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Dream

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Posts posted by Dream

  1. Questo è lo script principale, poi insieme c'è ne sono altri 3/4 che servono per la posizione dei personaggi tutto in giapponese(IL LINK NON LO TROVO PIU PERCHE' è MOLTO VECCHIO)

     

     

    #==============================================================================
    # ■ Sideview
    #------------------------------------------------------------------------------
    #  サイドビューバトラーを管理するクラスです。
    #==============================================================================
    class SideView
    #--------------------------------------------------------------------------
    # ● 公開インスタンス変数 
    #--------------------------------------------------------------------------
    attr_accessor :x # 画面X座標
    attr_accessor :y # 画面Y座標
    attr_accessor :z # 画面Z座標
    attr_accessor :h # 高さ座標
    attr_accessor :j # ジャンプ座標
    attr_accessor :c # カーブ座標
    attr_accessor :ox # 横原点
    attr_accessor :oy # 縦原点
    attr_accessor :oy_adjust # 縦原点補正
    attr_accessor :angle # 回転角度
    attr_accessor :zoom_x # 横の拡大率
    attr_accessor :zoom_y # 縦の拡大率
    attr_accessor :pattern_w # セル横位置(矩形内)
    attr_accessor :pattern_h # セル縦位置(矩形内)
    attr_accessor :sx # セル横位置(画像全体)
    attr_accessor :sy # セル縦位置(画像全体)
    attr_accessor :pattern_type # セル更新タイプ
    attr_accessor :pattern_time # セル更新間隔
    attr_accessor :graphic_name # バトラー画像ファイル名
    attr_accessor :graphic_file_index # バトラー画像ファイル名インデックス
    attr_accessor :graphic_index # バトラー画像インデックス
    attr_accessor :cw # セル横矩形
    attr_accessor :ch # セル縦矩形
    attr_accessor :shadow_visible # 影表示
    attr_accessor :weapon_visible # 武器表示

    attr_accessor :wait # 次の動作待ち時間
    attr_accessor :weapon_index # 表示中の武器画像インデックス配列
    attr_accessor :weapon_end # 武器アニメ終了フラグ
    attr_accessor :force_action # 強制アクション
    attr_accessor :target_battler # ターゲットバトラー情報
    attr_accessor :second_targets # セカンドターゲット情報
    attr_accessor :m_a_targets # アニメ飛ばしターゲット情報
    attr_accessor :individual_targets # 個別処理ターゲットバトラー情報
    attr_accessor :effect_data # エフェクトデータ
    attr_accessor :anime_id # アニメID配列
    attr_accessor :anime_move_id # 飛ばしアニメID配列
    attr_accessor :mirror # 反転フラグ
    attr_accessor :opacity # 透明度
    attr_accessor :opacity_data # 透明度操作情報
    attr_accessor :set_damage # バトルシーンでのダメージ処理
    attr_accessor :m_a_data # アニメ飛ばし情報
    attr_accessor :m_a_starter # アニメ飛ばし開始ターゲット情報
    attr_accessor :action_end # バトルシーンでの行動終了
    attr_accessor :damage_anime_data # ダメージ戦闘アニメのデータ
    attr_accessor :anime_no_mirror # 戦闘アニメの反転禁止フラグ
    attr_accessor :anime_horming # 戦闘アニメのホーミングフラグ
    attr_accessor :anime_camera_zoom # 戦闘アニメがカメラに合わせて拡大縮小するか
    attr_accessor :anime_plus_z # 戦闘アニメZ座標補正
    attr_accessor :derivation_skill_id # スキル派生ID
    attr_accessor :immortal # 不死身フラグ
    attr_accessor :mirage # 残像データ
    attr_accessor :balloon_data # ふきだしデータ
    attr_accessor :timing # 別バトラーからのタイミングデータ
    attr_accessor :timing_targets # タイミングデータを渡す別バトラー
    attr_accessor :color_set # 色調変更データ
    attr_accessor :color # 色調データ
    attr_accessor :change_up # 画像変更フラグ
    attr_accessor :hit # 被攻撃回数
    attr_accessor :add_state # 何度も付加ステートの表示を防ぐフラグ
    attr_accessor :counter_id # カウンター時のスキルID
    attr_accessor :reflection_id # 魔法反射時のアニメID
    attr_accessor :result_damage # ターン終了時のHP変動データ
    attr_accessor :active # 行動権
    attr_accessor :anime_off # 戦闘アニメ消去
    attr_accessor :command_action # コマンドアクションフラグ

    attr_accessor :base_x # 初期位置 X座標
    attr_accessor :base_y # 初期位置 Y座標
    attr_accessor :base_h # 初期位置 高さ座標
    attr_accessor :max_pattern_w # セルの横分割数
    attr_accessor :max_pattern_h # セルの縦分割数

    attr_reader :collapse # コラプスフラグ
    attr_reader :picture # ピクチャ表示フラグ
    #--------------------------------------------------------------------------
    # ● オブジェクト初期化
    #--------------------------------------------------------------------------
    def initialize(battler)
    @battler = battler
    reset
    end
    #--------------------------------------------------------------------------
    # ● 初期化
    #--------------------------------------------------------------------------
    def reset
    @x = 0
    @y = 0
    @z = 0
    @h = 0
    @j = 0
    @c = 0
    @jump = []
    @curve = []
    @ox = 0
    @oy = 0
    @oy_adjust = 0
    @z_plus = 0
    @move_time = 0
    @angle = 0
    @angle_time = 0
    @zoom_x = 1
    @zoom_y = 1
    @zoom_time = 0
    @pattern_w = 0
    @pattern_h = 0
    @sx = 0
    @sy = 0
    @pattern_type = 0
    @pattern_time = 0
    @pattern_rest_time = 0
    @graphic_name = ""
    @graphic_file_index = ""
    @graphic_index = 0
    @cw = 0
    @ch = 0
    @shadow_visible = false
    @weapon_visible = true

    @wait = 0
    @weapon_index = []
    @weapon_end = true
    @full_action = []
    @action = []
    @force_action = ""
    @target_battler = []
    @second_targets = []
    @individual_targets = []
    @m_a_targets = []
    @effect_data = []
    @anime_id = []
    @anime_move_id = []
    @opacity = 255
    @opacity_data = []
    @set_damage = false
    @m_a_data = []
    @m_a_starter = []
    @action_end = false
    @damage_anime_data = []
    @anime_no_mirror = false
    @anime_horming = false
    @anime_camera_zoom = false
    @anime_plus_z = true
    @derivation_skill_id = 0
    @immortal = false
    @mirage = []
    @play_data = []
    @balloon_data = []
    @picture = false
    @timing = []
    @timing_targets = []
    @color_set = []
    @color = []
    @change_up = false
    @non_motion = false
    @graphics_change = false
    @hit = 0
    @add_state = []
    @collapse = false
    @counter_id = 0
    @reflection_id = 0
    @result_damage = [0,0]
    @active = false
    @anime_off = false
    @command_action = false

    @base_x = 0
    @base_y = 0
    @base_z = 0
    @base_h = 0
    @max_pattern_w = 0
    @max_pattern_h = 0
    @pattern_kind = 0
    @pattern_count = 0
    @move_time = 0
    @mirror = false
    @battler.set_graphic(@pre_change_data[0], @pre_change_data[1], @pre_change_data[2], @pre_change_data[3]) if @pre_change_data != nil
    @pre_change_data = nil
    end
    #--------------------------------------------------------------------------
    # ● セットアップ
    #--------------------------------------------------------------------------
    def setup(bitmap_width, bitmap_height, first_action_flag)
    reset if first_action_flag
    set_data
    set_base_position if !@graphics_change
    set_graphics(bitmap_width, bitmap_height)
    set_target
    setup_graphics_change if @graphics_change
    first_battler_anime_set if first_action_flag
    end
    #--------------------------------------------------------------------------
    # ● バトラーデータ取得
    #--------------------------------------------------------------------------
    def set_data
    return if @battler == nil
    if @battler.actor?
    @graphic_name = @battler.character_name
    @graphic_index = @battler.character_index
    else
    @graphic_name = @battler.battler_name
    @graphic_index = 0
    end
    @max_pattern_w = max_pattern[0]
    @max_pattern_h = max_pattern[1]
    end
    #--------------------------------------------------------------------------
    # ● ベース座標をセット data = [X軸, Y軸, H軸] moment_set…瞬間配置
    #--------------------------------------------------------------------------
    def set_base_position(moment_set = true)
    mirroring_reset
    if @battler.actor?
    data = N03::ACTOR_POSITION[@battler.index].dup
    @base_x = data[0] * 100 if !@mirror
    @base_x = (Graphics.width - data[0]) * 100 if @mirror
    else
    data = [@battler.screen_x, @battler.screen_y, 0].dup
    @base_x = data[0] * 100 if !$sv_camera.mirror
    @base_x = (Graphics.width - data[0]) * 100 if $sv_camera.mirror
    end
    @base_y = data[1] * 100
    @base_h = data[2] * 100
    @base_z = @y
    return if !moment_set
    @x = @base_x
    @y = @base_y
    @z = @base_z
    end
    #--------------------------------------------------------------------------
    # ● グラフィックデータ取得
    #--------------------------------------------------------------------------
    def set_graphics(bitmap_width, bitmap_height)
    sign = @graphic_name[/^[\!\$]./]
    if sign && sign.include?('$')
    @cw = bitmap_width / @max_pattern_w
    @ch = bitmap_height / @max_pattern_h
    elsif @max_pattern_w == 1 && @max_pattern_h == 1
    @cw = bitmap_width
    @ch = bitmap_height
    else
    @cw = bitmap_width / (@max_pattern_w * 4)
    @ch = bitmap_height / (@max_pattern_h * 2)
    end
    @ox = @cw / 2
    @oy = @ch
    @sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
    @sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
    end
    #--------------------------------------------------------------------------
    # ● ターゲットをセット
    #--------------------------------------------------------------------------
    def set_target(target = nil)
    @target_battler = target
    @target_battler = [@battler] if target == nil
    @second_targets = @target_battler
    end
    #--------------------------------------------------------------------------
    # ● 画像変更用のセットアップ
    #--------------------------------------------------------------------------
    def setup_graphics_change
    @graphics_change = false
    @sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
    @sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
    end
    #--------------------------------------------------------------------------
    # ● 戦闘開始時の待機アニメ画像データ取得
    #--------------------------------------------------------------------------
    def first_battler_anime_set
    loop do
    update
    break if @action_data[0] == "motion"
    break if @action_data[0] == "move" && @action_data[8] != ""
    break if @full_action == []
    end
    start_action(first_action) if @battler.movable?
    end
    #--------------------------------------------------------------------------
    # ● アクション開始
    #--------------------------------------------------------------------------
    def start_action(kind = nil)
    return if @event_fix && $game_troop.interpreter.running?
    # ウェイト中の場合キャンセル
    return @wait -= 1 if @wait > 0 && kind == nil
    action_setup if kind != nil
    set_action(kind)
    @action = kind if @action == nil
    # 行動配列が無い場合は行動終了処理へ移行
    action_terminate if @action == nil
    # 次のアクション決定
    @action_data = N03::ACTION[@action]
    next_action
    end
    #--------------------------------------------------------------------------
    # ● 行動パラメータの初期化
    #--------------------------------------------------------------------------
    def action_setup
    @event_fix = false
    @set_damage = false
    @action_end = false
    @balloon_data = []
    @loop_act = []
    angle_reset
    zoom_reset
    opacity_reset
    @curve = []
    @c = 0
    convert_jump
    end
    #--------------------------------------------------------------------------
    # ● 行動終了処理
    #--------------------------------------------------------------------------
    def action_terminate
    @mirage = [] if @mirage_end
    mirroring_reset
    @picture = false
    @individual_targets = []
    action_setup
    # 待機アクションへ移行
    stand_by_action if !@non_motion
    # 戦闘行動のアクティブ権を終了
    next_battler
    end
    #--------------------------------------------------------------------------
    # ● 新しいアクション内容の決定
    #--------------------------------------------------------------------------
    def set_action(kind = nil)
    full_act = N03::FULLACTION[kind]
    @full_action = full_act.dup if full_act != nil
    @action = @full_action.shift
    # 参照したアクションがフルアクションであれば全体のアクションを統合
    full_act2 = N03::FULLACTION[@action]
    @full_action = full_act2.dup + @full_action if full_act2 != nil
    end
    #--------------------------------------------------------------------------
    # ● 次のアクションへ
    #--------------------------------------------------------------------------
    def next_action
    @wait = 0
    # ショートカット確認
    eval(@action) if @action != nil && @action_data == nil && N03::FULLACTION[@action] == nil
    # ウエイト設定
    @wait = @action.to_i if @wait == 0 && @action_data == nil
    @wait = rand(@wait.abs + 1) if @wait < 0
    # アクション開始
    action_play
    end
    #--------------------------------------------------------------------------
    # ● 待機アクションへ移行
    #--------------------------------------------------------------------------
    def stand_by_action
    # 通常待機に
    stand_by_act = normal
    # HPが1/4でピンチアクションに
    stand_by_act = pinch if @battler.hp <= @battler.mhp / 4
    # ステートチェック
    stand_by_act = state(@battler.states[0].id) if @battler.states[0] != nil && state(@battler.states[0].id) != nil
    # コマンドチェック
    stand_by_act = command if @command_action && command != nil
    set_action(stand_by_act)
    @action = stand_by_act if @action == nil
    end
    #--------------------------------------------------------------------------
    # ● 強制アクション開始
    #--------------------------------------------------------------------------
    def start_force_action
    return if @active
    start_action(@force_action)
    @force_action = ""
    end
    #--------------------------------------------------------------------------
    # ● アクション追加
    #--------------------------------------------------------------------------
    def add_action(kind)
    @full_action.push(kind)
    end
    #--------------------------------------------------------------------------
    # ● アクションの挿入
    #--------------------------------------------------------------------------
    def unshift_action(kind)
    @full_action.unshift(kind)
    end
    #--------------------------------------------------------------------------
    # ● フレーム更新
    #--------------------------------------------------------------------------
    def update
    # アクション開始
    start_action
    # 強制アクション開始
    start_force_action if @force_action != ""
    # アニメパターン更新
    update_pattern
    # 移動更新
    update_move
    # 回転更新
    update_angle if @angle_time != 0
    # 拡大縮小更新
    update_zoom if @zoom_time != 0
    # 透明度更新
    update_opacity if @opacity_data != []
    end
    #--------------------------------------------------------------------------
    # ● アニメパターン更新
    #--------------------------------------------------------------------------
    def update_pattern
    return @pattern_rest_time -= 1 if @pattern_rest_time != 0
    return if @max_pattern_w == 1 && @max_pattern_h == 1
    @pattern_rest_time = @pattern_time
    # 再生開始・終了セル位置を取得
    if @pattern_kind > 0 # 通常再生中
    @pattern_start = 0
    @pattern_end = @max_pattern_w - 1
    elsif @pattern_kind < 0 # 逆転再生中
    @pattern_start = @max_pattern_w - 1
    @pattern_end = 0
    end
    # 片道の再生が終了
    @pattern_count += 1 if @pattern_w == @pattern_end && @pattern_kind != 0
    # ループ処理
    case @pattern_type.abs
    when 1,3 # 片道
    @pattern_kind = 0 if @pattern_count != 0 && @pattern_type == 1
    @pattern_kind = 0 if @pattern_count != 0 && @pattern_type == -1
    @pattern_kind = 1 if @pattern_count != 0 && @pattern_type == 3
    @pattern_kind = -1 if @pattern_count != 0 && @pattern_type == -3
    @pattern_w = @pattern_start - @pattern_kind if @pattern_count != 0 && @pattern_type.abs == 3
    @pattern_count = 0
    when 2,4 # 往復
    @pattern_kind = -1 if @pattern_count == 1 && @pattern_type == 2
    @pattern_kind = 1 if @pattern_count == 1 && @pattern_type == -2
    @pattern_kind = 0 if @pattern_count == 2 && @pattern_type == 2
    @pattern_kind = 0 if @pattern_count == 2 && @pattern_type == -2
    @pattern_kind = -1 if @pattern_count == 1 && @pattern_type == 4
    @pattern_kind = 1 if @pattern_count == 1 && @pattern_type == -4
    @pattern_kind = 1 if @pattern_count == 2 && @pattern_type == 4
    @pattern_kind = -1 if @pattern_count == 2 && @pattern_type == -4
    @pattern_count = 0 if @pattern_count == 2
    end
    # セル更新
    @pattern_w += 1 * @pattern_kind
    @sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
    end
    #--------------------------------------------------------------------------
    # ● 移動の更新
    #--------------------------------------------------------------------------
    def update_move
    @z = @y / 100 + @z_plus
    return if @move_time == 0
    target_position_set if @horming_move
    @x = (@x * (@move_time - 1) + @target_x) / @move_time
    @y = (@y * (@move_time - 1) + @target_y) / @move_time
    @h = (@h * (@move_time - 1) + @target_h) / @move_time if @move_h != nil
    @c += @curve[@move_time - 1] if @curve[@move_time - 1] != nil
    @j += @jump[@move_time - 1] if @jump[@move_time - 1] != nil
    @move_time -= 1
    convert_jump if @move_time == 0
    end
    #--------------------------------------------------------------------------
    # ● 移動目標の更新
    #--------------------------------------------------------------------------
    def target_position_set
    target_position = N03.get_targets_position(@move_targets, @horming_move)
    @target_x = target_position[0] + @move_x
    @target_y = target_position[1] + @move_y
    @target_h = target_position[2] + @move_h if @move_h != nil
    end
    #--------------------------------------------------------------------------
    # ● 回転更新
    #--------------------------------------------------------------------------
    def update_angle
    @angle += @angling
    @angle_time -= 1
    return if @angle_time != 0
    return angle_reset if @angle_data[4] == 0
    angling(@angle_data) if @angle_data[4] == 2
    end
    #--------------------------------------------------------------------------
    # ● 拡大縮小更新
    #--------------------------------------------------------------------------
    def update_zoom
    @zoom_x += @zooming_x
    @zoom_y += @zooming_y
    @zoom_time -= 1
    return if @zoom_time != 0
    return zoom_reset if @zoom_data[4] == 0
    zooming(@zoom_data) if @zoom_data[4] == 2
    end
    #--------------------------------------------------------------------------
    # ● 透明度更新
    #--------------------------------------------------------------------------
    def update_opacity
    @opacity += @opacity_data[2]
    @opacity_data[0] -= 1
    return if @opacity_data[0] != 0
    return if !@opacity_data[5]
    @opacity_data[2] *= -1
    @opacity_data[0] = @opacity_data[1]
    end
    #--------------------------------------------------------------------------
    # ● アクション実行
    #--------------------------------------------------------------------------
    def action_play
    return if @action_data == nil
    action = @action_data[0]
    # バトラー反転の場合
    return mirroring if action == "mirror"
    # 残像の場合
    return mirage_set if action == "mirage"
    # 回転の場合
    return angling if action == "angle"
    # 拡大縮小の場合
    return zooming if action == "zoom"
    # 透明度操作の場合
    return set_opacity if action == "opacity"
    # バトラーアニメの場合
    return battler_anime if action == "motion"
    # 移動の場合
    return move if action == "move"
    # 武器アニメの場合
    return weapon_anime([@action_data]) if action == "wp"
    # アニメ飛ばしの場合
    return move_anime if action == "m_a"
    # 戦闘シーン通信の場合(コラプス)
    return set_play_data if action == "collapse" or action == "no_collapse"
    # データベース戦闘アニメ表示の場合
    return battle_anime if action == "anime"
    # カメラワークの場合
    return camera if action == "camera"
    # 画面のシェイクの場合
    return shake if action == "shake"
    # 画面色調変更の場合
    return color_effect if action == "color"
    # トランジションの場合
    return transition if action == "ts"
    # ふきだしアニメ表示の場合
    return balloon_anime if action == "balloon"
    # ピクチャ表示の場合
    return picture_set if action == "pic"
    # ステート操作の場合
    return state_set if action == "sta"
    # FPS変更の場合
    return fps if action == "fps"
    # バトラー画像変更の場合
    return graphics_change if action == "change"
    # スキル派生の場合
    return derivating_skill if action == "der"
    # BGM/BGS/SE演奏の場合
    return sound if action == "sound"
    # ムービー再生の場合
    return movie if action == "movie"
    # ゲームスイッチ操作の場合
    return switches if action == "switch"
    # ゲーム変数操作の場合
    return variable if action == "variable"
    # 条件分岐(ゲームスイッチ)の場合
    return nece_1 if action == "n_1"
    # 条件分岐(ゲーム変数)の場合
    return nece_2 if action == "n_2"
    # 条件分岐(ステート)の場合
    return nece_3 if action == "n_3"
    # 条件分岐(スキル)の場合
    return nece_4 if action == "n_4"
    # 条件分岐(パラメータ)の場合
    return nece_5 if action == "n_5"
    # 条件分岐(装備)の場合
    return nece_6 if action == "n_6"
    # 条件分岐(スクリプト)の場合
    return nece_7 if action == "n_7"
    # セカンドターゲット操作の場合
    return second_targets_set if action == "s_t"
    # コモンイベント呼び出しの場合
    return call_common_event if action == "common"
    # 戦闘アニメ消去の場合
    return @anime_off = true if action == "anime_off"
    # 強制戦闘終了の場合
    return BattleManager.process_abort if action == "battle_end"
    # 画面固定の場合
    return Graphics.freeze if action == "graphics_freeze"
    # ダメージアニメの場合
    return damage_anime if action == "damage_anime"
    # 武器消去の場合
    return @weapon_visible = false if action == "weapon_off"
    # 武器消去解除の場合
    return @weapon_visible = true if action == "weapon_on"
    # 待機キャンセルの場合
    return @non_motion = true if action == "non_motion"
    # 待機キャンセル解除の場合
    return @non_motion = false if action == "non_motion_cancel"
    # 初期位置変更の場合
    return change_base_position if action == "change_base_position"
    # 初期位置変更解除の場合
    return set_base_position(false) if action == "set_base_position"
    # 強制アクションの場合
    return force_act if action == "force_action"
    # 強制アクションの場合 (セカンドターゲット)
    return force_act2 if action == "force_action2"
    # 個別開始の場合
    return individual_start if action == "individual_start"
    # 個別終了の場合
    return individual_end if action == "individual_end"
    # ループ開始の場合
    return loop_start if action == "loop_start"
    # ループ終了の場合
    return loop_end if action == "loop_end"
    # 自分のみ更新の場合
    return only_action_on if action == "only_action_on"
    # 自分のみ更新解除の場合
    return only_action_off if action == "only_action_off"
    # 次の行動者へ移行の場合
    return next_battler if action == "next_battler"
    # 画像変更フラグの場合
    return set_change if action == "set_change"
    # スクリプト操作の場合
    return eval(@action_data[0])
    end
    #--------------------------------------------------------------------------
    # ● バトラー反転実行
    #--------------------------------------------------------------------------
    def mirroring
    @mirror = !@mirror
    end
    #--------------------------------------------------------------------------
    # ● 反転初期化
    #--------------------------------------------------------------------------
    def mirroring_reset
    @mirror = false
    mirroring if !@battler.actor? && N03::ENEMY_MIRROR
    mirroring if $sv_camera.mirror
    end
    #--------------------------------------------------------------------------
    # ● 残像実行
    #--------------------------------------------------------------------------
    def mirage_set
    @mirage = @action_data.dup
    @mirage_end = @mirage[3]
    @mirage = [] if @mirage[1] == 0
    end
    #--------------------------------------------------------------------------
    # ● 回転実行
    #--------------------------------------------------------------------------
    def angling(data = @action_data)
    @angle_data = data.dup
    @oy = @ch / 2
    @oy_adjust = @ch * 50
    @angle_time = data[1]
    start_angle = data[2] * N03.mirror_num(@mirror)
    end_angle = data[3] * N03.mirror_num(@mirror)
    # 時間が0以下なら即座に最終角度へ
    @angle_time = 1 if @angle_time <= 0
    # 回転時間から1フレームあたりの角度を出す
    @angling = (end_angle - start_angle) / @angle_time
    # 割り切れない余りを初期角度に
    @angle = (end_angle - start_angle) % @angle_time + start_angle
    end
    #--------------------------------------------------------------------------
    # ● 回転初期化
    #--------------------------------------------------------------------------
    def angle_reset
    @oy = @ch
    @angle = @angle_time = @oy_adjust = 0
    end
    #--------------------------------------------------------------------------
    # ● 拡大縮小実行
    #--------------------------------------------------------------------------
    def zooming(data = @action_data)
    @zoom_data = data.dup
    @zoom_time = data[1]
    start_zoom_x = data[2][0]
    start_zoom_y = data[2][1]
    end_zoom_x = data[3][0]
    end_zoom_y = data[3][1]
    # 時間が0以下なら即座に最終サイズへ
    @zoom_time = 1 if @zoom_time <= 0
    # 拡大縮小時間から1フレームあたりの拡大縮小率を出す
    @zooming_x = (end_zoom_x - start_zoom_x) / @zoom_time
    @zooming_y = (end_zoom_y - start_zoom_y) / @zoom_time
    # 開始サイズに
    @zoom_x = start_zoom_x
    @zoom_y = start_zoom_y
    end
    #--------------------------------------------------------------------------
    # ● 拡大縮小初期化
    #--------------------------------------------------------------------------
    def zoom_reset
    @zoom_x = @zoom_y = 1
    @zoom_time = 0
    end
    #--------------------------------------------------------------------------
    # ● バトラー透明度操作
    #--------------------------------------------------------------------------
    def set_opacity
    data = @action_data.dup
    @opacity = data[2]
    opacity_move = (data[3] - data[2])/ data[1]
    @opacity_data = [data[1], data[1], opacity_move, data[4], data[5], data[6]]
    @wait = data[1] if data[7]
    @wait *= 2 if data[6] && data[7]
    end
    #--------------------------------------------------------------------------
    # ● 透明度操作初期化
    #--------------------------------------------------------------------------
    def opacity_reset
    @opacity = 255
    @opacity = 0 if @battler.hidden?
    @opacity_data = []
    end
    #--------------------------------------------------------------------------
    # ● バトラーアニメ実行
    #--------------------------------------------------------------------------
    def battler_anime(anime_data = nil)
    anime_data = @action_data.dup if anime_data == nil
    @graphic_file_index = anime_data[1] if !graphic_fix
    @pattern_h = anime_data[2]
    @pattern_w = anime_data[3]
    @pattern_h = 0 if @max_pattern_w == 1
    @pattern_w = 0 if @max_pattern_h == 1
    @pattern_type = anime_data[4]
    @pattern_time = anime_data[5]
    @pattern_rest_time = anime_data[5]
    @pattern_count = 0
    @pattern_kind = 1
    @pattern_kind = -1 if @pattern_type < 0
    @pattern_kind = 0 if @pattern_type == 0
    @sx = (@graphic_index % 4 * @max_pattern_w + @pattern_w) * @cw
    @sy = (@graphic_index / 4 * @max_pattern_h + @pattern_h) * @ch
    @z_plus = anime_data[6]
    @wait = set_anime_wait if anime_data[7]
    @shadow_visible = anime_data[8]
    weapon_anime(anime_data)
    end
    #--------------------------------------------------------------------------
    # ● アニメウエイト計算
    #--------------------------------------------------------------------------
    def set_anime_wait
    if @pattern_type > 0
    pattern_time_a = @max_pattern_w - @pattern_w.abs
    elsif @pattern_type < 0
    pattern_time_a = @pattern_w.abs + 1
    else
    return @pattern_time if @pattern_type == 0
    end
    case @pattern_type
    when 1,-1, 3,-3
    return pattern_time_a * @pattern_time
    when 2,-2, 4,-4
    return pattern_time_a * @pattern_time + (@max_pattern_w - 2) * @pattern_time
    end
    end
    #--------------------------------------------------------------------------
    # ● 移動実行
    #--------------------------------------------------------------------------
    def move
    @move_targets = N03.get_targets(@action_data[1].abs, @battler)
    return if @move_targets == []
    @move_targets = [@battler] if @action_data[1].abs == 7
    @move_x = @action_data[2] * 100 * N03.mirror_num(@mirror)
    @move_y = @action_data[3] * 100
    @move_h = @action_data[4] * 100 if @action_data[4] != nil
    @move_h = nil if @action_data[4] == nil
    battler_anime(N03::ACTION[@action_data[8]].dup) if N03::ACTION[@action_data[8]] != nil
    @horming_move = true
    @horming_move = false if @action_data[1] < 0 or @action_data[1].abs == 7
    target_position_set
    target_position = [@target_x, @target_y, @target_z]
    distanse_move = @action_data[5] > 0
    @move_time = N03.distanse_calculation(@action_data[5].abs, target_position, [@x, @y, @z], distanse_move)
    @wait = @move_time
    curve
    jump
    @move_time = 1 if @move_time == 0
    @horming_move = false if !@move_targets or @move_targets.include?(@battler)
    update_move if @move_time == 1
    end
    #--------------------------------------------------------------------------
    # ● カーブ実行
    #--------------------------------------------------------------------------
    def curve
    @c = 0
    return if @action_data[6] == 0
    @curve = N03.parabola([@action_data[6], -@action_data[6]], @move_time, 100, 4)
    end
    #--------------------------------------------------------------------------
    # ● ジャンプ実行
    #--------------------------------------------------------------------------
    def jump
    convert_jump
    return if @action_data[7] == [0,0]
    @jump = N03.parabola(@action_data[7].dup, @move_time, 100)
    end
    #--------------------------------------------------------------------------
    # ● J座標(ジャンプ高度)をH座標に変換
    #--------------------------------------------------------------------------
    def convert_jump
    @h += @j
    @j = 0
    @jump = []
    end
    #--------------------------------------------------------------------------
    # ● データベース戦闘アニメ実行
    #--------------------------------------------------------------------------
    def battle_anime
    data = @action_data.dup
    targets = N03.get_targets(data[2], @battler)
    return if targets == []
    data[8] = !data[8] if @mirror
    @set_damage = data[5]
    @damage_anime_data[0] = N03.get_attack_anime_id(data[1], @battler)
    @damage_anime_data[1] = data[8]
    @damage_anime_data[2] = data[7]
    @damage_anime_data[3] = data[6]
    @damage_anime_data[4] = data[9]
    @wait = N03.get_anime_time(@damage_anime_data[0]) - 2 if data[4]
    return if @set_damage
    for target in targets do display_anime(targets, target, data) end
    end
    #--------------------------------------------------------------------------
    # ● 武器アニメ開始
    #--------------------------------------------------------------------------
    def weapon_anime(anime_data)
    @weapon_end = true
    for i in 9...anime_data.size
    set_effect_data(anime_data) if anime_data != ""
    end
    end
    #--------------------------------------------------------------------------
    # ● アニメ飛ばし開始
    #--------------------------------------------------------------------------
    def move_anime
    @m_a_starter = []
    @m_a_targets = []
    starters = N03.get_targets(@action_data[2], @battler)
    targets = N03.get_targets(@action_data[3], @battler)
    return if starters == [] or targets == []
    single_start = true if starters != nil && @action_data[2] < 0
    single_start = true if @action_data[1][0] != 0 && $data_animations[N03.get_attack_anime_id(@action_data[1][0], @battler)].position == 3
    starters = [starters[0]] if single_start
    single_end = true if targets != nil && @action_data[3] < 0
    single_end = true if @action_data[1][1] != 0 && $data_animations[N03.get_attack_anime_id(@action_data[1][1], @battler)].position == 3
    targets = [targets[0]] if single_end
    se_flag = true
    for starter in starters
    for target in targets
    data = @action_data.dup
    data[17] = se_flag
    @effect_data.push(data)
    @m_a_targets.push(target)
    @m_a_starter.push(starter)
    se_flag = false
    end
    end
    end
    #--------------------------------------------------------------------------
    # ● スプライトセット通信
    #--------------------------------------------------------------------------
    def set_effect_data(data = @action)
    action_data = N03::ACTION[data]
    return if action_data == nil
    @effect_data.push(action_data.dup)
    end
    #--------------------------------------------------------------------------
    # ● 戦闘シーン通信のデータを格納
    #--------------------------------------------------------------------------
    def set_play_data(data = @action_data)
    @play_data = data.dup
    end
    #--------------------------------------------------------------------------
    # ● 戦闘アニメの表示
    #--------------------------------------------------------------------------
    def display_anime(targets, target, data)
    return if !N03.first_of_all_screen_anime(data[1], target, targets)
    target.animation_id = N03.get_attack_anime_id(data[1], @battler)
    target.animation_mirror = data[8]
    target.sv.anime_horming = data[3]
    target.sv.anime_camera_zoom = data[6]
    target.sv.anime_no_mirror = data[7]
    target.sv.anime_plus_z = data[9]
    end
    #--------------------------------------------------------------------------
    # ● 戦闘アニメ拡張データの初期化
    #--------------------------------------------------------------------------
    def reset_anime_data
    @anime_no_mirror = false
    @anime_horming = false
    @anime_camera_zoom = false
    @timing_targets = []
    @anime_plus_z = true
    end
    #--------------------------------------------------------------------------
    # ● カメラワーク
    #--------------------------------------------------------------------------
    def camera
    data = @action_data.dup
    N03.camera(@battler, data)
    @wait = data[4] if data[5]
    end
    #--------------------------------------------------------------------------
    # ● 画面のシェイク
    #--------------------------------------------------------------------------
    def shake
    data = @action_data.dup
    $sv_camera.shake(data[1], data[2], data[3])
    @wait = data[3] if data[4]
    end
    #--------------------------------------------------------------------------
    # ● 画面色調変更
    #--------------------------------------------------------------------------
    def color_effect
    case @action_data[1]
    when 0,1,2,3,4,5
    targets = N03.get_targets(@action_data[1], @battler)
    when 6
    screen = true
    when 7
    targets = [@battler] + @target_battler
    when 8
    screen = true
    targets = $game_troop.members + $game_party.battle_members - [@battler]
    when 9
    screen = true
    targets = $game_troop.members + $game_party.battle_members - [@battler] - @target_battler
    when 10
    screen = true
    targets = $game_troop.members + $game_party.battle_members
    end
    return if screen == nil && targets == []
    for target in targets do target.sv.color_set = @action_data[2] end if targets
    @wait = @action_data[2][4] if @action_data[3]
    return if !screen
    $sv_camera.color_set[1] = @action_data[2]
    $sv_camera.color_set[2] = @action_data[2]
    end
    #--------------------------------------------------------------------------
    # ● トランジション
    #--------------------------------------------------------------------------
    def transition
    $sv_camera.perform_transition(@action_data)
    end
    #--------------------------------------------------------------------------
    # ● ふきだしアニメ表示
    #--------------------------------------------------------------------------
    def balloon_anime
    @balloon_data = @action_data.dup
    end
    #--------------------------------------------------------------------------
    # ● ピクチャ表示
    #--------------------------------------------------------------------------
    def picture_set
    @picture = true
    set_effect_data
    end
    #--------------------------------------------------------------------------
    # ● ステート操作
    #--------------------------------------------------------------------------
    def state_set
    targets = N03.get_targets(@action_data[1], @battler)
    return if targets == []
    case @action_data[2]
    when 1 ; targets = [targets[rand(targets.size)]]
    when 2 ; targets -= @battler if targets.include?(@battler)
    end
    for target in targets
    for id in @action_data[4]
    target.add_state(id) if @action_data[3] == "+"
    target.remove_state(id) if @action_data[3] == "-"
    end
    end
    end
    #--------------------------------------------------------------------------
    # ● FPS変更
    #--------------------------------------------------------------------------
    def fps
    Graphics.frame_rate = @action_data[1]
    start_action
    end
    #--------------------------------------------------------------------------
    # ● バトラー画像変更の場合
    #--------------------------------------------------------------------------
    def graphics_change
    @graphics_change = true
    return @battler.graphics_change(@action_data[3]) if !@battler.actor?
    @pre_change_data = [@battler.character_name, @battler.character_index, @battler.face_name, @battler.face_index] if @pre_change_data == nil && !@action_data[1]
    if @action_data[4] == []
    face_name = @battler.face_name
    face_index = @battler.face_index
    else
    face_name = @action_data[4][1]
    face_index = @action_data[4][0]
    end
    @battler.set_graphic(@action_data[3], @action_data[2], face_name, face_index)
    end
    #--------------------------------------------------------------------------
    # ● スキル派生
    #--------------------------------------------------------------------------
    def derivating_skill
    # 未修得スキルは派生不可なら
    return if !@action_data[1] && !@battler.skill_learn?($data_skills[@action_data[3]])
    # コスト不足は派生不可なら
    return if !@action_data[2] && !@battler.skill_cost_payable?($data_skills[@action_data[3]])
    # 派生
    @derivation_skill_id = @action_data[3]
    # 以降のアクションをキャンセル
    @full_action = []
    end
    #--------------------------------------------------------------------------
    # ● BGM/BGS/SE演奏
    #--------------------------------------------------------------------------
    def sound
    pitch = @action_data[2]
    vol = @action_data[3]
    name = @action_data[4]
    case @action_data[1]
    when "se"
    Audio.se_play("Audio/SE/" + name, vol, pitch)
    when "bgm"
    # 名前指定のない場合、現在のBGMを変えないように
    name = RPG::BGM.last.name if @action_data[4] == ""
    Audio.bgm_play("Audio/BGM/" + name, vol, pitch)
    when "bgs"
    name = RPG::BGS.last.name if @action_data[4] == ""
    Audio.bgs_play("Audio/BGS/" + name, vol, pitch)
    end
    end
    #--------------------------------------------------------------------------
    # ● ムービーの再生
    #--------------------------------------------------------------------------
    def movie
    Graphics.play_movie('Movies/' + @action_data[1])
    end
    #--------------------------------------------------------------------------
    # ● ゲームスイッチ操作
    #--------------------------------------------------------------------------
    def switches
    for id in @action_data[1]
    $game_switches[id] = true if id > 0
    $sv_camera.switches[id.abs] = true if id < 0
    end
    for id in @action_data[2]
    $game_switches[id] = false if id > 0
    $sv_camera.switches[id.abs] = false if id < 0
    end
    $sv_camera.program_check
    end
    #--------------------------------------------------------------------------
    # ● ゲーム変数操作
    #--------------------------------------------------------------------------
    def variable
    # オペランドチェック
    operand = @action_data[3]
    operand = $game_variables[@action_data[3].abs] if @action_data[3] < 0
    # 変数操作で分岐
    case @action_data[2]
    when 0 ; $game_variables[@action_data[1]] = operand # 代入
    when 1 ; $game_variables[@action_data[1]] += operand # 加算
    when 2 ; $game_variables[@action_data[1]] -= operand # 減算
    when 3 ; $game_variables[@action_data[1]] *= operand # 乗算
    when 4 ; $game_variables[@action_data[1]] /= operand # 除算
    when 5 ; $game_variables[@action_data[1]] %= operand # 剰余
    end
    end
    #--------------------------------------------------------------------------
    # ● 条件分岐 (ゲームスイッチ)
    #--------------------------------------------------------------------------
    def nece_1
    judgment = $game_switches[@action_data[1]] == @action_data[2] if @action_data[1] > 0
    judgment = $sv_camera.switches[@action_data[1].abs] == @action_data[2] if @action_data[1] < 0
    action_diverging(judgment, @action_data[3])
    end
    #--------------------------------------------------------------------------
    # ● 条件分岐 (ゲーム変数)
    #--------------------------------------------------------------------------
    def nece_2
    variable = $game_variables[@action_data[1]]
    num = @action_data[2]
    num = $game_variables[@action_data[2].abs] if num < 0
    case @action_data[3]
    when 0 ; judgment = variable == num
    when 1 ; judgment = variable < num
    when 2 ; judgment = variable > num
    end
    action_diverging(judgment, @action_data[4])
    end
    #--------------------------------------------------------------------------
    # ● 条件分岐 (ステート)
    #--------------------------------------------------------------------------
    def nece_3
    targets = N03.get_targets(@action_data[1], @battler)
    return if targets == []
    member_num = @action_data[4]
    member_num = targets.size if @action_data[4] == 0 && targets.size > 1
    hit_count = 0
    miss_count = 0
    for target in targets
    hit_count += 1 if target.state?(@action_data[2])
    miss_count += 1 if !target.state?(@action_data[2])
    end
    case @action_data[3]
    when 0 ; judgment = hit_count >= member_num
    when 1 ; judgment = miss_count >= member_num
    end
    action_diverging(judgment, @action_data[5])
    end
    #--------------------------------------------------------------------------
    # ● 条件分岐 (スキル)
    #--------------------------------------------------------------------------
    def nece_4
    targets = N03.get_targets(@action_data[1], @battler)
    return if targets == []
    member_num = @action_data[4]
    member_num = targets.size if @action_data[4] == 0 && targets.size > 1
    hit_count = 0
    miss_count = 0
    for target in targets
    hit_count += 1 if target.skill_learn?($data_skills[@action_data[2]]) && target.skill_conditions_met?($data_skills[@action_data[2]])
    miss_count += 1 if !target.skill_learn?($data_skills[@action_data[2]]) or !target.skill_conditions_met?($data_skills[@action_data[2]])
    end
    case @action_data[3]
    when 0 ; judgment = hit_count >= member_num
    when 1 ; judgment = miss_count >= member_num
    end
    action_diverging(judgment, @action_data[5])
    end
    #--------------------------------------------------------------------------
    # ● 条件分岐 (パラメータ)
    #--------------------------------------------------------------------------
    def nece_5
    targets = N03.get_targets(@action_data[1], @battler)
    return if targets == []
    member_num = @action_data[5]
    member_num = targets.size if @action_data[5] == 0 && targets.size > 1
    hit_count = 0
    for target in targets
    hit_count += 1 if target.comparison_parameter([@action_data[2],@action_data[3],@action_data[4]])
    end
    judgment = hit_count >= member_num
    action_diverging(judgment, @action_data[6])
    end
    #--------------------------------------------------------------------------
    # ● 条件分岐 (装備)
    #--------------------------------------------------------------------------
    def nece_6
    targets = N03.get_targets(@action_data[1], @battler)
    return if targets == []
    member_num = @action_data[5]
    member_num = targets.size if @action_data[5] == 0 && targets.size > 1
    hit_count = 0
    miss_count = 0
    for target in targets
    hit_count += 1 if target.comparison_equip([@action_data[2],@action_data[3]])
    miss_count += 1 if !target.comparison_equip([@action_data[2],@action_data[3]])
    end
    case @action_data[4]
    when 0 ; judgment = hit_count >= member_num
    when 1 ; judgment = miss_count >= member_num
    end
    action_diverging(judgment, @action_data[6])
    end
    #--------------------------------------------------------------------------
    # ● 条件分岐 (スクリプト)
    #--------------------------------------------------------------------------
    def nece_7
    judgment = eval(@action_data[2])
    action_diverging(judgment, @action_data[1])
    end
    #--------------------------------------------------------------------------
    # ● アクション分岐
    #--------------------------------------------------------------------------
    def action_diverging(judgment, kind)
    result = 0
    if judgment
    result = 1 if kind == 1
    result = 2 if kind == 2
    else
    result = 1 if kind == 0
    end
    # フルアクション終了
    return @full_action = [] if result == 2
    # 次のアクションを除去
    @full_action.shift if result == 1
    set_action
    # 次のアクションを実行
    @action_data = N03::ACTION[@action]
    next_action
    end
    #--------------------------------------------------------------------------
    # ● セカンドターゲット操作
    #--------------------------------------------------------------------------
    def second_targets_set
    targets = N03.get_targets(@action_data[1], @battler)
    for target in targets
    targets.delete(target) if @action_data[2][1] == 1 && target.index != @action_data[2][0]
    targets.delete(target) if @action_data[2][1] == 2 && target.index == @action_data[2][0].abs
    targets.delete(target) if @action_data[3] > 0 && target.id != @action_data[3]
    targets.delete(target) if @action_data[3] < 0 && target.id == @action_data[3].abs
    targets.delete(target) if @action_data[4] > 0 && !target.state?(@action_data[4])
    targets.delete(target) if @action_data[4] < 0 && target.state?(@action_data[4].abs)
    targets.delete(target) if @action_data[5] > 0 && !target.skill_conditions_met?($data_skills[@action_data[5]])
    targets.delete(target) if @action_data[5] < 0 && target.skill_conditions_met?($data_skills[@action_data[5].abs])
    targets.delete(target) if !target.comparison_parameter(@action_data[6])
    targets.delete(target) if !@action_data[7][1].include?(0) && !target.comparison_equip(@action_data[7])
    end
    return @second_targets = [] if targets.size == 0
    case @action_data[8]
    when 1 ; targets = [targets[rand(targets.size)]]
    when 2 ; targets.delete(@battler)
    end
    return @second_targets = [] if targets.size == 0
    @second_targets = targets
    case @action_data[9]
    when 0 ; return
    when 1 ; set_play_data(["second_targets_set"])
    when 2 ; set_play_data(["targets_set"])
    end
    @wait += 1
    end
    #--------------------------------------------------------------------------
    # ● コモンイベント呼び出し
    #--------------------------------------------------------------------------
    def call_common_event
    $game_temp.reserve_common_event(@action_data[1])
    $sv_camera.event = true
    @event_fix = @action_data[2]
    end
    #--------------------------------------------------------------------------
    # ● ダメージアニメ
    #--------------------------------------------------------------------------
    def damage_anime(delay_time = 12)
    anime(N03.get_attack_anime_id(-3, @battler), wait = true)
    action_play
    @wait -= delay_time
    @full_action.unshift("eval('@damage_anime_data = []
    @set_damage = true')")
    end
    #--------------------------------------------------------------------------
    # ● 通常コラプス
    #--------------------------------------------------------------------------
    def normal_collapse
    @collapse = true
    return
    end
    #--------------------------------------------------------------------------
    # ● 初期位置変更
    #--------------------------------------------------------------------------
    def change_base_position
    @base_x = @x
    @base_y = @y
    @base_h = @h
    end
    #--------------------------------------------------------------------------
    # ● 強制アクション実行
    #--------------------------------------------------------------------------
    def force_act
    target(@full_action.shift)
    end
    #--------------------------------------------------------------------------
    # ● 強制アクション実行 (セカンドターゲット)
    #--------------------------------------------------------------------------
    def force_act2
    target2(@full_action.shift)
    end
    #--------------------------------------------------------------------------
    # ● 個別処理開始
    #--------------------------------------------------------------------------
    def individual_start
    @individual_targets = @target_battler.dup
    @remain_targets = @target_battler.dup
    @target_battler = [@individual_targets[0]]
    # リピート部分のアクションを保持
    @individual_act = @full_action.dup
    end
    #--------------------------------------------------------------------------
    # ● 個別処理終了
    #--------------------------------------------------------------------------
    def individual_end
    @individual_targets.shift
    for target in @individual_targets
    @individual_targets.shift if target.dead?
    end
    # ターゲットが残っているなら行動リピート
    return @target_battler = @remain_targets if @individual_targets.size == 0
    @full_action = @individual_act.dup
    @target_battler = [@individual_targets[0]]
    end
    #--------------------------------------------------------------------------
    # ● ループ開始
    #--------------------------------------------------------------------------
    def loop_start
    # ループ部分のアクションを保持
    @loop_act = @full_action.dup
    end
    #--------------------------------------------------------------------------
    # ● ループ終了
    #--------------------------------------------------------------------------
    def loop_end
    # 行動リピート
    @full_action = @loop_act.dup if @loop_act != []
    end
    #--------------------------------------------------------------------------
    # ● 次の行動者へ移行
    #--------------------------------------------------------------------------
    def next_battler
    @action_end = true
    @active = false
    end
    #--------------------------------------------------------------------------
    # ● 画像変更フラグ
    #--------------------------------------------------------------------------
    def set_change
    @change_up = true
    end
    #--------------------------------------------------------------------------
    # ● 戦闘シーン通信
    #--------------------------------------------------------------------------
    def play_data
    data = @play_data
    @play_data = []
    return data
    end
    #--------------------------------------------------------------------------
    # ● ショートカットコマンド
    #--------------------------------------------------------------------------
    def anime(anime_id, wait = true)
    @action_data = ["anime",anime_id,1,false,wait,false,true,false]
    end
    def anime_me(anime_id, wait = true)
    @action_data = ["anime",anime_id,0,false,wait,false,true,false]
    end
    def se(file, pitch = 100)
    @action_data = ["sound", "se", pitch, 100, file]
    end
    def target(act)
    for target in @target_battler do target.sv.force_action = act end
    end
    def target2(act)
    for target in @second_targets do target.sv.force_action = act end
    end
    def delay(time)
    @wait = @battler.index * time
    end
    #--------------------------------------------------------------------------
    # ● バトラーのIDを取得
    #--------------------------------------------------------------------------
    def id
    return @battler.id if @battler.actor?
    return -@battler.id
    end
    #--------------------------------------------------------------------------
    # ● 被クリティカルフラグを取得
    #--------------------------------------------------------------------------
    def critical?
    return @battler.result.critical
    end
    #--------------------------------------------------------------------------
    # ● 被回復フラグを取得
    #--------------------------------------------------------------------------
    def recovery?
    recovery = false
    recovery = true if @battler.result.hp_damage < 0
    recovery = true if @battler.result.mp_damage < 0
    recovery = true if @battler.result.tp_damage < 0
    return recovery
    end
    #--------------------------------------------------------------------------
    # ● 被スキルIDを取得
    #--------------------------------------------------------------------------
    def damage_skill_id
    return @damage_skill_id
    end
    #--------------------------------------------------------------------------
    # ● 被アイテムIDを取得
    #--------------------------------------------------------------------------
    def damage_item_id
    return @damage_item_id
    end
    #--------------------------------------------------------------------------
    # ● 装備武器を取得
    #--------------------------------------------------------------------------
    def weapon_id
    return 0 if !@battler.weapons[0]
    return @battler.weapons[0].id
    end
    #--------------------------------------------------------------------------
    # ● 装備武器のタイプを取得
    #--------------------------------------------------------------------------
    def weapon_type
    return 0 if !@battler.weapons[0]
    return @battler.weapons[0].wtype_id
    end
    #--------------------------------------------------------------------------
    # ● 盾を装備しているか
    #--------------------------------------------------------------------------
    def shield?
    for armor in @battler.armors do return true if armor != nil && armor.etype_id == 1 end
    return false
    end
    #--------------------------------------------------------------------------
    # ● ダメージがあるか
    #--------------------------------------------------------------------------
    def damage_zero?
    return @battler.result.hp_damage == 0 && @battler.result.mp_damage == 0 && @battler.result.tp_damage == 0
    end
    #--------------------------------------------------------------------------
    # ● スキルIDを取得
    #--------------------------------------------------------------------------
    def skill_id
    return @counter_id if @counter_id != 0
    return 0 if @battler.current_action == nil or @battler.current_action.item == nil
    return 0 if @battler.current_action.item.is_a?(RPG::Item)
    return @battler.current_action.item.id
    end
    #--------------------------------------------------------------------------
    # ● スキルのタイプを取得
    #--------------------------------------------------------------------------
    def skill_type
    return 0 if skill_id == 0
    return $data_skills[skill_id].stype_id
    end
    #--------------------------------------------------------------------------
    # ● スキル名を取得
    #--------------------------------------------------------------------------
    def skill_name
    return "" if skill_id == 0
    return $data_skills[skill_id].name
    end
    #--------------------------------------------------------------------------
    # ● アイテムIDを取得
    #--------------------------------------------------------------------------
    def item_id
    return 0 if @battler.current_action == nil or @battler.current_action.item == nil
    return @battler.current_action.item.id
    end
    #--------------------------------------------------------------------------
    # ● 攻撃アクション
    #--------------------------------------------------------------------------
    def attack_action(item)
    return skill_action if item.is_a?(RPG::Skill)
    return item_action
    end
    #--------------------------------------------------------------------------
    # ● ダメージアクションベース
    #--------------------------------------------------------------------------
    def damage_action_base(item)
    @damage_skill_id = 0
    @damage_item_id = 0
    @damage_skill_id = item.id if item.is_a?(RPG::Skill)
    @damage_item_id = item.id if item.is_a?(RPG::Item)
    end
    #--------------------------------------------------------------------------
    # ● ダメージアクション
    #--------------------------------------------------------------------------
    def damage_action(attacker, item)
    damage_action_base(item)
    act = damage(attacker)
    return if @active
    start_action(act) if act != nil
    end
    #--------------------------------------------------------------------------
    # ● 回避アクション
    #--------------------------------------------------------------------------
    def evasion_action(attacker, item)
    damage_action_base(item)
    act = evasion(attacker)
    return if @active
    start_action(act) if act != nil
    end
    #--------------------------------------------------------------------------
    # ● ミスアクション
    #--------------------------------------------------------------------------
    def miss_action(attacker, item)
    damage_action_base(item)
    act = miss(attacker)
    return if @active
    start_action(act) if act != nil
    end
    #--------------------------------------------------------------------------
    # ● 閃きスクリプト併用処理
    #--------------------------------------------------------------------------
    def flash_action
    return "閃き"
    end

    end


    #==============================================================================
    # ■ module N03
    #------------------------------------------------------------------------------
    #  サイドビューバトルのモジュールです。
    #==============================================================================
    module N03
    #--------------------------------------------------------------------------
    # ● バトラーの敵グループを取得
    #--------------------------------------------------------------------------
    def self.get_enemy_unit(battler)
    return $game_troop if battler.actor?
    return $game_party
    end
    #--------------------------------------------------------------------------
    # ● バトラーの味方グループを取得
    #--------------------------------------------------------------------------
    def self.get_party_unit(battler)
    return $game_party if battler.actor?
    return $game_troop
    end
    #--------------------------------------------------------------------------
    # ● 戦闘アニメ時間の取得
    #--------------------------------------------------------------------------
    def self.get_anime_time(anime_id)
    return 0 if anime_id <= 0
    return $data_animations[anime_id].frame_max * 4 RIGA CON ERRORE
    end
    #--------------------------------------------------------------------------
    # ● 攻撃アニメの取得
    #--------------------------------------------------------------------------
    def self.get_attack_anime_id(kind, battler)
    return $data_skills[battler.sv.counter_id].animation_id if kind == -3 && battler.sv.counter_id != 0
    case kind
    when -1 ; anime_id = battler.atk_animation_id1
    when -2 ; anime_id = battler.atk_animation_id2
    when -3
    if battler.current_action != nil
    anime_id = battler.current_action.item.animation_id if battler.current_action.item != nil
    end
    else ; anime_id = kind
    end
    case anime_id
    when -1 ; anime_id = battler.atk_animation_id1
    when -2 ; anime_id = battler.atk_animation_id2
    end
    return anime_id if anime_id
    return 0
    end
    #--------------------------------------------------------------------------
    # ● 戦闘アニメデータをセット
    #--------------------------------------------------------------------------
    def self.set_damage_anime_data(targets, target, data)
    return if !first_of_all_screen_anime(data[0], target, targets)
    target.animation_id = data[0]
    target.animation_mirror = data[1]
    target.sv.anime_no_mirror = data[2]
    target.sv.anime_camera_zoom = data[3]
    target.sv.anime_plus_z = data[4]
    end
    #--------------------------------------------------------------------------
    # ● ターゲットの取得
    #--------------------------------------------------------------------------
    def self.get_targets(kind, battler)
    case kind.abs
    when 0 ; return [battler].dup
    when 1 ; return battler.sv.target_battler.dup
    when 2 ; return get_enemy_unit(battler).members.dup
    when 3 ; return get_party_unit(battler).members.dup
    when 4 ; return $game_troop.members.dup + $game_party.battle_members.dup
    when 5 ; return battler.sv.second_targets.dup
    end
    end
    #--------------------------------------------------------------------------
    # ● ターゲットの座標を取得
    #--------------------------------------------------------------------------
    def self.get_targets_position(targets, horming, m_a = nil)
    return [0,0,0] if targets == nil && !$sv_camera.mirror
    return [Graphics.width,0,0] if targets == nil && $sv_camera.mirror
    x = y = h = 0
    for i in 0...targets.size
    x += targets.sv.base_x if !horming
    y += targets.sv.base_y if !horming
    h += targets.sv.base_h if !horming
    x += targets.sv.x if horming
    y += targets.sv.y if horming
    h += targets.sv.h if horming
    y -= targets.sv.ch * 100 if m_a == 0
    y -= targets.sv.ch * 50 if m_a == 1
    end
    return [x / targets.size, y / targets.size, h / targets.size]
    end
    #--------------------------------------------------------------------------
    # ● 速度を時間に変換
    #--------------------------------------------------------------------------
    def self.distanse_calculation(time, target_position, self_position, distanse_move)
    return time if !distanse_move
    distanse_x = self_position[0] - target_position[0]
    distanse_x = target_position[0] - self_position[0] if target_position[0] > self_position[0]
    distanse_y = self_position[1] - target_position[1]
    distanse_y = target_position[1] - self_position[1] if target_position[1] > self_position[1]
    if self_position[2] != nil && target_position[2] != nil
    distanse_h = self_position[2] - target_position[2]
    distanse_h = target_position[2] - self_position[2] if target_position[2] > self_position[2]
    else
    distanse_h = 0
    end
    distanse = [distanse_x, distanse_y, distanse_h].max
    return distanse / (time * 100) + 1
    end
    #--------------------------------------------------------------------------
    # ● 放物線移動計算
    #--------------------------------------------------------------------------
    def self.parabola(data, time, size, type = 1)
    move_data = data
    move_data[0] *= size
    move_data[1] *= size
    move = []
    move_d = []
    for i in 0...time / 2
    move = move_data[0]
    move_d = move_data[1]
    move_data[0] = move_data[0] * type / (1 + type)
    move_data[1] = move_data[1] * type / (1 + type)
    end
    move = move + move_d.reverse!
    move.reverse!
    adjust = move.inject(0) {|result, item| result + item }
    move[move.size - 1] += adjust if data[0] == data[1] && adjust != 0
    move.unshift(0) if time % 2 != 0
    return move
    end
    #--------------------------------------------------------------------------
    # ● 反転値
    #--------------------------------------------------------------------------
    def self.mirror_num(mirror)
    return 1 if !mirror
    return -1
    end
    #--------------------------------------------------------------------------
    # ● カメラワーク
    #--------------------------------------------------------------------------
    def self.camera(battler, data)
    battler = $game_party.battle_members[0] if !battler
    cx = data[2][0] * 100
    cy = data[2][1] * 100
    return $sv_camera.move(cx, cy, data[3], data[4], true) if data[1] == 6
    targets = self.get_targets(data[1], battler)
    return if targets == nil or targets == []
    position = self.get_targets_position(targets, true)
    $sv_camera.move(position[0], position[1] - position[2], data[3], data[4], false)
    end
    #--------------------------------------------------------------------------
    # ● コラプス禁止
    #--------------------------------------------------------------------------
    def self.immortaling
    # 全員に不死身付与
    for member in $game_party.battle_members + $game_troop.members
    # イベント操作等で不死身設定になっていたら解除を無効にするフラグを立てる
    member.sv.immortal = true if member.state?(N03::IMMORTAL_ID)
    member.add_state(N03::IMMORTAL_ID)
    end
    return true
    end
    #--------------------------------------------------------------------------
    # ● コラプス許可
    #--------------------------------------------------------------------------
    def self.unimmortaling
    # 全員の不死身化解除(イベント等で不死身設定がされていれば除く)
    for member in $game_party.battle_members + $game_troop.members
    next if member.dead?
    # 不死身ステートが行動中に解除されていた場合、解除無効を解除
    member.sv.immortal = false if !member.state?(N03::IMMORTAL_ID) && member.sv.immortal
    next member.sv.immortal = false if member.sv.immortal
    member.remove_state(N03::IMMORTAL_ID)
    next if member.hp != 0
    member.add_state(1)
    member.perform_collapse_effect
    member.sv.action_terminate
    end
    return false
    end
    #--------------------------------------------------------------------------
    # ● スキル派生
    #--------------------------------------------------------------------------
    def self.derived_skill(battler)
    battler.force_action(battler.sv.derivation_skill_id, -2)
    BattleManager.unshift_action_battlers(battler)
    end
    #--------------------------------------------------------------------------
    # ● ダメージの作成
    #--------------------------------------------------------------------------
    def self.set_damage(battler, hp_damage, mp_damage)
    battler.result.hp_damage = hp_damage
    battler.result.mp_damage = mp_damage
    end
    #--------------------------------------------------------------------------
    # ● ターゲット生死確認
    #--------------------------------------------------------------------------
    def self.targets_alive?(targets)
    return false if targets == []
    for target in targets do return true if !target.dead? end
    return false
    end
    #--------------------------------------------------------------------------
    # ● ターゲットをセカンドターゲットへ
    #--------------------------------------------------------------------------
    def self.s_targets(battler)
    battler.sv.target_battler = battler.sv.second_targets
    return battler.sv.second_targets
    end
    #--------------------------------------------------------------------------
    # ● セカンドターゲットをターゲットへ
    #--------------------------------------------------------------------------
    def self.targets_set(battler)
    battler.sv.second_targets = battler.current_action.make_targets.compact
    battler.sv.target_battler = battler.sv.second_targets
    end
    #--------------------------------------------------------------------------
    # ● 戦闘アニメ実行判定 (対象:画面時は最初のターゲットのみアニメ実行)
    #--------------------------------------------------------------------------
    def self.first_of_all_screen_anime(anime_id, target, targets)
    anime = $data_animations[anime_id]
    return false if !anime
    return true if anime.position != 3
    return false if anime.position == 3 && target != targets[0]
    targets.delete(target)
    target.sv.timing_targets = targets
    return true
    end
    #--------------------------------------------------------------------------
    # ● 戦闘不能付加攻撃か
    #--------------------------------------------------------------------------
    def self.dead_attack?(battler, item)
    for state in battler.atk_states
    return true if state == battler.death_state_id
    end
    for effect in item.effects
    return true if effect.code == 21 && effect.data_id == battler.death_state_id
    end
    return false
    end

    end

     

  2. C'è solo scritto "Sideview" è uno script giapponese che ho trovato tempo fa su un sito..

    Sarebbe il " Tankentai " per vx-ace tutto giapponese...

    Cerco da un bel po un Tankentai per ace ma molti non funzionano.. questo è molto simile ma mi da questo errore dopo un paio di attacchi

  3. Come dal titolo ho inserito lo script del BS Laterale Sideview ma da questo errore:

     

    http://i1165.photobucket.com/albums/q594/peppemax9/aaaaaaaaaaaaaaaaaa_zpse88db9ee.png

     

    La linea in questia è :

     

    def self.get_anime_time(anime_id)
    return 0 if anime_id <= 0
    return $data_animations[anime_id].frame_max * 4
    end
    E poi quando attacco con l'arco non usa le frecce ma da colpi di arco :|
  4. Come dal titolo non riesco a trovare i chara di sonic e tutti gli altri personaggi.. li ho trovati per xp ma servono per vx o ace

    Qua c'è la lista dei personaggi principali:

    • Sonic
    • Super Sonic
    • Mecha Sonic
    • Silver the hedgehog
    • Shadow

    Grazie ;)

     

    PS: se qualcuno è bravo in pixel art si faccia avanti, cerco qualcuno per questo lavoro!

  5. Non è un problema, basta togliere gli script ad uno ad uno, l'ultimo che hai tolto è l'indiziato ^ ^

    Ho provato con tutti, poi anche da solo ma da sempre lo stesso errore a questo codice:   enable = $game_party.item_number(item) >= cost[item.id]

    Quando prendo una ricetta e poi apro il ricettario:

                                                                                      Errore nella riga X ArgumentError

                                                                                    "Comparison of fixnum with nil failed"

     

    Perciò è compatibile con tutti, è proprio lo script che ha qualcosa di errato.. ( sia originale che tradotto )

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