end
  1654.  
  1655.   #--------------------------------------------------------------------------
  1656.   # ● Process Action
  1657.   #--------------------------------------------------------------------------  
  1658.   def process_action_atb
  1659.       $game_temp.remove_order(@subject)
  1660.       loop do
  1661.           if @subject == nil
  1662.              turn_end_subject_nil
  1663.              break
  1664.           end   
  1665.           BattleManager.set_battler_in_turn(@subject)
  1666.           BattleManager.set_subject(@subject)
  1667.           @log_window.clear
  1668.           if @subject.atb_escape
  1669.              process_escape
  1670.              break
  1671.           end
  1672.           process_before_execute_action
  1673.           process_execute_action if @subject.current_action
  1674.           process_after_execute_action
  1675.           hide_windows_for_dead
  1676.           if break_process_action_atb?
  1677.              process_action_end
  1678.              turn_end
  1679.              break
  1680.           end  
  1681.       end
  1682.   end
  1683.  
  1684.   #--------------------------------------------------------------------------
  1685.   # ● Break Process Action Atb
  1686.   #--------------------------------------------------------------------------   
  1687.   def break_process_action_atb?
  1688.       return true if !@subject.current_action
  1689.       return true if @subject.restriction == 4
  1690.       return true if @subject.dead? or @subject.hp == 0
  1691.       return false
  1692.   end
  1693.  
  1694.   #--------------------------------------------------------------------------
  1695.   # ● Can Break Process Action?
  1696.   #--------------------------------------------------------------------------  
  1697.   def can_break_process_action?
  1698.       return true if @subject == nil
  1699.       return false
  1700.   end
  1701.  
  1702.   #--------------------------------------------------------------------------
  1703.   # ● Can Break Command?
  1704.   #--------------------------------------------------------------------------   
  1705.   def can_break_command?
  1706.       return false if BattleManager.actor == nil
  1707.       return true if BattleManager.actor.hp == 0
  1708.       return true if BattleManager.actor.dead?
  1709.       return true if BattleManager.actor.restriction != 0
  1710.       return false
  1711.   end
  1712.  
  1713.   #--------------------------------------------------------------------------
  1714.   # ● Can Break Command2
  1715.   #--------------------------------------------------------------------------   
  1716.   def can_break_command2?
  1717.       return false if BattleManager.actor != nil
  1718.       return true if BattleManager.command_selection?
  1719.       return false
  1720.   end  
  1721.  
  1722.   #--------------------------------------------------------------------------
  1723.   # ● Break Command
  1724.   #--------------------------------------------------------------------------   
  1725.   def break_command
  1726.       $game_temp.break_command = false
  1727.       BattleManager.actor.turn_clear if BattleManager.actor != nil
  1728.       hide_base_window
  1729.       BattleManager.command_selection_clear
  1730.   end      
  1731.  
  1732.   #--------------------------------------------------------------------------
  1733.   # ● Turn End Subject Nil
  1734.   #--------------------------------------------------------------------------   
  1735.   def turn_end_subject_nil
  1736.       refresh_status
  1737.       BattleManager.judge_win_loss
  1738.       @subject =  nil
  1739.       BattleManager.set_subject(@subject)
  1740.       @log_window.wait
  1741.       @log_window.clear
  1742.       $game_temp.atb_break_duration = 100
  1743.       execute_event_phase if execute_event_phase_turn?
  1744.   end   
  1745.  
  1746.   #--------------------------------------------------------------------------
  1747.   # ● Process Escape
  1748.   #--------------------------------------------------------------------------  
  1749.   def process_escape
  1750.       if BattleManager.process_escape     
  1751.          process_execute_escape
  1752.       else   
  1753.          start_actor_command_selection if BattleManager.actor
  1754.          @status_window.open
  1755.       end  
  1756.       turn_end   
  1757.   end
  1758.  
  1759.   #--------------------------------------------------------------------------
  1760.   # ● Process Actor Command
  1761.   #--------------------------------------------------------------------------  
  1762.   def process_actor_command
  1763.       start_actor_command_selection
  1764.   end
  1765.  
  1766.   #--------------------------------------------------------------------------
  1767.   # ● Process Before Execute Action
  1768.   #--------------------------------------------------------------------------  
  1769.   def process_before_execute_action   
  1770.   end  
  1771.  
  1772.   #--------------------------------------------------------------------------
  1773.   # ● Process After Execute Action
  1774.   #--------------------------------------------------------------------------  
  1775.   def process_after_execute_action   
  1776.   end   
  1777.  
  1778.   #--------------------------------------------------------------------------
  1779.   # ● Refresh Actor Command
  1780.   #--------------------------------------------------------------------------  
  1781.   def refresh_actor_command?
  1782.       return false if !$game_temp.refresh_actor_command
  1783.       return false if !@actor_command_window.active
  1784.       return false if !BattleManager.actor
  1785.       return true
  1786.   end  
  1787.  
  1788.   #--------------------------------------------------------------------------
  1789.   # ● Update Actor Command
  1790.   #--------------------------------------------------------------------------  
  1791.   def update_actor_command
  1792.       return if !@actor_command_window.active
  1793.       return if !BattleManager.actor
  1794.       if ENABLE_BUTTON_NEXT_ACTOR
  1795.          if Input.trigger?(BUTTON_NEXT_ACTOR_LEFT) ; turn_to_next_actor(-1) rescue nil
  1796.          elsif Input.trigger?(BUTTON_NEXT_ACTOR_RIGHT) ; turn_to_next_actor(1) rescue nil
  1797.          end  
  1798.       end   
  1799.   end  
  1800.  
  1801.   #--------------------------------------------------------------------------
  1802.   # ● Turn To Next Actor
  1803.   #--------------------------------------------------------------------------  
  1804.   def turn_to_next_actor(value)
  1805.       return if BattleManager.actor == nil
  1806.       next_index = BattleManager.actor.index + value
  1807.       next_index = 0 if next_index >= $game_party.battle_members.size
  1808.       battler = $game_party.battle_members[next_index]
  1809.       next_act = false
  1810.       if battler.movable_atb?
  1811.          cancel_actor_command_scene(false) ; BattleManager.prepare_actor_command(battler)
  1812.          process_actor_command if BattleManager.actor_command?
  1813.          next_act = true
  1814.       else           
  1815.         @tnext_index = value   
  1816.          for battler in $game_party.battle_members
  1817.              next_index += @tnext_index
  1818.              if next_index >= $game_party.battle_members.size
  1819.                 next_index = 0 ; @tnext_index = 1
  1820.                 if next_actor_command?(next_index) ; next_act = true ; break ; end
  1821.              elsif next_index < 0
  1822.                 next_index = $game_party.battle_members.size ;  @tnext_index = -1
  1823.                 if next_actor_command?(next_index) ; next_act = true ; break ; end
  1824.              end
  1825.              if next_actor_command?(next_index) ; next_act = true ; break ; end
  1826.          end  
  1827.       end
  1828.      Sound.play_cancel if !next_act
  1829.   end
  1830.  
  1831.   #--------------------------------------------------------------------------
  1832.   # ● Next Actor Command?
  1833.   #--------------------------------------------------------------------------  
  1834.   def next_actor_command?(next_index)
  1835.       for battler in $game_party.battle_members
  1836.           next if next_index == BattleManager.actor.index
  1837.           if next_index == battler.index and battler.movable_atb?
  1838.              cancel_actor_command_scene(false)
  1839.              BattleManager.prepare_actor_command(battler)
  1840.              process_actor_command if BattleManager.actor_command?
  1841.              return true
  1842.           end            
  1843.       end
  1844.       return false
  1845.   end  
  1846.  
  1847.   #--------------------------------------------------------------------------
  1848.   # ● Cancel Actor Command scene
  1849.   #--------------------------------------------------------------------------  
  1850.   def cancel_actor_command_scene(atb_cost = false)
  1851.       @actor_command_window.close ; @actor_command_window.hide_all
  1852.       BattleManager.cancel_actor_command(atb_cost)
  1853.   end
  1854.  
  1855.   #--------------------------------------------------------------------------
  1856.   # ● Update Party Command
  1857.   #--------------------------------------------------------------------------      
  1858.   def update_party_command
  1859.       return if !@party_command_window.active
  1860.       return if !BattleManager.actor
  1861.       if Input.trigger?(:B)
  1862.          Sound.play_cancel
  1863.          @party_command_window.deactivate ; start_actor_command_selection
  1864.       end  
  1865.   end
  1866.  
  1867.   #--------------------------------------------------------------------------
  1868.   # ● Create All Windows
  1869.   #--------------------------------------------------------------------------      
  1870.   alias mog_atb_create_all_windows create_all_windows
  1871.   def create_all_windows
  1872.       mog_atb_create_all_windows
  1873.       @pre_viewport_visible = true
  1874.       @info_xy = [0,(Graphics.width - @status_window.width) / 2, Graphics.width - @status_window.width ]
  1875.   end  
  1876.  
  1877.   #--------------------------------------------------------------------------
  1878.   # ● Update Info Viewport
  1879.   #--------------------------------------------------------------------------      
  1880.   def update_info_viewport
  1881.       if center_viewport?
  1882.          move_info_viewport(@info_xy[1]) ; return
  1883.       end
  1884.       if @party_command_window.active ; move_info_viewport(@info_xy[0])   
  1885.       elsif BattleManager.actor ; move_info_viewport(@info_xy[2])
  1886.       else ; move_info_viewport(@info_xy[1])
  1887.       end  
  1888.   end  
  1889.  
  1890.   #--------------------------------------------------------------------------
  1891.   # ● Update Info Viewport
  1892.   #--------------------------------------------------------------------------      
  1893.   def center_viewport?
  1894.       return true if $game_message.visible
  1895.       return true if BattleManager.actor == nil
  1896.       return true if $game_temp.battle_end
  1897.       return false
  1898.   end
  1899.  
  1900.   #--------------------------------------------------------------------------
  1901.   # ● Process Action ATB
  1902.   #--------------------------------------------------------------------------  
  1903.   def process_action_atb?  
  1904.       return false if $game_troop.interpreter.running?
  1905.       return false if $game_temp.end_phase_duration[1] > 0  
  1906.       return false if $game_temp.atb_wait
  1907.       return false if $game_temp.battle_end
  1908.       return false if $game_temp.battle_end2
  1909.       return false if scene_changing?
  1910.       return false if !$game_temp.sprite_visible
  1911.       return false if $game_temp.atb_stop[1]
  1912.       return false if @combatlog_window.visible if @combatlog_window != nil
  1913.       return true
  1914.   end
  1915.  
  1916.   #--------------------------------------------------------------------------
  1917.   # ● Process ATB Type
  1918.   #--------------------------------------------------------------------------  
  1919.   def process_atb_type
  1920.       $game_temp.atb_frame_skip -= 1 if $game_temp.atb_frame_skip > 0
  1921.       return if $game_temp.battle_end
  1922.       return if $game_temp.end_phase_duration[1] > 0
  1923.       case $game_system.atb_type
  1924.            when 0 ; $game_temp.atb_wait = set_atb_type_wait
  1925.            when 1 ; $game_temp.atb_wait = set_atb_type_semi_wait
  1926.            else ; $game_temp.atb_wait = false
  1927.       end
  1928.   end
  1929.  
  1930.   #--------------------------------------------------------------------------
  1931.   # ● Set Atb Type Wait
  1932.   #--------------------------------------------------------------------------  
  1933.   def set_atb_type_wait
  1934.       return true if @actor_window.active
  1935.       return true if @enemy_window.active
  1936.       return true if @item_window.active
  1937.       return true if @skill_window.active
  1938.       return true if @party_command_window.active
  1939.       return true if @actor_command_window.active
  1940.       return false
  1941.   end
  1942.  
  1943.   #--------------------------------------------------------------------------
  1944.   # ● Set Atb Type Semi Wait
  1945.   #--------------------------------------------------------------------------  
  1946.   def set_atb_type_semi_wait
  1947.       return true if @item_window.active
  1948.       return true if @skill_window.active
  1949.       return false   
  1950.   end
  1951.  
  1952.   #--------------------------------------------------------------------------
  1953.   # ● Process Execute Escape
  1954.   #--------------------------------------------------------------------------  
  1955.   def process_execute_escape
  1956.       $game_temp.battle_end = true
  1957.       hide_base_window
  1958.       $game_temp.atb_user = nil
  1959.       $game_temp.battle_cursor[2] = false if $imported[:mog_battle_cursor]
  1960.       BattleManager.command_selection_clear
  1961.   end
  1962.  
  1963.   #--------------------------------------------------------------------------
  1964.   # ● Battle End?
  1965.   #--------------------------------------------------------------------------  
  1966.   def battle_end?
  1967.       return true if $game_party.members.empty?
  1968.       return true if $game_party.all_dead?
  1969.       return true if $game_troop.all_dead?
  1970.       return true if $game_temp.battle_end
  1971.       return false
  1972.   end
  1973.  
  1974.   #--------------------------------------------------------------------------
  1975.   # ● Command Escape
  1976.   #--------------------------------------------------------------------------  
  1977.   def command_escape
  1978.       BattleManager.actor.atb_escape = true if BattleManager.actor
  1979.       BattleManager.command_end
  1980.       @party_command_window.close
  1981.       hide_base_window
  1982.   end  
  1983.  
  1984.   #--------------------------------------------------------------------------
  1985.   # ● Command Escape2
  1986.   #--------------------------------------------------------------------------  
  1987.   def command_escape2
  1988.      turn_start unless BattleManager.process_escape
  1989.   end
  1990.  
  1991.   #--------------------------------------------------------------------------
  1992.   # ● Execute Action
  1993.   #--------------------------------------------------------------------------  
  1994.   alias mog_atb_execute_action execute_action
  1995.   def execute_action
  1996.       @cp_members = []
  1997.       return if battle_end? or @subject == nil
  1998.       @cp_members = current_cp_members if can_execute_cooperation_skill?            
  1999.       mog_atb_execute_action
  2000.   end
  2001.  
  2002.   #--------------------------------------------------------------------------
  2003.   # ● Use Item
  2004.   #--------------------------------------------------------------------------  
  2005.   alias mog_atb_use_item use_item
  2006.   def use_item
  2007.       return if battle_end? or @subject == nil
  2008.       mog_atb_use_item
  2009.   end
  2010.  
  2011.   #--------------------------------------------------------------------------
  2012.   # ● Show Animation
  2013.   #--------------------------------------------------------------------------  
  2014.   alias mog_atb_event_show_animation show_animation
  2015.   def show_animation(targets, animation_id)
  2016.       execute_event_phase if execute_event_phase_turn?
  2017.       mog_atb_event_show_animation(targets, animation_id)   
  2018.   end
  2019.  
  2020.   #--------------------------------------------------------------------------
  2021.   # ● Force Refresh Status
  2022.   #--------------------------------------------------------------------------  
  2023.   def force_refresh_status
  2024.       BattleManager.set_refresh_status(false)
  2025.       refresh_status
  2026.   end
  2027.  
  2028.   #--------------------------------------------------------------------------
  2029.   # ● Refresh Battle ATB
  2030.   #--------------------------------------------------------------------------  
  2031.   def refresh_battle_atb
  2032.       $game_temp.refresh_battle_atb = false
  2033.       hide_base_window
  2034.       battle_start      
  2035.   end
  2036.  
  2037.   #--------------------------------------------------------------------------
  2038.   # ● Hide Base Window
  2039.   #--------------------------------------------------------------------------  
  2040.   def hide_base_window(target_window = true,actor_window = false)
  2041.       @actor_window.hide
  2042.       @actor_window.active = false
  2043.       @enemy_window.hide
  2044.       @enemy_window.active = false
  2045.       @help_window.hide
  2046.       @party_command_window.deactivate
  2047.       @party_command_window.close
  2048.       @status_window.unselect
  2049.       instance_variables.each do |varname|
  2050.          ivar = instance_variable_get(varname)
  2051.          if ivar.is_a?(Window)
  2052.             next if !need_hide_window?(ivar,actor_window)            
  2053.             ivar.hide_all
  2054.          end   
  2055.       end
  2056.       @pre_viewport_visible = @info_viewport.visible
  2057.       @info_viewport.visible = true ; @status_window.show
  2058.       @status_aid_window.hide_all if @status_aid_window != nil
  2059.   end
  2060.  
  2061.   #--------------------------------------------------------------------------
  2062.   # ● Need Hide Window?
  2063.   #--------------------------------------------------------------------------  
  2064.   def need_hide_window?(ivar,actor_window)
  2065.       return false if ivar.is_a?(Window_Message)
  2066.       return false if ivar.is_a?(Window_BattleActor)
  2067.       return false if ivar.is_a?(Window_BattleEnemy)
  2068.       return false if ivar.is_a?(Window_BattleStatus)
  2069.       return false if ivar.is_a?(Window_PartyCommand)
  2070.       return false if ivar.is_a?(Window_ActorCommand) and actor_window
  2071.       if $imported["YEA-VictoryAftermath"]
  2072.          return false if ivar.is_a?(Window_VictoryTitle)
  2073.          return false if ivar.is_a?(Window_VictoryEXP_Back)
  2074.          return false if ivar.is_a?(Window_VictoryEXP_Front)
  2075.          return false if ivar.is_a?(Window_VictoryLevelUp)
  2076.          return false if ivar.is_a?(Window_VictorySkills)
  2077.          return false if ivar.is_a?(Window_VictorySpoils)
  2078.       end      
  2079.       return true
  2080.   end     
  2081.  
  2082.   #--------------------------------------------------------------------------
  2083.   # ● Record Window Data
  2084.   #--------------------------------------------------------------------------  
  2085.   def record_window_data(target_window = true)
  2086.       return if $game_temp.hwindow_atb
  2087.       $game_temp.hwindow_atb = true
  2088.       @pre_battler = BattleManager.actor
  2089.       @battler_in_turn_temp = @actor_command_window.active
  2090.       instance_variables.each do |varname|
  2091.          ivar = instance_variable_get(varname)
  2092.          ivar.record_data if ivar.is_a?(Window)
  2093.       end      
  2094.       if $imported[:mog_battle_cursor]
  2095.          @battle_cursor_visible = $game_temp.battle_cursor[2]
  2096.          $game_temp.battle_cursor[2] = false
  2097.       end         
  2098.       hide_base_window(target_window)   
  2099.   end
  2100.  
  2101.   #--------------------------------------------------------------------------
  2102.   # ● Fade Base Window
  2103.   #--------------------------------------------------------------------------  
  2104.   def fade_base_window(fade_value)
  2105.       instance_variables.each do |varname|
  2106.          ivar = instance_variable_get(varname)
  2107.          if ivar.is_a?(Window)
  2108.             next if !need_fade_after_battle?(ivar)
  2109.             ivar.opacity -= fade_value
  2110.             ivar.contents_opacity -= fade_value
  2111.          end
  2112.       end
  2113.   end  
  2114.  
  2115.   #--------------------------------------------------------------------------
  2116.   # ● Need Fade After Battle?
  2117.   #--------------------------------------------------------------------------  
  2118.   def need_fade_after_battle?(ivar)
  2119.       return false if ivar.is_a?(Window_Message)
  2120.       if $imported["YEA-VictoryAftermath"]
  2121.          return false if ivar.is_a?(Window_VictoryTitle)
  2122.          return false if ivar.is_a?(Window_VictoryEXP_Back)
  2123.          return false if ivar.is_a?(Window_VictoryEXP_Front)
  2124.          return false if ivar.is_a?(Window_VictoryLevelUp)
  2125.          return false if ivar.is_a?(Window_VictorySkills)
  2126.          return false if ivar.is_a?(Window_VictorySpoils)
  2127.       end
  2128.       return true
  2129.   end   
  2130.  
  2131.   #--------------------------------------------------------------------------
  2132.   # ● Record Window Data
  2133.   #--------------------------------------------------------------------------  
  2134.   def restore_window_data
  2135.       return if battle_end?
  2136.        if @pre_battler and @pre_battler.dead?
  2137.           hide_windows_for_dead
  2138.        else
  2139.           instance_variables.each do |varname|
  2140.              ivar = instance_variable_get(varname)
  2141.              ivar.restore_data if ivar.is_a?(Window)
  2142.           end   
  2143.           @info_viewport.visible = @pre_viewport_visible
  2144.           @actor_command_window.open if @actor_command_window.visible
  2145.           @status_window.open if @status_window.visible
  2146.           @actor_window.show if @actor_window.active
  2147.           @actor_window.restore_data if @actor_window.active
  2148.           @enemy_window.show if @enemy_window.active
  2149.           @enemy_window.restore_data if @enemy_window.active
  2150.           start_actor_command_selection(false) if @actor_command_window.active
  2151.           start_party_command_selection if @party_command_window.active
  2152.           if $imported[:mog_battle_cursor]
  2153.              $game_temp.battle_cursor[2] = @battle_cursor_visible
  2154.           end
  2155.       end
  2156.       $game_temp.hwindow_atb = false
  2157.   end
  2158.  
  2159.   #--------------------------------------------------------------------------
  2160.   # ● Hide Windows for dead
  2161.   #--------------------------------------------------------------------------  
  2162.   def hide_windows_for_dead
  2163.       return if BattleManager.actor == nil
  2164.       return if !BattleManager.actor.dead?
  2165.       hide_base_window
  2166.       $game_temp.atb_user = nil
  2167.       $game_temp.battle_cursor[2] = false if $imported[:mog_battle_cursor]
  2168.       BattleManager.command_selection_clear
  2169.   end
  2170.  
  2171.   #--------------------------------------------------------------------------
  2172.   # ● Update Target Windows
  2173.   #--------------------------------------------------------------------------  
  2174.   def update_target_windows
  2175.       if @actor_window.active and $game_temp.refresh_target_windows[0]
  2176.          @actor_window.refresh
  2177.          @actor_window.update
  2178.          $game_temp.refresh_target_windows[0] = false
  2179.       end  
  2180.       if @enemy_window.active and $game_temp.refresh_target_windows[1]
  2181.          @enemy_window.refresh
  2182.          @enemy_window.cursor_left if @enemy_window.enemy == nil
  2183.          @enemy_window.update
  2184.          $game_temp.refresh_target_windows[1] = false
  2185.       end
  2186.   end  
  2187.  
  2188.   #--------------------------------------------------------------------------
  2189.   # ● Process Execute Action
  2190.   #--------------------------------------------------------------------------  
  2191.   def process_execute_action
  2192.       @subject.current_action.prepare
  2193.       if @subject.current_action.valid?      
  2194.          @status_window.open ; execute_action
  2195.       end
  2196.       process_before_remove_action
  2197.       @subject.remove_current_action
  2198.   end
  2199.  
  2200.   #--------------------------------------------------------------------------
  2201.   # ● Process Before Remove Action
  2202.   #--------------------------------------------------------------------------  
  2203.   def process_before_remove_action   
  2204.   end
  2205.  
  2206.   #--------------------------------------------------------------------------
  2207.   # * End Turn
  2208.   #--------------------------------------------------------------------------
  2209.   def turn_end
  2210.       BattleManager.set_battler_in_turn(nil)   
  2211.       all_battle_members.each do |battler|
  2212.           refresh_status
  2213.           @log_window.wait_and_clear
  2214.       end
  2215.       turn_reset
  2216.   end  
  2217.  
  2218.   #--------------------------------------------------------------------------
  2219.   # ● Turn Reset
  2220.   #--------------------------------------------------------------------------
  2221.   def turn_reset
  2222.       $game_temp.remove_order(@subject)      
  2223.       BattleManager.current_battler_clear(@subject)
  2224.       BattleManager.command_selection_clear if BattleManager.command_need_clear?
  2225.       @subject =  nil
  2226.       BattleManager.set_subject(@subject)
  2227.       @log_window.wait
  2228.       @log_window.clear      
  2229.       $game_temp.atb_break_duration = 100
  2230.   end
  2231.  
  2232.   #--------------------------------------------------------------------------
  2233.   # ● Execute Event Phase Turn?
  2234.   #--------------------------------------------------------------------------
  2235.   def execute_event_phase_turn?
  2236.       return false if !$game_troop.can_interpreter_running?(false)
  2237.       return false if $game_party.members.empty?
  2238.       return false if $game_party.all_dead?
  2239.       return false if $game_troop.all_dead?
  2240.       return true
  2241.   end  
  2242.  
  2243.   #--------------------------------------------------------------------------
  2244.   # ● Update
  2245.   #--------------------------------------------------------------------------            
  2246.   def update
  2247.       update_basic   
  2248.       refresh_battle_atb if $game_temp.refresh_battle_atb
  2249.       process_action if BattleManager.in_turn?
  2250.       update_end_phase if $game_temp.end_phase_duration[1] > 0
  2251.   end  
  2252.  
  2253.   #--------------------------------------------------------------------------
  2254.   # ● Update Basic
  2255.   #--------------------------------------------------------------------------            
  2256.   alias mog_atb_update_basic update_basic
  2257.   def update_basic
  2258.       update_break_phase
  2259.       break_command if force_break_command?
  2260.       update_atb_basic if !$game_troop.interpreter.running?
  2261.       mog_atb_update_basic
  2262.   end
  2263.  
  2264.   #--------------------------------------------------------------------------
  2265.   # ● Force Break Command
  2266.   #--------------------------------------------------------------------------            
  2267.   def force_break_command?
  2268.       return true if $game_temp.break_command
  2269.       return true if can_break_command?
  2270.       return true if can_break_command2?
  2271.       return false
  2272.   end
  2273.  
  2274.   #--------------------------------------------------------------------------
  2275.   # ● Update Atb Basic
  2276.   #--------------------------------------------------------------------------            
  2277.   def update_atb_basic
  2278.       if @actor_command_window.active
  2279.          update_actor_command
  2280.       else   
  2281.          update_party_command
  2282.       end   
  2283.       update_target_windows      
  2284.       refresh_item_skill_window if need_refresh_item_skill_window?
  2285.       start_actor_command_selection if refresh_actor_command?
  2286.       fade_base_window(15) if $game_temp.battle_end
  2287.   end  
  2288.  
  2289.   #--------------------------------------------------------------------------
  2290.   # ● Need Refresh Item Skill Window?
  2291.   #--------------------------------------------------------------------------            
  2292.   def need_refresh_item_skill_window?
  2293.       return true if $game_temp.refresh_item_window
  2294.       return false
  2295.   end
  2296.  
  2297.   #--------------------------------------------------------------------------
  2298.   # ● Refresh Item Skill Window
  2299.   #--------------------------------------------------------------------------            
  2300.   def refresh_item_skill_window
  2301.       $game_temp.refresh_item_window = false
  2302.       @item_window.refresh if @item_window.visible
  2303.       @skill_window.refresh if @skill_window.visible
  2304.   end
  2305.  
  2306.   #--------------------------------------------------------------------------
  2307.   # ● Update End Phase
  2308.   #--------------------------------------------------------------------------            
  2309.   def update_end_phase
  2310.       $game_temp.end_phase_duration[1] -= 1
  2311.       return if $game_temp.end_phase_duration[1] > 0
  2312.       $game_temp.end_phase_duration[0] = false
  2313.       BattleManager.judge_win_loss
  2314.   end
  2315.  
  2316.   #--------------------------------------------------------------------------
  2317.   # ● Process Event
  2318.   #--------------------------------------------------------------------------            
  2319.   alias mog_atb_process_event process_event
  2320.   def process_event
  2321.       if battle_end? ; hide_base_window ; $game_temp.end_phase_duration = [true,30] ; end
  2322.       $game_temp.actor_process_event = BattleManager.actor
  2323.       mog_atb_process_event
  2324.       process_break_atb_event
  2325.   end
  2326.  
  2327.   #--------------------------------------------------------------------------
  2328.   # ● Process Break ATB Event
  2329.   #--------------------------------------------------------------------------            
  2330.   def process_break_atb_event
  2331.       if break_actor_command?
  2332.          BattleManager.actor.turn_clear
  2333.          BattleManager.command_selection_clear
  2334.       end
  2335.       BattleManager.force_clear_battler_atb
  2336.   end
  2337.  
  2338.   #--------------------------------------------------------------------------
  2339.   # ● Break Actor Command
  2340.   #--------------------------------------------------------------------------            
  2341.   def break_actor_command?
  2342.       return false if BattleManager.actor == nil
  2343.       return true if BattleManager.actor.dead?
  2344.       return true if BattleManager.actor.restriction != 0
  2345.       return false
  2346.   end
  2347.  
  2348.   #--------------------------------------------------------------------------
  2349.   # * Processing at End of Action
  2350.   #--------------------------------------------------------------------------
  2351.   alias mog_atb_process_action_end process_action_end
  2352.   def process_action_end
  2353.       if battle_end? ; hide_base_window ; $game_temp.end_phase_duration = [true,30] ; end
  2354.       mog_atb_process_action_end
  2355.   end  
  2356.  
  2357.   #--------------------------------------------------------------------------
  2358.   # ● Update Turn
  2359.   #--------------------------------------------------------------------------            
  2360.   def update_turn
  2361.       force_reset_turn_duration if $game_temp.turn_duration_clear
  2362.       $game_system.atb_turn_duration[0] += 1 unless $game_troop.interpreter.running?
  2363.       if $game_system.atb_turn_duration[0] >= $game_system.atb_turn_duration[1]
  2364.          $game_system.atb_turn_duration[0] = 0
  2365.          $game_troop.increase_turn
  2366.          execute_event_phase if $game_troop.can_interpreter_running?(true)
  2367.       end  
  2368.   end  
  2369.  
  2370.   #--------------------------------------------------------------------------
  2371.   # ● Update Turn
  2372.   #--------------------------------------------------------------------------            
  2373.   def update_turn?
  2374.       return false if $game_system.atb_turn_duration == nil or $game_system.atb_turn_duration[0] == nil
  2375.       return false if $game_temp.end_phase_duration[1] > 0
  2376.       return false if $game_temp.battle_end
  2377.       return false if $game_temp.atb_stop[1]   
  2378.       return true
  2379.   end   
  2380.  
  2381.   #--------------------------------------------------------------------------
  2382.   # ● Execute Event Phase
  2383.   #--------------------------------------------------------------------------            
  2384.   def execute_event_phase
  2385.       if $game_troop.can_interpreter_hide_window? or $game_troop.can_interpreter_hide_window_2?
  2386.       (record_window_data ; rw = true)
  2387.       end
  2388.       process_event
  2389.       refresh_status
  2390.       restore_window_data if rw != nil
  2391.       BattleManager.turn_start_abs      
  2392.   end   
  2393.  
  2394.   #--------------------------------------------------------------------------
  2395.   # ● Force Reset Turn Duration
  2396.   #--------------------------------------------------------------------------            
  2397.   def force_reset_turn_duration
  2398.       $game_temp.turn_duration_clear = false
  2399.       $game_system.atb_turn_duration[0] = 0
  2400.       $game_troop.set_turn(0)
  2401.   end  
  2402.  
  2403.   #--------------------------------------------------------------------------
  2404.   # ● ON Enemy OK
  2405.   #--------------------------------------------------------------------------
  2406.   alias mog_atb_on_enemy_ok on_enemy_ok
  2407.   def on_enemy_ok
  2408.       return if BattleManager.actor == nil
  2409.       return if battle_end?
  2410.       mog_atb_on_enemy_ok           
  2411.       BattleManager.command_end
  2412.       hide_base_window
  2413.   end
  2414.  
  2415.   #--------------------------------------------------------------------------
  2416.   # ● On Enemy Cancel
  2417.   #--------------------------------------------------------------------------
  2418.   alias mog_atb_on_enemy_cancel on_enemy_cancel
  2419.   def on_enemy_cancel
  2420.       return if BattleManager.actor == nil
  2421.       mog_atb_on_enemy_cancel
  2422.       start_actor_command_selection if @actor_command_window.active
  2423.       @skill_window.visible = true if @skill_window.active
  2424.       @item_window.visible = true if @item_window.active
  2425.   end     
  2426.  
  2427.   #--------------------------------------------------------------------------
  2428.   # ● On Actor OK
  2429.   #--------------------------------------------------------------------------
  2430.   alias mog_atb_on_actor_ok on_actor_ok
  2431.   def on_actor_ok
  2432.       return if BattleManager.actor == nil
  2433.       return if battle_end?
  2434.       mog_atb_on_actor_ok
  2435.       BattleManager.command_end
  2436.       hide_base_window
  2437.   end
  2438.  
  2439.   #--------------------------------------------------------------------------
  2440.   # ● On Actor Cancel
  2441.   #--------------------------------------------------------------------------
  2442.   alias mog_atb_on_actor_cancel on_actor_cancel
  2443.   def on_actor_cancel
  2444.       return if BattleManager.actor == nil
  2445.       mog_atb_on_actor_cancel
  2446.       start_actor_command_selection if @actor_command_window.active
  2447.       @skill_window.visible = true if @skill_window.active
  2448.       @item_window.visible = true if @item_window.active      
  2449.   end
  2450.  
  2451.   #--------------------------------------------------------------------------
  2452.   # ● On Skill Cancel
  2453.   #--------------------------------------------------------------------------
  2454.   alias mog_atb_on_skill_cancel on_skill_cancel
  2455.   def on_skill_cancel
  2456.       return if BattleManager.actor == nil
  2457.       mog_atb_on_skill_cancel
  2458.       start_actor_command_selection if @actor_command_window.active
  2459.   end  
  2460.  
  2461.   #--------------------------------------------------------------------------
  2462.   # ● On Item Cancel
  2463.   #--------------------------------------------------------------------------
  2464.   alias mog_atb_on_item_cancel on_item_cancel
  2465.   def on_item_cancel
  2466.       return if BattleManager.actor == nil
  2467.       mog_atb_on_item_cancel
  2468.       start_actor_command_selection if @actor_command_window.active
  2469.   end  
  2470.  
  2471.   #--------------------------------------------------------------------------
  2472.   # ● On Skill OK
  2473.   #--------------------------------------------------------------------------
  2474.   alias mog_atb_on_skill_ok on_skill_ok
  2475.   def on_skill_ok
  2476.       return if BattleManager.actor == nil
  2477.       @skill_window.visible = false unless !@status_window.visible
  2478.       mog_atb_on_skill_ok      
  2479.       if !@skill.need_selection?
  2480.          BattleManager.command_end
  2481.          hide_base_window
  2482.       end   
  2483.   end
  2484.  
  2485.   #--------------------------------------------------------------------------
  2486.   # ● On Item OK
  2487.   #--------------------------------------------------------------------------
  2488.   alias mog_atb_on_item_ok on_item_ok
  2489.   def on_item_ok
  2490.       return if BattleManager.actor == nil
  2491.       @item_window.visible = false unless !@status_window.visible
  2492.       mog_atb_on_item_ok
  2493.       if !@item.need_selection?
  2494.          BattleManager.command_end
  2495.          hide_base_window
  2496.       end
  2497.   end  
  2498.  
  2499.   #--------------------------------------------------------------------------
  2500.   # ● Start Actor Command Selection
  2501.   #--------------------------------------------------------------------------
  2502.   def start_actor_command_selection(se = true)
  2503.       $game_temp.atb_user = BattleManager.actor
  2504.       $game_temp.refresh_actor_command = false
  2505.       $game_temp.actor_process_event = nil
  2506.       if BattleManager.next_command and BattleManager.actor and BattleManager.actor.movable_atb?
  2507.          execute_start_actor_command(se)
  2508.       else   
  2509.          BattleManager.command_selection_clear
  2510.       end   
  2511.   end     
  2512.  
  2513.   #--------------------------------------------------------------------------
  2514.   # ● Execute Start Actor Command
  2515.   #--------------------------------------------------------------------------
  2516.   def execute_start_actor_command(se)
  2517.       $game_temp.remove_order(BattleManager.actor)      
  2518.       Audio.se_play("Audio/SE/" + SE_ACTIVE,100,100) if se
  2519.       hide_base_window(false,true) if se
  2520.       @status_window.select(BattleManager.actor.index)
  2521.       @status_window.open
  2522.       @status_window.select(BattleManager.actor.index)
  2523.       @party_command_window.close
  2524.       @actor_command_window.setup(BattleManager.actor)
  2525.       @actor_command_window.activate
  2526.       @actor_command_window.show
  2527.       @actor_command_window.index = $game_temp.actor_command_index      
  2528.   end
  2529.  
  2530.   #--------------------------------------------------------------------------
  2531.   # ● Next Command
  2532.   #--------------------------------------------------------------------------
  2533.   def next_command
  2534.   end
  2535.  
  2536.   #--------------------------------------------------------------------------
  2537.   # ● Close Base
  2538.   #--------------------------------------------------------------------------
  2539.   def close_base_window
  2540.       @party_command_window.close
  2541.       @actor_command_window.close
  2542.       @status_window.unselect
  2543.   end
  2544.  
  2545.   #--------------------------------------------------------------------------
  2546.   # ● Command Fight
  2547.   #--------------------------------------------------------------------------
  2548.   alias mog_atb_command_fight command_fight
  2549.   def command_fight
  2550.       mog_atb_command_fight
  2551.       start_actor_command_selection
  2552.   end  
  2553.  
  2554.   #--------------------------------------------------------------------------
  2555.   # ● Refresh Status
  2556.   #--------------------------------------------------------------------------
  2557.   alias mog_atb_refresh_status refresh_status
  2558.   def refresh_status
  2559.       mog_atb_refresh_status
  2560.       hide_windows_for_dead
  2561.   end
  2562.  
  2563.   #--------------------------------------------------------------------------
  2564.   # ● Forced Action Processing
  2565.   #--------------------------------------------------------------------------
  2566.   def process_forced_action   
  2567.       if BattleManager.action_forced?
  2568.          last_subject = @subject
  2569.          @subject = BattleManager.action_forced_battler         
  2570.          BattleManager.clear_action_force              
  2571.          execute_force_action         
  2572.          @subject = last_subject
  2573.       end
  2574.   end
  2575.  
  2576.   #--------------------------------------------------------------------------
  2577.   # ● Execute Force Action
  2578.   #--------------------------------------------------------------------------
  2579.   def execute_force_action
  2580.       return if scene_changing?
  2581.       if !@subject || !@subject.current_action
  2582.          @subject = BattleManager.next_subject
  2583.       end
  2584.       return turn_end unless @subject      
  2585.       if @subject.current_action        
  2586.          @subject.current_action.prepare
  2587.          if @subject.current_action.valid?
  2588.             @status_window.open
  2589.             execute_action
  2590.          end
  2591.          @subject.remove_current_action
  2592.        end
  2593.        process_action_end unless @subject.current_action
  2594.   end  
  2595.  
  2596.   #--------------------------------------------------------------------------
  2597.   # ● Subject Action
  2598.   #--------------------------------------------------------------------------  
  2599.   def subject_action
  2600.       return @subject.current_action.item rescue nil
  2601.   end  
  2602.  
  2603.   #--------------------------------------------------------------------------
  2604.   # ● Wait for Effect
  2605.   #--------------------------------------------------------------------------  
  2606.   alias mog_atb_cm_wait_for_effect wait_for_effect
  2607.   def wait_for_effect
  2608.       return if $game_troop.interpreter.running?
  2609.       mog_atb_cm_wait_for_effect
  2610.   end
  2611.  
  2612. end
  2613.  
  2614. #===============================================================================
  2615. # ■ Window Battle Skill
  2616. #===============================================================================
  2617. class Window_BattleSkill < Window_SkillList
  2618.  
  2619.   #--------------------------------------------------------------------------
  2620.   # ● Select Last
  2621.   #--------------------------------------------------------------------------
  2622.   alias mog_atb_f_select_last_skill select_last
  2623.   def select_last
  2624.       act = @actor.last_skill.object rescue nil
  2625.       act_data = @data.index(@actor.last_skill.object) rescue nil
  2626.       if act == nil or act_data == nil ; select(0) ; return ; end
  2627.       mog_atb_f_select_last_skill
  2628.   end
  2629.  
  2630. end
  2631.  
  2632. #===============================================================================
  2633. # ■ Window Battle Item
  2634. #===============================================================================
  2635. class Window_BattleItem < Window_ItemList
  2636.  
  2637.   #--------------------------------------------------------------------------
  2638.   # ● Select Last
  2639.   #--------------------------------------------------------------------------
  2640.   alias mog_atb_f_select_last_item select_last
  2641.   def select_last
  2642.       act = $game_party.last_item.object rescue nil
  2643.       act_data = @data.index($game_party.last_item.object) rescue nil
  2644.       if act == nil or act_data == nil ; select(0) ; return ; end
  2645.       mog_atb_f_select_last_item
  2646.   end
  2647.  
  2648. end
  2649.  
  2650. #===============================================================================
  2651. # ■ Scene Battle
  2652. #===============================================================================
  2653. class Scene_Battle < Scene_Base
  2654.  
  2655.   #--------------------------------------------------------------------------
  2656.   # ● Skip Command?
  2657.   #--------------------------------------------------------------------------
  2658.   def skip_command?
  2659.       return true if BattleManager.actor == nil
  2660.       return true if BattleManager.actor.dead?
  2661.       return true if BattleManager.actor.restriction != 0
  2662.       return false
  2663.   end
  2664.  
  2665.   #--------------------------------------------------------------------------
  2666.   # ● Command Attack
  2667.   #--------------------------------------------------------------------------
  2668.   alias mog_atb_f_command_attack command_attack
  2669.   def command_attack
  2670.       if skip_command? ; break_command ; return ; end
  2671.       mog_atb_f_command_attack
  2672.   end
  2673.  
  2674.   #--------------------------------------------------------------------------
  2675.   # ● Command Skill
  2676.   #--------------------------------------------------------------------------
  2677.   alias mog_atb_f_command_skill command_skill
  2678.   def command_skill
  2679.       if skip_command? ; break_command ; return ; end
  2680.       mog_atb_f_command_skill
  2681.   end
  2682.  
  2683.   #--------------------------------------------------------------------------
  2684.   # ● Command Guard
  2685.   #--------------------------------------------------------------------------
  2686.   alias mog_atb_f_command_guard command_guard
  2687.   def command_guard
  2688.       if skip_command? ; break_command ; return ; end
  2689.       mog_atb_f_command_guard
  2690.       BattleManager.command_end
  2691.       hide_base_window      
  2692.   end
  2693.  
  2694.   #--------------------------------------------------------------------------
  2695.   # ● Command Item
  2696.   #--------------------------------------------------------------------------
  2697.   alias mog_atb_f_command_item command_item
  2698.   def command_item
  2699.       if skip_command? ; break_command ; return ; end
  2700.       mog_atb_f_command_item
  2701.   end  
  2702.  
  2703. end
  2704.  
  2705. #==============================================================================
  2706. # ■ SpritesetBattle
  2707. #==============================================================================
  2708. class Spriteset_Battle
  2709.  
  2710.   include MOG_ATB_SYSTEM
  2711.  
  2712.   #--------------------------------------------------------------------------
  2713.   # ● Initialize
  2714.   #--------------------------------------------------------------------------   
  2715.   alias mog_atb_display_turn_initialize initialize
  2716.   def initialize
  2717.       create_turn_number
  2718.       mog_atb_display_turn_initialize
  2719.   end
  2720.  
  2721.   #--------------------------------------------------------------------------
  2722.   # ● Dispose
  2723.   #--------------------------------------------------------------------------  
  2724.   alias mog_atb_display_turn_dispose dispose
  2725.   def dispose
  2726.       mog_atb_display_turn_dispose
  2727.       dispose_turn_number
  2728.   end
  2729.  
  2730.   #--------------------------------------------------------------------------
  2731.   # ● Update
  2732.   #--------------------------------------------------------------------------   
  2733.   alias mog_atb_display_turn_update update
  2734.   def update
  2735.       mog_atb_display_turn_update
  2736.       update_turn_number
  2737.   end
  2738.  
  2739.   #--------------------------------------------------------------------------
  2740.   # ● Create Turn Number
  2741.   #--------------------------------------------------------------------------   
  2742.   def create_turn_number
  2743.       return if !DISPLAY_TURN_NUMBER
  2744.       @turn_count_old = $game_troop.turn_count
  2745.       @turn_sprite = Sprite.new
  2746.       @turn_sprite.bitmap = Bitmap.new(120,32)
  2747.       @turn_sprite.bitmap.font.size = TURN_NUMBER_FONT_SIZE
  2748.       @turn_sprite.bitmap.font.bold = TURN_NUMBER_FONT_BOLD
  2749.       @turn_sprite.z = TURN_NUMBER_Z
  2750.       @turn_sprite.x = TURN_NUMBER_POS[0] ; @turn_sprite.y = TURN_NUMBER_POS[1]
  2751.       refresh_turn_sprite
  2752.   end  
  2753.  
  2754.   #--------------------------------------------------------------------------
  2755.   # ● Refresh Turn Sprite
  2756.   #--------------------------------------------------------------------------   
  2757.   def refresh_turn_sprite
  2758.       @turn_count_old = $game_troop.turn_count
  2759.       @turn_sprite.bitmap.clear ; @turn_sprite.opacity = 255
  2760.       turn_text = TURN_WORD + $game_troop.turn_count.to_s
  2761.       @turn_sprite.bitmap.draw_text(0,0,120,32,turn_text,0)
  2762.   end
  2763.  
  2764.   #--------------------------------------------------------------------------
  2765.   # ● Dispose Turn Number
  2766.   #--------------------------------------------------------------------------   
  2767.   def dispose_turn_number
  2768.       return if @turn_sprite == nil
  2769.       @turn_sprite.bitmap.dispose ; @turn_sprite.dispose
  2770.   end
  2771.  
  2772.   #--------------------------------------------------------------------------
  2773.   # ● Update Turn Number
  2774.   #--------------------------------------------------------------------------   
  2775.   def update_turn_number
  2776.       return if @turn_sprite == nil
  2777.       refresh_turn_sprite if @turn_count_old != $game_troop.turn_count
  2778.       @turn_sprite.visible = turn_visible?
  2779.   end
  2780.  
  2781.   #--------------------------------------------------------------------------
  2782.   # ● Turn Visible?
  2783.   #--------------------------------------------------------------------------   
  2784.   def turn_visible?
  2785.       return false if !$game_temp.sprite_visible
  2786.       return false if !$game_system.atb_sprite_turn
  2787.       return true
  2788.   end
  2789.  
  2790. end
  2791.  
  2792. #==============================================================================
  2793. # ■ Window BattleLog
  2794. #==============================================================================
  2795. class Window_BattleLog < Window_Selectable   
  2796.   include MOG_COOPERATION_SKILLS
  2797.  
  2798.   #--------------------------------------------------------------------------
  2799.   # ● Display Skill/Item Use
  2800.   #--------------------------------------------------------------------------
  2801.   alias mog_cskill_display_use_item display_use_item
  2802.   def display_use_item(subject, item)
  2803.       return if cooperation_skill_users?(subject, item)
  2804.       mog_cskill_display_use_item(subject, item)
  2805.   end
  2806.  
  2807.   #--------------------------------------------------------------------------
  2808.   # ● Cooperation Skill_users?
  2809.   #--------------------------------------------------------------------------
  2810.   def cooperation_skill_users?(subject, item)
  2811.       return false if subject.is_a?(Game_Enemy)
  2812.       return false if !item.is_a?(RPG::Skill)
  2813.       return false if !BattleManager.is_cskill?(item.id)
  2814.       return false if !BattleManager.actor_included_in_cskill?(subject.id,item.id)
  2815.       members = BattleManager.cskill_members(item.id) ; subject_name = ""
  2816.       if members.size <=0  
  2817.          members.each_with_index do |b,index|     
  2818.          if index == members.size - 1 ; subject_name += b.name
  2819.          else ; subject_name += b.name + " " + "and" + " "
  2820.          end
  2821.          end
  2822.       else
  2823.          subject_name += $game_party.name
  2824.       end
  2825.       add_text(subject_name + item.message1)
  2826.       unless item.message2.empty? ; wait ; add_text(item.message2) ; end
  2827.   end
  2828.  
  2829. end
  2830.  
  2831. #==============================================================================
  2832. # ■ Game_Battler
  2833. #==============================================================================
  2834. class Game_BattlerBase  
  2835.  
  2836.   #--------------------------------------------------------------------------
  2837.   # ● Pay Skill Cost
  2838.   #--------------------------------------------------------------------------   
  2839.   alias mog_cskill_pay_skill_cost pay_skill_cost
  2840.   def pay_skill_cost(skill)
  2841.       if self.is_a?(Game_Actor) and BattleManager.cskill_usable?(skill.id,self.id)
  2842.            BattleManager.pay_cskill_cost(skill)
  2843.          return
  2844.       end
  2845.       mog_cskill_pay_skill_cost(skill)
  2846.   end
  2847.  
  2848. end
  2849.  
  2850. #==============================================================================
  2851. # ■ BattleManager
  2852. #==============================================================================
  2853. module BattleManager
  2854.   include MOG_COOPERATION_SKILLS
  2855.  
  2856.   #--------------------------------------------------------------------------
  2857.   # ● Cooperation Skill Enable?
  2858.   #--------------------------------------------------------------------------
  2859.   def self.cskill_enable?(skill_id)
  2860.       return false if actor == nil
  2861.       return false if !actor_included_in_cskill?(actor.id,skill_id)
  2862.       return false if !ckill_members_usable?(skill_id)
  2863.       return false if !cskill_all_members_available?(skill_id)
  2864.       return true
  2865.   end
  2866.  
  2867.   #--------------------------------------------------------------------------
  2868.   # ● Cskill Usable?
  2869.   #--------------------------------------------------------------------------
  2870.   def self.cskill_usable?(skill_id,actor_id)
  2871.       return false if !is_cskill?(skill_id)
  2872.       return false if !actor_included_in_cskill?(actor_id,skill_id)
  2873.       return false if !cskill_members_alive?(skill_id)
  2874.       return true
  2875.   end  
  2876.  
  2877.   #--------------------------------------------------------------------------
  2878.   # ● Pay Cskill Cost
  2879.   #--------------------------------------------------------------------------
  2880.   def self.pay_cskill_cost(skill)
  2881.       cskill_members(skill.id).each do |battler|
  2882.          battler.face_animation = [60 ,2,0] if $imported[:mog_battle_hud_ex]
  2883.          $game_temp.remove_order(battler)
  2884.          battler.mp -= battler.skill_mp_cost(skill)
  2885.          battler.tp -= battler.skill_tp_cost(skill)
  2886.       end
  2887.   end   
  2888.  
  2889.   #--------------------------------------------------------------------------
  2890.   # ● Cskill Members Usable?
  2891.   #--------------------------------------------------------------------------
  2892.   def self.ckill_members_usable?(skill_id)
  2893.       skill = $data_skills[skill_id] rescue nil
  2894.       return false if skill == nil   
  2895.       cskill_members(skill_id).each do |battler|
  2896.            return false if !battler.atb_max?
  2897.            return false if battler == subject
  2898.            return false if battler.restriction != 0
  2899.            return false if !battler.skill_cost_payable?(skill)
  2900.            return false if !battler.usable?(skill)
  2901.       end
  2902.       return true
  2903.   end
  2904.  
  2905.   #--------------------------------------------------------------------------
  2906.   # ● Cskill Actor?
  2907.   #--------------------------------------------------------------------------
  2908.   def self.ckill_actor?(self_actor)
  2909.       item = self_actor.current_action.item rescue nil
  2910.       return false if item == nil
  2911.       include = false
  2912.       cskill_members(item.id).each do |battler|
  2913.       include = true if self_actor == battler
  2914.       end  
  2915.       return true if include
  2916.       return false
  2917.   end  
  2918.  
  2919.   #--------------------------------------------------------------------------
  2920.   # ● Cskill All Members Available?
  2921.   #--------------------------------------------------------------------------
  2922.   def self.cskill_all_members_available?(skill_id)
  2923.       return false if COOPERATION_SKILLS[skill_id].size != cskill_members(skill_id).size
  2924.       return true
  2925.   end  
  2926.  
  2927.   #--------------------------------------------------------------------------
  2928.   # ● Cooperation Members
  2929.   #--------------------------------------------------------------------------
  2930.   def self.cskill_members(skill_id)
  2931.       return [] if COOPERATION_SKILLS[skill_id].nil?
  2932.       members = []
  2933.       $game_party.battle_members.each do |battler|
  2934.       members.push(battler) if COOPERATION_SKILLS[skill_id].include?(battler.id)
  2935.       end
  2936.       return members
  2937.   end
  2938.  
  2939.   #--------------------------------------------------------------------------
  2940.   # ● Cskill Members Skill Cost?
  2941.   #--------------------------------------------------------------------------
  2942.   def self.cskill_members_skill_cost?(skill_id)
  2943.       skill = $data_skills[skill_id] rescue nil
  2944.       return false if skill == nil
  2945.       cskill_members(skill_id).each do |battler|
  2946.       return false if !battler.skill_conditions_met?(skill)
  2947.       end
  2948.       return true
  2949.   end  
  2950.  
  2951.   #--------------------------------------------------------------------------
  2952.   # ● Cskill Members Usable?
  2953.   #--------------------------------------------------------------------------
  2954.   def self.cskill_members_alive?(skill_id)
  2955.       skill = $data_skills[skill_id] rescue nil
  2956.       return false if skill == nil   
  2957.       alive = true
  2958.       cskill_members(skill_id).each do |battler|
  2959.           alive = false if battler.dead?
  2960.           alive = false if battler.restriction != 0
  2961.           alive = false if !battler.skill_cost_payable?(skill)
  2962.       end
  2963.       if !alive
  2964.          force_clear_cskill(skill_id)
  2965.          return false
  2966.       end
  2967.       return true
  2968.   end
  2969.  
  2970.   #--------------------------------------------------------------------------
  2971.   # ● Force Clear Cskill
  2972.   #--------------------------------------------------------------------------
  2973.   def self.force_clear_cskill(skill_id)
  2974.       cskill_members(skill_id).each do |battler| battler.turn_clear
  2975.       battler.atb_cast.clear
  2976.       battler.bact_sprite_need_refresh = true if $imported[:mog_sprite_actor]
  2977.       end
  2978.   end
  2979.  
  2980.   #--------------------------------------------------------------------------
  2981.   # ● Execute Cast Action Members
  2982.   #--------------------------------------------------------------------------
  2983.   def self.execute_cast_action_members(skill_id)
  2984.       cskill_members(skill_id).each do |battler|
  2985.          battler.next_turn = true
  2986.          battler.atb = battler.atb_max
  2987.          battler.atb_cast.clear
  2988.       end
  2989.   end
  2990.  
  2991.   #--------------------------------------------------------------------------
  2992.   # ● Set Members CP Skills
  2993.   #--------------------------------------------------------------------------
  2994.   def self.set_members_cp_skill(skill_id)
  2995.       skill = $data_skills[skill_id] rescue nil
  2996.       return false if skill == nil   
  2997.       cskill_members(skill_id).each do |battler|
  2998.            battler.atb = 0
  2999.            battler.actions = @command_actor.actions if @command_actor.actions != nil
  3000.            $game_temp.remove_order(battler)
  3001.            if skill.speed.abs == 0
  3002.               battler.atb_cast = [skill,50,50]
  3003.            else
  3004.               battler.atb_cast = [skill,skill.speed.abs,0]
  3005.            end
  3006.            battler.animation_id = MOG_COOPERATION_SKILLS::COOPERATION_SKILL_ANIMATION
  3007.       end
  3008.   end
  3009.  
  3010.   #--------------------------------------------------------------------------
  3011.   # ● Clear Members Cp Skill
  3012.   #--------------------------------------------------------------------------
  3013.   def self.clear_members_ckill(subject)
  3014.       return if subject.is_a?(Game_Enemy)
  3015.       return if subject == nil
  3016.       skill = subject.current_action.item rescue nil
  3017.       return if skill == nil
  3018.       return if !is_cskill?(skill.id)
  3019.       return if !actor_included_in_cskill?(subject.id,skill.id)
  3020.       cskill_members(skill.id).each do |battler| battler.turn_clear ; end
  3021.   end
  3022.  
  3023.   #--------------------------------------------------------------------------
  3024.   # ● Actor Included in Cooperation Skill?
  3025.   #--------------------------------------------------------------------------
  3026.   def self.actor_included_in_cskill?(actor_id,skill_id)
  3027.       return false if !SceneManager.scene_is?(Scene_Battle)
  3028.       return false if !is_cskill?(skill_id)
  3029.       return false if !COOPERATION_SKILLS[skill_id].include?(actor_id)
  3030.       return true
  3031.   end
  3032.  
  3033.   #--------------------------------------------------------------------------
  3034.   # ● Is Cooperation Skill?
  3035.   #--------------------------------------------------------------------------
  3036.   def self.is_cskill?(skill_id)
  3037.       return false if !SceneManager.scene_is?(Scene_Battle)
  3038.       return false if COOPERATION_SKILLS[skill_id].nil?
  3039.       return true
  3040.   end
  3041.  
  3042. end
  3043.  
  3044. #==============================================================================
  3045. # ■ BattleManager
  3046. #==============================================================================
  3047. class << BattleManager
  3048.  
  3049.   #--------------------------------------------------------------------------
  3050.   # ● Set Cast Action
  3051.   #--------------------------------------------------------------------------
  3052.   alias mog_cskill_command_end_actor command_end_actor
  3053.   def command_end_actor
  3054.       prepare_ckill_members
  3055.       mog_cskill_command_end_actor      
  3056.   end
  3057.  
  3058.   #--------------------------------------------------------------------------
  3059.   # ● Prepare Cskill Members
  3060.   #--------------------------------------------------------------------------
  3061.   def prepare_ckill_members
  3062.       item = @command_actor.current_action.item rescue nil  
  3063.       return if item == nil
  3064.       if is_cskill?(item.id) and ckill_members_usable?(item.id)
  3065.           set_members_cp_skill(item.id)
  3066.           @command_actor = nil
  3067.       end  
  3068.   end
  3069.  
  3070.   #--------------------------------------------------------------------------
  3071.   # ● Clear Cskills Members
  3072.   #--------------------------------------------------------------------------
  3073.   def clear_cskill_members(subject)
  3074.       item = subject.current_action.item rescue nil  
  3075.       return if item == nil
  3076.       clear_members_ckill(item.id) if is_cskill?(item.id)
  3077.   end
  3078.  
  3079. end
  3080.  
  3081. #==============================================================================
  3082. # ■ Window SkillList
  3083. #==============================================================================
  3084. class Window_SkillList < Window_Selectable
  3085.  
  3086.   #--------------------------------------------------------------------------
  3087.   # ● Display Skill in Active State?
  3088.   #--------------------------------------------------------------------------
  3089.   alias mog_atb_skill_list_enable? enable?
  3090.   def enable?(item)
  3091.       if SceneManager.scene_is?(Scene_Battle) and !item.nil?
  3092.          return false if BattleManager.is_cskill?(item.id) and !BattleManager.cskill_enable?(item.id)
  3093.       end
  3094.       mog_atb_skill_list_enable?(item)
  3095.   end   
  3096.  
  3097. end
  3098.  
  3099. #==============================================================================
  3100. # ■ Game Battler
  3101. #==============================================================================
  3102. class Game_Battler < Game_BattlerBase
  3103.  
  3104.   #--------------------------------------------------------------------------
  3105.   # ● Calculate Damage
  3106.   #--------------------------------------------------------------------------
  3107.   alias mog_atb_make_make_damage_value make_damage_value
  3108.   def make_damage_value(user, item)
  3109.       mog_atb_make_make_damage_value(user, item)
  3110.       coop_make_damage_value(user, item) if coop_make_damage_value?(user, item)
  3111.   end
  3112.  
  3113.   #--------------------------------------------------------------------------
  3114.   # ● Calculate Damage
  3115.   #--------------------------------------------------------------------------
  3116.   def coop_make_damage_value?(user, item)
  3117.       return false if item == nil
  3118.       return false if user.is_a?(Game_Enemy)
  3119.       return false if item.is_a?(RPG::Item)
  3120.       return false if !BattleManager.is_cskill?(item.id)
  3121.       return false if BattleManager.cskill_members(item.id).size < 1
  3122.       return true
  3123.   end
  3124.  
  3125.   #--------------------------------------------------------------------------
  3126.   # ● Coop Make Damage Value
  3127.   #--------------------------------------------------------------------------
  3128.   def coop_make_damage_value(user, item)
  3129.       for actor in BattleManager.cskill_members(item.id)
  3130.           next if actor == user
  3131.           value = item.damage.eval(actor, self, $game_variables)
  3132.           value *= item_element_rate(actor, item)
  3133.           value *= pdr if item.physical?
  3134.           value *= mdr if item.magical?
  3135.           value *= rec if item.damage.recover?
  3136.           value = apply_critical(value) if @result.critical
  3137.           value = apply_variance(value, item.damage.variance)
  3138.           value = apply_guard(value)
  3139.           @result.make_damage_coop(value.to_i, item)
  3140.       end
  3141.       @result.make_damage_coop_after(item)
  3142.   end
  3143.  
  3144. end
  3145.  
  3146. #==============================================================================
  3147. # ■ Game ActionResult
  3148. #==============================================================================
  3149. class Game_ActionResult
  3150.  
  3151.   #--------------------------------------------------------------------------
  3152.   # ● Create Damage
  3153.   #--------------------------------------------------------------------------
  3154.   def make_damage_coop(value, item)
  3155.       @hp_damage += value if item.damage.to_hp?
  3156.       @mp_damage += value if item.damage.to_mp?
  3157.   end   
  3158.  
  3159.   #--------------------------------------------------------------------------
  3160.   # ● Make Damage Coop After
  3161.   #--------------------------------------------------------------------------
  3162.   def make_damage_coop_after(item)
  3163.       @hp_damage /= BattleManager.cskill_members(item.id).size if item.damage.to_hp?
  3164.       @mp_damage /= BattleManager.cskill_members(item.id).size if item.damage.to_mp?   
  3165.       @critical = false if @hp_damage == 0
  3166.       @mp_damage = [@battler.mp, @mp_damage].min
  3167.       @hp_drain = @hp_damage if item.damage.drain?
  3168.       @mp_drain = @mp_damage if item.damage.drain?
  3169.       @hp_drain = [@battler.hp, @hp_drain].min
  3170.       @success = true if item.damage.to_hp? || @mp_damage != 0
  3171.   end
  3172.  
  3173. end
  3174.  
  3175. #==============================================================================
  3176. # ■ Game_Battler
  3177. #==============================================================================
  3178. class Game_Battler < Game_BattlerBase
  3179.  
  3180.   #--------------------------------------------------------------------------
  3181.   # ● Execute Cast Action
  3182.   #--------------------------------------------------------------------------   
  3183.   alias mog_cskill_execute_cast_action execute_cast_action
  3184.   def execute_cast_action
  3185.       mog_cskill_execute_cast_action
  3186.       prepare_cast_action_members
  3187.   end
  3188.  
  3189.   #--------------------------------------------------------------------------
  3190.   # ● Prepare Cast Acton Members
  3191.   #--------------------------------------------------------------------------   
  3192.   def prepare_cast_action_members
  3193.       return if self.is_a?(Game_Enemy)
  3194.       item = self.current_action.item rescue nil  
  3195.       return if item == nil   
  3196.       BattleManager.execute_cast_action_members(item.id) if BattleManager.cskill_usable?(item.id,self.id)
  3197.   end
  3198.  
  3199.   #--------------------------------------------------------------------------
  3200.   # ● ATB After Damage
  3201.   #--------------------------------------------------------------------------  
  3202.   alias mog_cpskill_atb_after_damage atb_after_damage
  3203.   def atb_after_damage(pre_item = nil)
  3204.       mog_cpskill_atb_after_damage(pre_item)
  3205.       force_clear_cpkill(pre_item) if pre_item != nil and self.is_a?(Game_Actor)
  3206.   end  
  3207.  
  3208.   #--------------------------------------------------------------------------
  3209.   # ● Force Clear CP skill
  3210.   #--------------------------------------------------------------------------   
  3211.   def force_clear_cpkill(pre_item = nil)
  3212.       $game_temp.refresh_item_window = true if @result.mp_damage != 0
  3213.       BattleManager.cskill_usable?(pre_item.id,self.id) if pre_item != nil      
  3214.   end
  3215.  
  3216.   #--------------------------------------------------------------------------
  3217.   # ● Need Refresh Item Window?
  3218.   #--------------------------------------------------------------------------   
  3219.   alias mog_cskills_need_refresh_item_window? need_refresh_item_window?
  3220.   def need_refresh_item_window?
  3221.       return true
  3222.       mog_cskills_need_refresh_item_window?
  3223.   end
  3224.  
  3225.   #--------------------------------------------------------------------------
  3226.   # ● Execute Damage
  3227.   #--------------------------------------------------------------------------   
  3228.   alias mog_atb_coop_execute_damage execute_damage
  3229.   def execute_damage(user)
  3230.       mog_atb_coop_execute_damage(user)
  3231.       item = user.current_action.item rescue nil
  3232.       execute_damage_coop(user,item) if user.coop_make_damage_value?(user, item)
  3233.   end
  3234.  
  3235.   #--------------------------------------------------------------------------
  3236.   # ● Execute Damage Coop
  3237.   #--------------------------------------------------------------------------   
  3238.   def execute_damage_coop(user,item)
  3239.       for actor in BattleManager.cskill_members(item.id)
  3240.           next if actor == user
  3241.           actor.hp += @result.hp_drain
  3242.           actor.mp += @result.mp_drain
  3243.           if $imported[:mog_damage_popup]
  3244.              actor.damage.push([-@result.hp_drain,"HP",@result.critical]) if @result.hp_drain != 0
  3245.              actor.damage.push([-@result.mp_drain,"MP",@result.critical]) if @result.mp_drain != 0
  3246.           end   
  3247.       end   
  3248.   end
  3249.  
  3250. end
  3251.  
  3252. #==============================================================================
  3253. # ■ Scene Battle
  3254. #==============================================================================
  3255. class Scene_Battle < Scene_Base
  3256.  
  3257.   #--------------------------------------------------------------------------
  3258.   # ● Process Before Execute Action
  3259.   #--------------------------------------------------------------------------  
  3260.   alias mog_cskill_process_before_execute_action  process_before_execute_action
  3261.   def process_before_execute_action
  3262.       mog_cskill_process_before_execute_action
  3263.       before_execute_cooperation_skill if can_execute_cooperation_skill?
  3264.   end
  3265.  
  3266.   #--------------------------------------------------------------------------
  3267.   # ● Process Before Remove Action
  3268.   #--------------------------------------------------------------------------  
  3269.   alias mog_cskill_process_before_remove_action process_before_remove_action
  3270.   def process_before_remove_action
  3271.       mog_cskill_process_before_remove_action
  3272.       BattleManager.clear_members_ckill(@subject)
  3273.   end
  3274.  
  3275.   #--------------------------------------------------------------------------
  3276.   # ● Can Execute Cooperation Skill?
  3277.   #--------------------------------------------------------------------------  
  3278.   def can_execute_cooperation_skill?
  3279.       return false if !@subject.is_a?(Game_Actor)
  3280.       item = @subject.current_action.item rescue nil
  3281.       return false if item == nil
  3282.       return false if !BattleManager.cskill_usable?(item.id,@subject.id)
  3283.       return true
  3284.   end
  3285.  
  3286.   #--------------------------------------------------------------------------
  3287.   # ● Current CP Members
  3288.   #--------------------------------------------------------------------------
  3289.   def current_cp_members
  3290.       return [] if subject_action == nil
  3291.       return BattleManager.cskill_members(subject_action.id)
  3292.   end   
  3293.  
  3294.   #--------------------------------------------------------------------------
  3295.   # ● Before Execute Coomperation Skill. (add-ons)
  3296.   #--------------------------------------------------------------------------  
  3297.   def before_execute_cooperation_skill
  3298.   end
  3299.  
  3300. end

RUBY 代码复制
  1. #==============================================================================
  2. #                                 扩展技能分类
  3. #   改造作者:Akahara
  4. #   参考代码原作者:奈々(なな)
  5. #   个人网址 [url]http://heptanas.mamagoto.com/[/url]
  6. #   使用部分代码作者:ももまる
  7. #   个人网址 [url]http://peachround.com/[/url]
  8. #
  9. #   ◇使用規約
  10. #   使用される場合はスクリプト作成者として「奈々」を明記して下さい。
  11. #   このスクリプトを改変したり、改変したものを配布するなどは自由ですが
  12. #   その場合も元のスクリプトの作成者として名前は載せて下さい。
  13. #
  14. #------------------------------------------------------------------------------
  15. #
  16. #   在技能备注 <扩展分类 ID> (可以有多个)
  17. #   可以让有该备注的技能选择后不是使用技能而是出现小窗口的多个技能
  18. #   
  19. #   拥有该备注的技能不会有任何效果,建议不要拥有技能消耗和效果
  20. #  (没试过也忘了有了会怎样)
  21. #
  22. #==============================================================================
  23.  
  24. #感谢并使用了ももまる的LNX11XP战斗的代码
  25. #已经有装LNX11XP战斗的请把27行(module LNX11_Window_FittingEXSkillList)
  26. #到47行(最靠左的end)注释掉防止冲突
  27. module LNX11_Window_FittingEXSkillList
  28.   #--------------------------------------------------------------------------
  29.   # ● [オーバーライド]:リフレッシュ
  30.   #--------------------------------------------------------------------------
  31.   def refresh
  32.     make_item_list
  33.     self.height = fitting_height(row_max)
  34.     super
  35.     self.oy = 0
  36.   end
  37. end
  38.  
  39. module AKAHARA
  40.   module CHANGETOSKILL
  41.     LEARN_SWITCH = false
  42.     #开启此开关(true)后,扩展的技能需要习得才会显示在窗口里
  43.     #如果开启,扩展的技能的分类建议选为无,并在习得扩展技能的时候一起习得
  44.     #关闭此开关(false)后,扩展的技能无需习得就会显示在窗口里
  45.   end
  46. end
  47.  
  48. class RPG::Skill < RPG::UsableItem
  49.   #--------------------------------------------------------------------------
  50.   # ● 変化先スキルの定義(追加定義)
  51.   #--------------------------------------------------------------------------  
  52.   def changetoskills
  53.     list = []
  54.     @note.scan(/<扩展分类\s?(\d*)>/) {|s|
  55.       list.push($data_skills[$1.to_i]) if $1
  56.     }
  57.     return list
  58.   end
  59. end
  60.  
  61. class Window_SkillList < Window_Selectable
  62.   def data_num
  63.     @data
  64.   end
  65. end
  66.  
  67. #==============================================================================
  68. # ■ Scene_Battle
  69. #------------------------------------------------------------------------------
  70. #  バトル画面の処理を行うクラスです。
  71. #==============================================================================
  72.  
  73. class Scene_Battle < Scene_Base
  74.   alias start3 start
  75.   def start
  76.     start3
  77.     @change = false
  78.     @last_skill2 = nil
  79.   end  
  80.   #--------------------------------------------------------------------------
  81.   # ● 全ウィンドウの作成
  82.   #--------------------------------------------------------------------------
  83.   alias create_all_windows2 create_all_windows
  84.   def create_all_windows
  85.     create_all_windows2
  86.     create_changetoskill_window
  87.   end
  88.   #--------------------------------------------------------------------------
  89.   # ● 変化先スキルウィンドウの作成
  90.   #--------------------------------------------------------------------------
  91.   def create_changetoskill_window
  92.     @changetoskill_window = Window_BattleChangetoSkill.new(@help_window, @info_viewport)
  93.     @changetoskill_window.set_handler(:ok,     method(:on_changetoskill_ok))
  94.     @changetoskill_window.set_handler(:cancel, method(:on_changetoskill_cancel))
  95.   end
  96.   #--------------------------------------------------------------------------
  97.   # ● スキル[決定]
  98.   #--------------------------------------------------------------------------
  99.   def on_skill_ok
  100.     @change = false
  101.     @skill = @skill_window.item
  102.     @last_skill2 = @skill
  103.     if @skill.changetoskills != []
  104.       @skill_window.deactivate
  105.       @skill_window.visible = true
  106.       @change = true
  107.       wx = Graphics.width/2 + (@skill_window.index % 2 == 0 ? 0 : -Graphics.width / 2.3)
  108.       @changetoskill_window.x = wx
  109.       wy = (@skill_window.cursor_rect.y-@skill_window.oy) + 50
  110.       @changetoskill_window.y = wy
  111.       if (@changetoskill_window.y+@changetoskill_window.height) >= Graphics.height
  112.         @changetoskill_window.height = Graphics.height-@changetoskill_window.y
  113.       end      
  114.       @changetoskill_window.y = @skill_window.y + wy      
  115.       @changetoskill_window.actor = BattleManager.actor
  116.       @changetoskill_window.changetoskills = @skill.changetoskills
  117.       @changetoskill_window.show.activate
  118.       return
  119.     end
  120.     BattleManager.actor.input.set_skill(@skill.id)
  121.     BattleManager.actor.last_skill.object = @skill
  122.     if !@skill.need_selection?
  123.       @skill_window.refresh
  124.       @skill_window.hide
  125.       next_command
  126.     elsif @skill.for_opponent?
  127.       select_enemy_selection
  128.     else
  129.       select_actor_selection
  130.     end   
  131.   end
  132.   #--------------------------------------------------------------------------
  133.   # ● 変化先スキル[決定]
  134.   #--------------------------------------------------------------------------
  135.   def on_changetoskill_ok
  136.     @help_window.visible = false
  137.     @changetoskill_window.visible = false
  138.     @skill_window.visible = false
  139.     @changetoskill = @changetoskill_window.item
  140.     BattleManager.actor.input.set_skill(@changetoskill.id)
  141.     BattleManager.actor.last_skill.object = @changetoskill
  142.     if !@changetoskill.need_selection?
  143.       @skill_window.refresh
  144.       @skill_window.hide
  145.       @changetoskill_window.hide
  146.       next_command
  147.     elsif @changetoskill.for_opponent?
  148.       select_enemy_selection
  149.     else
  150.       select_actor_selection
  151.     end
  152.   end
  153.   #--------------------------------------------------------------------------
  154.   # ● 変化先スキル[キャンセル]
  155.   #--------------------------------------------------------------------------
  156.   def on_changetoskill_cancel
  157.     @changetoskill_window.hide
  158.     @skill_window.show.activate.select(@skill_window.data_num.index(@last_skill2) || 0)
  159.   end
  160.   #--------------------------------------------------------------------------
  161.   # ● アクター[決定]
  162.   #--------------------------------------------------------------------------
  163.   alias changetoskill_on_actor_ok on_actor_ok
  164.   def on_actor_ok
  165.     @changetoskill_window.hide
  166.     changetoskill_on_actor_ok
  167.   end
  168.   #--------------------------------------------------------------------------
  169.   # ● アクター[キャンセル]
  170.   #--------------------------------------------------------------------------
  171.   alias changetoskill_on_actor_cancel on_actor_cancel
  172.   def on_actor_cancel
  173.     changetoskill_on_actor_cancel
  174.     case @actor_command_window.current_symbol
  175.     when :skill
  176.       if @change == true
  177.         @changetoskill_window.show.activate.select_last
  178.         @skill_window.show.deactivate.select(@skill_window.data_num.index(@last_skill2) || 0)
  179.         @help_window.visible = true
  180.         @skill_window.visible = true
  181.       else
  182.         @changetoskill_window.hide
  183.         @skill_window.hide
  184.       end
  185.     end
  186.   end  
  187.   #--------------------------------------------------------------------------
  188.   # ● 敵キャラ[決定]
  189.   #--------------------------------------------------------------------------
  190.   alias changetoskill_on_enemy_ok on_enemy_ok
  191.   def on_enemy_ok
  192.     @changetoskill_window.hide
  193.     changetoskill_on_enemy_ok
  194.   end
  195.   #--------------------------------------------------------------------------
  196.   # ● 敵キャラ[キャンセル]
  197.   #--------------------------------------------------------------------------
  198.   alias changetoskill_on_enemy_cancel on_enemy_cancel
  199.   def on_enemy_cancel
  200.     changetoskill_on_enemy_cancel
  201.     case @actor_command_window.current_symbol
  202.     when :skill
  203.       if @change == true
  204.         @changetoskill_window.show.activate.select_last
  205.         @skill_window.show.deactivate.select(@skill_window.data_num.index(@last_skill2) || 0)
  206.         @help_window.visible = true
  207.         @skill_window.visible = true
  208.       else
  209.         @changetoskill_window.hide
  210.         @skill_window.hide
  211.       end
  212.     end
  213.   end  
  214. end
  215. #==============================================================================
  216. # ■ Window_Battlechangetoskill
  217. #------------------------------------------------------------------------------
  218. #  バトル画面で、使用する変化先スキルを選択するウィンドウです。
  219. #==============================================================================
  220.  
  221. class Window_BattleChangetoSkill < Window_SkillList
  222.   include LNX11_Window_FittingEXSkillList
  223.   include AKAHARA::CHANGETOSKILL
  224.   #--------------------------------------------------------------------------
  225.   # ● オブジェクト初期化
  226.   #     info_viewport : 情報表示用ビューポート
  227.   #--------------------------------------------------------------------------
  228.   def initialize(help_window, info_viewport)
  229.     y = help_window.height
  230.     super(0, y, Graphics.width / 2.3, info_viewport.rect.y - y)
  231.     self.visible = false
  232.     self.windowskin = Cache.system("window")
  233.     @help_window = help_window
  234.     @info_viewport = info_viewport
  235.     @changetoskills = nil
  236.   end
  237.   def col_max
  238.     return 1
  239.   end
  240.   #--------------------------------------------------------------------------
  241.   # ● 変化先スキルの設定
  242.   #--------------------------------------------------------------------------
  243.   def changetoskills=(changetoskills)
  244.     return if @changetoskills == changetoskills
  245.     @changetoskills = changetoskills
  246.     refresh
  247.     self.oy = 0
  248.   end
  249.   #--------------------------------------------------------------------------
  250.   # ● スキルリストの作成
  251.   #--------------------------------------------------------------------------
  252.   def make_item_list
  253.     if @changetoskills
  254.       if LEARN_SWITCH
  255.         @changetoskills1 = @changetoskills.clone
  256.         @changetoskills.each {|i| @changetoskills1.delete(i) if !@actor.skill_learn?(i)}
  257.         @data = @changetoskills1
  258.       else
  259.         @data = @changetoskills
  260.       end
  261.     else
  262.       @data = []
  263.     end
  264.   end
  265.   #--------------------------------------------------------------------------
  266.   # ● ウィンドウの表示
  267.   #--------------------------------------------------------------------------
  268.   def show
  269.     select(0)
  270.     @help_window.show
  271.     super
  272.   end
  273.   #--------------------------------------------------------------------------
  274.   # ● ウィンドウの非表示
  275.   #--------------------------------------------------------------------------
  276.   def hide
  277.     @help_window.hide
  278.     super
  279.   end
  280. end
  281.  
  282. #==============================================================================
  283. # ■ Scene_Skill
  284. #------------------------------------------------------------------------------
  285. #  スキル画面の処理を行うクラスです。処理共通化の便宜上、スキルも「アイテム」
  286. # として扱っています。
  287. #==============================================================================
  288.  
  289. class Scene_Skill < Scene_ItemBase
  290.   #--------------------------------------------------------------------------
  291.   # ● 開始処理
  292.   #--------------------------------------------------------------------------
  293.   alias start2 start
  294.   def start
  295.     start2
  296.     create_changetoitem_window
  297.     @change = false
  298.     @last_skill2 = nil
  299.   end
  300.   #--------------------------------------------------------------------------
  301.   # ● 変化先アイテムウィンドウの作成
  302.   #--------------------------------------------------------------------------
  303.   def create_changetoitem_window
  304.     wx = 0
  305.     wy = @status_window.y + @status_window.height
  306.     ww = Graphics.width / 2.3
  307.     wh = Graphics.height - wy
  308.     @changetoitem_window = Window_ChangetoSkillList.new(wx, wy, ww, wh)
  309.     @changetoitem_window.actor = @actor
  310.     @changetoitem_window.viewport = @viewport
  311.     @changetoitem_window.help_window = @help_window
  312.     @changetoitem_window.set_handler(:ok,     method(:on_changetoitem_ok))
  313.     @changetoitem_window.set_handler(:cancel, method(:on_changetoitem_cancel))
  314.     @changetoitem_window.hide
  315.   end
  316.   #--------------------------------------------------------------------------
  317.   # ● 現在選択されているアイテムの取得
  318.   #--------------------------------------------------------------------------
  319.   def item
  320.     @change ? @changetoitem_window.item : @item_window.item
  321.   end
  322.   #--------------------------------------------------------------------------
  323.   # ● カーソルが左列にあるかの判定
  324.   #--------------------------------------------------------------------------
  325.   def cursor_left?
  326.     @change ? @changetoitem_window.index % 2 == 0 : @item_window.index % 2 == 0
  327.   end
  328.   #--------------------------------------------------------------------------
  329.   # ● アイテム[決定]
  330.   #--------------------------------------------------------------------------
  331.   def on_item_ok
  332.     @change = false
  333.     @last_skill2 = item
  334.     if item.changetoskills != []
  335.       @item_window.deactivate
  336.       wx = Graphics.width/2 + (@item_window.index % 2 == 0 ? 0 : -Graphics.width / 2.3)
  337.       @changetoitem_window.x = wx      
  338.       wy = (@item_window.cursor_rect.y-@item_window.oy) + 50
  339.       @changetoitem_window.y = wy
  340.       if (@changetoitem_window.y+@changetoitem_window.height) >= Graphics.height
  341.         @changetoitem_window.height = Graphics.height-@changetoitem_window.y
  342.       end      
  343.       @changetoitem_window.changetoskills = item.changetoskills
  344.       @changetoitem_window.select(0)
  345.       @change = true
  346.       @changetoitem_window.show.activate
  347.       return
  348.     end
  349.     @actor.last_skill.object = item
  350.     determine_item
  351.   end
  352.   #--------------------------------------------------------------------------
  353.   # ● 変化先アイテム[決定]
  354.   #--------------------------------------------------------------------------
  355.   def on_changetoitem_ok
  356.     @actor.last_skill.object = item
  357.     determine_item
  358.   end
  359.   #--------------------------------------------------------------------------
  360.   # ● 変化先アイテム[キャンセル]
  361.   #--------------------------------------------------------------------------
  362.   def on_changetoitem_cancel
  363.     @changetoitem_window.hide
  364.     @item_window.show.activate.select(@item_window.data_num.index(@last_skill2) || 0)
  365.   end
  366.   #--------------------------------------------------------------------------
  367.   # ● アクター[キャンセル]
  368.   #--------------------------------------------------------------------------
  369.   def on_actor_cancel
  370.     hide_sub_window(@actor_window)
  371.     if @change == true
  372.       @changetoitem_window.show.activate.select_last
  373.       @item_window.show.deactivate   
  374.     else
  375.       @changetoitem_window.hide
  376.       @item_window.show.activate
  377.     end
  378.   end
  379. end
  380. #==============================================================================
  381. # ■ Window_ChangetoSkillList
  382. #------------------------------------------------------------------------------
  383. #  スキル画面で、使用できるスキルの一覧を表示するウィンドウです。
  384. #==============================================================================
  385.  
  386. class Window_ChangetoSkillList < Window_SkillList
  387.   include LNX11_Window_FittingEXSkillList
  388.   include AKAHARA::CHANGETOSKILL
  389.   #--------------------------------------------------------------------------
  390.   # ● オブジェクト初期化
  391.   #--------------------------------------------------------------------------
  392.   def initialize(x, y, width, height)
  393.     super
  394.     self.windowskin = Cache.system("window")   
  395.     @actor = nil
  396.     @stype_id = 0
  397.     @data = []
  398.     @changetoskills = nil
  399.   end
  400.   def col_max
  401.     return 1
  402.   end  
  403.   #--------------------------------------------------------------------------
  404.   # ● 変化先スキルの設定
  405.   #--------------------------------------------------------------------------
  406.   def changetoskills=(changetoskills)
  407.     return if @changetoskills == changetoskills
  408.     @changetoskills = changetoskills
  409.     refresh
  410.     self.oy = 0
  411.   end
  412.   #--------------------------------------------------------------------------
  413.   # ● スキルリストの作成
  414.   #--------------------------------------------------------------------------
  415.   def make_item_list
  416.     if @changetoskills
  417.       if LEARN_SWITCH
  418.         @changetoskills1 = @changetoskills.clone
  419.         @changetoskills.each {|i| @changetoskills1.delete(i) if !@actor.skill_learn?(i)}
  420.         @data = @changetoskills1
  421.       else
  422.         @data = @changetoskills
  423.       end
  424.     else
  425.       @data = []
  426.     end
  427.   end
  428. end
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