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Problema Chara durante battaglia


°Obbliderio°
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Raga ho un problema...io ho un Bs laterale semplice...ho importato un nuovo chara come protagonista del mio game...

 

http://i49.tinypic.com/2zqg8yf.png

 

però quando faccio una prova il mio protagonista muove solo le gambe ma rimane sul posto...come posso risolvere qst problema...

 

http://i47.tinypic.com/2gy2e4x.jpg

 

qualcuno potrebbe aiutarmi????

Edited by °Obbliderio°
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---- Edited by kingartur2

Per qualsiasi motivo non aprite questo spoiler.

 

 

Ho detto di non aprirlo !

 

 

Se lo apri ancora esplode il mondo.

 

 

Aaaaaa è un vizio.

 

 

Contento? Il mondo è esploso, sono tutti morti

per colpa della tua curiosità .

 

 

Vuoi che ti venga anche il morbillo, la varicella e l'AIDS???

 

 

O bravo ora sei un malato terminale e nessuno

ti puo curare, sono tutti morti !

 

 

Se clicchi ancora una volta il PC esplode.

 

 

E dai smettila !!

 

Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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@°Obbliderio°: come vedi il tuo messaggio è lunghissimo, crea difficoltà di lettura, quando devi incollare script così lunghi utilizza lo spoiler; per gli script c' è anche il tag code (icona carta arrotolata dove ti dice "inserisci nel tag codice" che rende tutto più leggibile). Mi sembra che inoltre quelli siano diversi script (cioè prendendoli dal tuo progetto non era tutto un unico blocco), modifica affinchè siano ben visibili i diversi script che compongono il BS.

^ ^

 

Hai preso lo script qui sul forum? Non vi era nessuna spiegazione allegata dove lo hai trovato?

^ ^

(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)


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http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^

http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^

REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

 

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http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
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Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

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Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
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Viva
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nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.

Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan

Spada a due mani elsa lunga

Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)

Scrinieri da lanciere (2 PA)

Elmo del Leone (5 PA)

Corazza del Leone in Ferro Corrazzato (7 PA)

ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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Chiedo umilmente scusa a tutti per il disagio...cmq lo script non ricordo precisamente dove l'ho preso perchè l'ho scaricato navigando sul web...siccome non mi intendo di script pensavo ci fosse qualche cosa da cambiare nello script...

 

P.S. io lo metto sotto spoiler ma nnt me lo dà intero...posto il documento...

 

side_view_battle_rpg_xp.txt

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Ho controllato... questo script ha un bug.

Praticamente il nome del file del Battler DEVE essere uguale al nome del file del character.

 

Insomma, se il battler standard (ebbene sì, anche se in effetti nella battaglia quell'immagine non verrà usata) si chiama 001-Fighter01.png, allora ANCHE il chara del protagonista DEVE chiamarsi così, oppure si impalla.

 

è una cosa molto stupida e scomoda, non so dove tu abbia trovato questo script o.o

 

Cmq ho corretto lo script, eccoti ;)

 

class Bitmapif not method_defined?('original_draw_text')  alias original_draw_text draw_text  def draw_text(*arg)     original_color = self.font.color.dup    self.font.color = Color.new(0, 0, 0, 128)     if arg[0].is_a?(Rect)      arg[0].x += 2      arg[0].y += 2      self.original_draw_text(*arg)      arg[0].x -= 2      arg[0].y -= 2    else      arg[0] += 2      arg[1] += 2      self.original_draw_text(*arg)      arg[0] -= 2      arg[1] -= 2    end     self.font.color = original_color    self.original_draw_text(*arg)   endenddef gradation_rect(x, y, width, height, color1, color2, align = 0)  if align == 0    for i in x...x + width      red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)      green = color1.green +              (color2.green - color1.green) * (i - x) / (width - 1)      blue  = color1.blue +              (color2.blue - color1.blue) * (i - x) / (width - 1)      alpha = color1.alpha +              (color2.alpha - color1.alpha) * (i - x) / (width - 1)      color = Color.new(red, green, blue, alpha)      fill_rect(i, y, 1, height, color)    end  elsif align == 1    for i in y...y + height      red   = color1.red +              (color2.red - color1.red) * (i - y) / (height - 1)      green = color1.green +              (color2.green - color1.green) * (i - y) / (height - 1)      blue  = color1.blue +              (color2.blue - color1.blue) * (i - y) / (height - 1)      alpha = color1.alpha +              (color2.alpha - color1.alpha) * (i - y) / (height - 1)      color = Color.new(red, green, blue, alpha)      fill_rect(x, i, width, 1, color)    end  elsif align == 2    for i in x...x + width      for j in y...y + height        red   = color1.red + (color2.red - color1.red) *                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        green = color1.green + (color2.green - color1.green) *                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        blue  = color1.blue + (color2.blue - color1.blue) *                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        alpha = color1.alpha + (color2.alpha - color1.alpha) *                ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        color = Color.new(red, green, blue, alpha)        set_pixel(i, j, color)      end    end  elsif align == 3    for i in x...x + width      for j in y...y + height        red   = color1.red + (color2.red - color1.red) *              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        green = color1.green + (color2.green - color1.green) *              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        blue  = color1.blue + (color2.blue - color1.blue) *              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        alpha = color1.alpha + (color2.alpha - color1.alpha) *              ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2        color = Color.new(red, green, blue, alpha)        set_pixel(i, j, color)      end    end  endendend module RPGclass Sprite  ::Sprite  def damage(value, critical)    dispose_damage    if value.is_a?(Numeric)      damage_string = value.abs.to_s    else      damage_string = value.to_s    end    bitmap = Bitmap.new(160, 48)    bitmap.font.name = "Arial Black"    bitmap.font.size = 32    bitmap.font.color.set(0, 0, 0)    bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)    bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)    bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)    bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)    if value.is_a?(Numeric) and value  0      bitmap.font.color.set(176, 255, 144)    else      bitmap.font.color.set(255, 255, 255)    end    bitmap.draw_text(0, 12, 160, 36, damage_string, 1)    if critical      bitmap.font.size = 20      bitmap.font.color.set(0, 0, 0)      bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)      bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)      bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)      bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)      bitmap.font.color.set(255, 255, 255)      bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)    end    @_damage_sprite = ::Sprite.new    @_damage_sprite.bitmap = bitmap    @_damage_sprite.ox = 80 + self.viewport.ox    @_damage_sprite.oy = 20 + self.viewport.oy    @_damage_sprite.x = self.x + self.viewport.rect.x    @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y    @_damage_sprite.z = 3000    @_damage_duration = 40  end  def animation(animation, hit)    dispose_animation    @_animation = animation    return if @_animation == nil    @_animation_hit = hit    @_animation_duration = @_animation.frame_max    animation_name = @_animation.animation_name    animation_hue = @_animation.animation_hue    bitmap = RPG::Cache.animation(animation_name, animation_hue)    if @@_reference_count.include?(bitmap)      @@_reference_count[bitmap] += 1    else      @@_reference_count[bitmap] = 1    end    @_animation_sprites = []    if @_animation.position != 3 or not @@_animations.include?(animation)      for i in 0..15        sprite = ::Sprite.new        sprite.bitmap = bitmap        sprite.visible = false        @_animation_sprites.push(sprite)      end      unless @@_animations.include?(animation)        @@_animations.push(animation)      end    end    update_animation  end  def loop_animation(animation)    return if animation == @_loop_animation    dispose_loop_animation    @_loop_animation = animation    return if @_loop_animation == nil    @_loop_animation_index = 0    animation_name = @_loop_animation.animation_name    animation_hue = @_loop_animation.animation_hue    bitmap = RPG::Cache.animation(animation_name, animation_hue)    if @@_reference_count.include?(bitmap)      @@_reference_count[bitmap] += 1    else      @@_reference_count[bitmap] = 1    end    @_loop_animation_sprites = []    for i in 0..15      sprite = ::Sprite.new      sprite.bitmap = bitmap      sprite.visible = false      @_loop_animation_sprites.push(sprite)    end    update_loop_animation  end  def animation_set_sprites(sprites, cell_data, position)    for i in 0..15      sprite = sprites[i]      pattern = cell_data[i, 0]      if sprite == nil or pattern == nil or pattern == -1        sprite.visible = false if sprite != nil        next      end      sprite.visible = true      sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)      if position == 3        if self.viewport != nil          sprite.x = self.viewport.rect.width / 2          sprite.y = self.viewport.rect.height - 160        else          sprite.x = 320          sprite.y = 240        end      else        sprite.x = self.x + self.viewport.rect.x -                    self.ox + self.src_rect.width / 2        sprite.y = self.y + self.viewport.rect.y -                    self.oy + self.src_rect.height / 2        sprite.y -= self.src_rect.height / 4 if position == 0        sprite.y += self.src_rect.height / 4 if position == 2      end      sprite.x += cell_data[i, 1]      sprite.y += cell_data[i, 2]      sprite.z = 2000      sprite.ox = 96      sprite.oy = 96      sprite.zoom_x = cell_data[i, 3] / 100.0      sprite.zoom_y = cell_data[i, 3] / 100.0      sprite.angle = cell_data[i, 4]      sprite.mirror = (cell_data[i, 5] == 1)      sprite.opacity = cell_data[i, 6] * self.opacity / 255.0      sprite.blend_type = cell_data[i, 7]    end  endendend class Game_Actor  Game_Battler  def screen_x    if self.index != nil    n_split = [($game_party.actors.length * 0.5).ceil, 4].min    case n_split    when 1      n_index = self.index * 2    when 2      if self.index  ($game_party.actors.length - 2)        n_index = 0.5 + (2 * self.index)      else        if $game_party.actors.length == 3 then          n_index = (self.index * 2) + 2        elsif $game_party.actors.length == 4 then          n_index = self.index * 2        end      end    when 3        n_index = self.index + (0.25 * (self.index + 1))      if $game_party.actors.length == 5      if self.index  2        n_index = self.index + (0.25 * (self.index + 1))      else        n_index = self.index + (0.25 * (self.index + 2)) + 1      end      end    when 4      n_index = self.index      if $game_party.actors.length == 7      if self.index  3        n_index = self.index      else        n_index = self.index + 1      end      end    end      return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)    else      return 0    end  end  #--------------------------------------------------------------------------  # ? ????? Y ?????  #--------------------------------------------------------------------------  def screen_y    n_split = [($game_party.actors.length * 0.5).ceil, 4].min    case n_split    when 1      n_index = self.index * 2    when 2      if self.index  ($game_party.actors.length - 2)        n_index = 0.5 + (2 * self.index)      else        if $game_party.actors.length == 3 then          n_index = (self.index * 2) + 2        elsif $game_party.actors.length == 4 then          n_index = self.index * 2        end      end    when 3        n_index = self.index + (0.25 * (self.index + 1))      if $game_party.actors.length == 5      if self.index  2        n_index = self.index + (0.25 * (self.index + 1))      else        n_index = self.index + (0.25 * (self.index + 2)) + 1      end      end    when 4      n_index = self.index      if $game_party.actors.length == 7      if self.index  3        n_index = self.index      else        n_index = self.index + 1      end      end    end    return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))end  #--------------------------------------------------------------------------  # ? ????? Z ?????  #--------------------------------------------------------------------------  def screen_z    # ??????????? Z ?????????    if self.index != nil      return self.index    else      return 0    end  endend class Game_Enemy  Game_Battler  def screen_x    n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min    case n_split    when 1      n_index = self.index * 2    when 2      if self.index  ($game_troop.enemies.length - 2)        n_index = 0.5 + (2 * self.index)      else        if $game_troop.enemies.length == 3 then          n_index = (self.index * 2) + 2        elsif $game_troop.enemies.length == 4 then          n_index = self.index * 2        end      end    when 3        n_index = self.index + (0.25 * (self.index + 1))      if $game_troop.enemies.length == 5      if self.index  2        n_index = self.index + (0.25 * (self.index + 1))      else        n_index = self.index + (0.25 * (self.index + 2)) + 2      end      end    when 4      n_index = self.index      if $game_troop.enemies.length == 7      if self.index  3        n_index = self.index      else        n_index = self.index + 1      end      end    end    return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)  end  #--------------------------------------------------------------------------  # ? ????? Y ?????  #--------------------------------------------------------------------------  def screen_y    n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min    case n_split    when 1      n_index = self.index * 2    when 2      if self.index  ($game_troop.enemies.length - 2)        n_index = 0.5 + (2 * self.index)      else        if $game_troop.enemies.length == 3 then          n_index = (self.index * 2) + 2        elsif $game_troop.enemies.length == 4 then          n_index = self.index * 2        end      end    when 3        n_index = self.index + (0.25 * (self.index + 1))      if $game_troop.enemies.length == 5      if self.index  2        n_index = self.index + (0.25 * (self.index + 1))      else        n_index = self.index + (0.25 * (self.index + 2)) + 1      end      end    when 4      n_index = self.index      if $game_troop.enemies.length == 7      if self.index  3        n_index = self.index      else        n_index = self.index + 1      end      end    end    return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))  end  #--------------------------------------------------------------------------  # ? ????? Z ?????  #--------------------------------------------------------------------------  def screen_z    return @member_index + 1  endend #==============================================================================# ¦ Sprite_Battler#------------------------------------------------------------------------------#  ????????????????Game_Battler ???????????????# ????????????????????#============================================================================== class Sprite_Battler  RPG::Sprite  #--------------------------------------------------------------------------  # ? ??????????  #--------------------------------------------------------------------------  attr_accessor :battler                  # ????  attr_accessor :moving        # Is the sprite moving?  attr_reader   :index  attr_accessor :target_index  attr_accessor :direction  attr_accessor :pattern  #--------------------------------------------------------------------------  # ? ?????????  #     viewport : ??????  #     battler  : ???? (Game_Battler)  #--------------------------------------------------------------------------  def initialize(viewport, battler = nil)    super(viewport)    change    @old = Graphics.frame_count  # For the delay method    @goingup = true    # Increasing animation? (if @rm2k_mode is true)    @once = false      # Is the animation only played once?    @animated = true   # Used to stop animation when @once is true    self.opacity = 0    @index = 0    @pattern_b = 0    @counter_b = 0    @trans_sprite = Sprite.new    @trans_sprite.opacity = 0    @bar_hp_sprite = Sprite.new    @bar_hp_sprite.bitmap = Bitmap.new(64, 10)    @bar_sp_sprite = Sprite.new    @bar_sp_sprite.bitmap = Bitmap.new(64, 10)    @color1 = Color.new(0, 0, 0, 192)    @color2 = Color.new(255, 255, 192, 192)    @color3 = Color.new(0, 0, 0, 192)    @color4 = Color.new(64, 0, 0, 192)    @old_hp = -1    @old_sp = -1    @battler = battler    @battler_visible = false    @first = true    @pattern = 0    if $target_index == nil      $target_index = 0    end    @battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)  end  #--------------------------------------------------------------------------  # ? ??  #--------------------------------------------------------------------------  def dispose    if self.bitmap != nil      self.bitmap.dispose    end    if @trans_sprite.bitmap != nil      @trans_sprite.bitmap.dispose    end    @trans_sprite.dispose    @bar_hp_sprite.bitmap.dispose    @bar_hp_sprite.dispose    @bar_sp_sprite.bitmap.dispose    @bar_sp_sprite.dispose    super  end   def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)    @frames = frames    @delay = delay    @offset_x, @offset_y = offx, offy    @current_frame = startf    @once = once    @goingup = true    @animated = true  end  #--------------------------------------------------------------------------  # ? ??????  #--------------------------------------------------------------------------  def update    bar_check = true if @_damage_duration == 1    super    @trans_sprite.blend_type = self.blend_type    @trans_sprite.color = self.color    if @_collapse_duration > 0      @trans_sprite.opacity = self.opacity    else      @trans_sprite.opacity = [self.opacity, 160].min    end    if (@_damage_duration == 0 and bar_check == true) or @first == true      @first = false if @first == true      bar_check = false      @bar_must_change = true    end    @bar_hp_sprite.opacity = self.opacity    @bar_sp_sprite.opacity = self.opacity    # ????? nil ???    if @battler == nil      self.bitmap = nil      @trans_sprite.bitmap = nil      loop_animation(nil)      return    end    # ????????????????????    n = (@battler.is_a?(Game_Enemy) ? @battler.battler_name : @battler.character_name)    if n != @battler_name or       @battler.battler_hue != @battler_hue      # ????????????      @battler_name = n      @battler_hue = @battler.battler_hue      if @battler.is_a?(Game_Actor)        @battler_name = @battler.character_name        @battler_hue = @battler.character_hue        @direction = 4      else        @direction = 6      end        self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)        @width = bitmap.width / 4        @height = bitmap.height / 4        @frame_width = @width        @frame_height = @height        self.ox = @width / 2        self.oy = @height        @pattern = @current_frame        @direction = @offset_y        sx = @pattern * @width        sy = (@direction - 2) / 2 * @height        self.src_rect.set(sx, sy, @width, @height)        @current_frame = (@current_frame + 1) unless @frames == 0        @animated = false if @current_frame == @frames and @once        @current_frame %= @frames        @trans_sprite.bitmap = self.bitmap        @trans_sprite.ox = self.ox        @trans_sprite.oy = self.oy        @trans_sprite.src_rect.set(sx, sy, @width, @height)      # ?????????????????? 0 ???      if @battler.dead? or @battler.hidden        self.opacity = 0        @trans_sprite.opacity = 0        @bar_hp_sprite.opacity = 0        @bar_sp_sprite.opacity = 0      end    self.x = @battler.screen_x    self.y = @battler.screen_y    self.z = @battler.screen_z  end  change_sp_bar if @old_sp != @battler.sp  if delay(@delay) and @animated      @pattern = @current_frame      @direction = @offset_y      sx = @pattern * @width      sy = (@direction - 2) / 2 * @height      self.src_rect.set(sx, sy, @width, @height)      @current_frame = (@current_frame + 1) unless @frames == 0      @animated = false if @current_frame == @frames and @once      @current_frame %= @frames      @trans_sprite.ox = self.ox      @trans_sprite.oy = self.oy      @trans_sprite.src_rect.set(sx, sy, @width, @height)    end    # ??????? ID ????????????    if @battler.damage == nil and       @battler.state_animation_id != @state_animation_id      @state_animation_id = @battler.state_animation_id      loop_animation($data_animations[@state_animation_id])    end    # ??????????????    #if @battler.is_a?(Game_Actor) and @battler_visible      # ???????????????????????      #if $game_temp.battle_main_phase        #self.opacity += 3 if self.opacity       #else        #self.opacity -= 3 if self.opacity > 207      #end    #end    # ??    if @battler.blink      blink_on    else      blink_off    end    # ??????    unless @battler_visible      # ??      if not @battler.hidden and not @battler.dead? and         (@battler.damage == nil or @battler.damage_pop)        appear        @battler_visible = true      end    end    # ?????    if @battler_visible      # ??      if @battler.hidden        $game_system.se_play($data_system.escape_se)        escape        @trans_sprite.opacity = 0        @battler_visible = false      end      # ??????      if @battler.white_flash        whiten        @battler.white_flash = false      end      # ???????      if @battler.animation_id != 0        animation = $data_animations[@battler.animation_id]        animation(animation, @battler.animation_hit)        @battler.animation_id = 0      end      # ????      if @battler.damage_pop        damage(@battler.damage, @battler.critical)        @battler.damage = nil        @battler.critical = false        @battler.damage_pop = false      end      if @bar_must_change == true        @bar_must_change = false        if @old_hp != @battler.hp          change_hp_bar        end        if @battler.damage == nil and @battler.dead?          if @battler.is_a?(Game_Enemy)            $game_system.se_play($data_system.enemy_collapse_se)          else            $game_system.se_play($data_system.actor_collapse_se)          end          collapse          @battler_visible = false        end      end    end    # ???????????    @trans_sprite.x = self.x    @trans_sprite.y = self.y    @trans_sprite.z = self.z    @bar_hp_sprite.x = @battler.screen_x - 32    @bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil    @bar_hp_sprite.z = 100    @bar_sp_sprite.x = @battler.screen_x - 32    @bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil    @bar_sp_sprite.z = 100  end   #--------------------------------------------------------------------------  # - Move the sprite  #   x : X coordinate of the destination point  #   y : Y coordinate of the destination point  #   speed : Speed of movement (0 = delayed, 1+ = faster)  #   delay : Movement delay if speed is at 0  #--------------------------------------------------------------------------  def move(x, y, speed = 1, delay = 0)    @destx = x    @desty = y    @move_speed = speed    @move_delay = delay    @move_old = Graphics.frame_count    @moving = true  end   #--------------------------------------------------------------------------  # - Move sprite to destx and desty  #--------------------------------------------------------------------------  def update_move    return unless @moving    movinc = @move_speed == 0 ? 1 : @move_speed    if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0      self.x += movinc if self.x  @destx      self.x -= movinc if self.x > @destx      self.y += movinc if self.y  @desty      self.y -= movinc if self.y > @desty      @move_old = Graphics.frame_count    end    if @move_speed > 1  # Check if sprite can't reach that point      self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and                         (@destx - self.x).abs = @move_speed      self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and                         (@desty - self.y).abs = @move_speed    end    if self.x == @destx and self.y == @desty      @moving = false    end  end   #--------------------------------------------------------------------------  # - Pause animation, but still updates movement  #   frames : Number of frames  #--------------------------------------------------------------------------  def delay(frames)    update_move    if (Graphics.frame_count - @old >= frames)      @old = Graphics.frame_count      return true    end    return false  end   def change_hp_bar    j = false   @old_hp = @battler.hp if @old_hp == -1    i = @old_hp    loop do      i -= 10      if i  @battler.hp        i = @battler.hp        j = true      end      rate = i.to_f / @battler.maxhp      @color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)      @color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)      @bar_hp_sprite.bitmap.clear      @bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)      @bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)      @bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)      @bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 0)      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)      @bar_hp_sprite.opacity = self.opacity      Graphics.update      if j == true        j = false        break      end    end    @old_hp = @battler.hp  end   def change_sp_bar    j = false   @old_sp = @battler.sp if @old_sp == -1    i = @old_sp    loop do      i -= 10      if i  @battler.sp        i = @battler.sp        j = true      end      rate = i.to_f / @battler.maxsp      @color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)      @color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)      @bar_sp_sprite.bitmap.clear      @bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)      @bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)      @bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)      @bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)      #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)      @bar_sp_sprite.opacity = self.opacity      Graphics.update      if j == true        j = false        break      end    end    @old_sp = @battler.sp  end   def enemy                                             #    $target_index += $game_troop.enemies.size    $target_index %= $game_troop.enemies.size    return $game_troop.enemies[$target_index]           #  end                                                   #   def actor                                             #    $target_index += $game_party.actors.size    $target_index %= $game_party.actors.size    return $game_party.actors[$target_index]            #  end   def index=(index)    @index = index    update  end     def pose(number, frames = 4)    case number    when 0      change(frames, 4, 0, 4, 0)    when 1      change(frames, 4, 0, 4)    when 2      change(frames, 4, 0, 6)    else      change(frames, 4, 0, 0, 0)    end  end     def enemy_pose(number ,enemy_frames = 4)    case number    when 0      change(enemy_frames, 4, 0, 6, 0)    when 1      change(enemy_frames, 4, 0, 4)    when 2      change(enemy_frames, 4, 0, 6)    else      change(enemy_frames, 4, 0, 0, 0)    end  end   def default_pose    pose(0, 1)  endend #==============================================================================# ¦ Spriteset_Battle#------------------------------------------------------------------------------#  ???????????????????????????? Scene_Battle ??# ????????????#============================================================================== class Spriteset_Battle  #--------------------------------------------------------------------------  # ? ??????????  #--------------------------------------------------------------------------  attr_reader   :viewport1                # ????????????  attr_reader   :viewport2                # ????????????  attr_accessor :actor_sprites  attr_accessor :enemy_sprites  #--------------------------------------------------------------------------  # ? ?????????  #--------------------------------------------------------------------------  def initialize    # ?????????    @viewport1 = Viewport.new(0, 0, 640, 480)    @viewport2 = Viewport.new(0, 0, 640, 480)    @viewport3 = Viewport.new(0, 0, 640, 480)    @viewport4 = Viewport.new(0, 0, 640, 480)    @viewport2.z = 101    @viewport3.z = 200    @viewport4.z = 5000    if $game_temp.battleback_name == ""    @battleback_sprite = nil    @tilemap = Tilemap.new(@viewport1)    @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)    for i in 0..6      autotile_name = $game_map.autotile_names[i]      @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)    end    @tilemap.map_data = $game_map.data    @tilemap.priorities = $game_map.priorities    else    # ??????????????    @tilemap = nil    @battleback_sprite = Sprite.new(@viewport1)    end    # ????????????    @enemy_sprites = []    for enemy in $game_troop.enemies#.reverse      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))    end    # ????????????    @actor_sprites = []    for j in 0..7        # Æ’AÆ’NÆ’^[Æ’XÆ’vƒ‰ƒCÆ’g‚ð’ljÁ        @actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))    end    # ?????    @weather = RPG::Weather.new(@viewport1)    # ????????????    @picture_sprites = []    for i in 51..100      @picture_sprites.push(Sprite_Picture.new(@viewport3,        $game_screen.pictures[i]))    end    # ????????????    @timer_sprite = Sprite_Timer.new    # ??????    update  end  #--------------------------------------------------------------------------  # ? ??  #--------------------------------------------------------------------------  def dispose    if @tilemap != nil    # ?????????    @tilemap.tileset.dispose    for i in 0..6      @tilemap.autotiles[i].dispose    end    @tilemap.dispose    end    # ??????????????    if @battleback_sprite != nil    # ??????????????????????    if @battleback_sprite.bitmap != nil      @battleback_sprite.bitmap.dispose    end    @battleback_sprite.dispose    end    # ??????????????????????    for sprite in @enemy_sprites + @actor_sprites      sprite.dispose    end    # ?????    @weather.dispose    # ????????????    for sprite in @picture_sprites      sprite.dispose    end    # ????????????    @timer_sprite.dispose    # ?????????    @viewport1.dispose    @viewport2.dispose    @viewport3.dispose    @viewport4.dispose  end  #--------------------------------------------------------------------------  # ? ??????????  #--------------------------------------------------------------------------  def effect?    # ??????????????? true ???    for sprite in @enemy_sprites + @actor_sprites      return true if sprite.effect?    end    return false  end  #--------------------------------------------------------------------------  # ? ??????  #--------------------------------------------------------------------------  def update    # ???????????????????????    if @battleback_sprite != nil    if @battleback_name != $game_temp.battleback_name      @battleback_name = $game_temp.battleback_name      if @battleback_sprite.bitmap != nil        @battleback_sprite.bitmap.dispose      end      bg_bitmap = RPG::Cache.battleback(@battleback_name)      bg_bitmap_stretch = Bitmap.new(640, 480)      bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)      @battleback_sprite.bitmap = bg_bitmap_stretch    end    end    if @tilemap != nil    @tilemap.ox = $game_map.display_x / 4    @tilemap.oy = $game_map.display_y / 4    @tilemap.update    end    # ????????????    for sprite in @enemy_sprites + @actor_sprites      sprite.update    end    # ???????????    @weather.type = $game_screen.weather_type    @weather.max = $game_screen.weather_max    @weather.update    # ????????????    for sprite in @picture_sprites      sprite.update    end    # ????????????    @timer_sprite.update    # ???????????????    @viewport1.tone = $game_screen.tone    @viewport1.ox = $game_screen.shake    # ????????????    @viewport4.color = $game_screen.flash_color    # ?????????    @viewport1.update    @viewport2.update    @viewport4.update  endend #==============================================================================# ¦ Window_Command#------------------------------------------------------------------------------#  ?????????????????????#============================================================================== class Window_Command  Window_Selectable  #--------------------------------------------------------------------------  # ? ?????????  #     width    : ???????  #     commands : ??????????  #--------------------------------------------------------------------------  def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)    # ????????????????????    super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)    @inf_scroll = inf_scroll    @item_max = commands.size    @commands = commands    @column_max = column_max    @style = style    self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)    self.contents.font.name = "Tahoma"    self.contents.font.size = 22    refresh    self.index = 0  end  #--------------------------------------------------------------------------  # ? ??????  #--------------------------------------------------------------------------  def refresh    self.contents.clear    for i in 0...@item_max      draw_item(i, normal_color)    end  end  #--------------------------------------------------------------------------  # ? ?????  #     index : ????  #     color : ???  #--------------------------------------------------------------------------  def draw_item(index, color)    self.contents.font.color = color    rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))    self.contents.draw_text(rect, @commands[index], @style)  end  #--------------------------------------------------------------------------  # ? ??????  #     index : ????  #--------------------------------------------------------------------------  def disable_item(index)    draw_item(index, disabled_color)  end   def update_help    @help_window.set_actor($game_party.actors[$scene.actor_index])  endend #==============================================================================# ¦ Arrow_Enemy#------------------------------------------------------------------------------#  ????????????????????????????? Arrow_Base ??# ????????#============================================================================== class Arrow_Enemy  Arrow_Base  #--------------------------------------------------------------------------  # ? ?????????????????  #--------------------------------------------------------------------------  def enemy    return $game_troop.enemies[@index]  end  #--------------------------------------------------------------------------  # ? ??????  #--------------------------------------------------------------------------  def update    super    # ???????????????????    $game_troop.enemies.size.times do      break if self.enemy.exist?      @index += 1      @index %= $game_troop.enemies.size    end    # ?????    if Input.repeat?(Input::DOWN)      $game_system.se_play($data_system.cursor_se)      $game_troop.enemies.size.times do        @index += 1        @index %= $game_troop.enemies.size        break if self.enemy.exist?      end    end    # ?????    if Input.repeat?(Input::UP)      $game_system.se_play($data_system.cursor_se)      $game_troop.enemies.size.times do        @index += $game_troop.enemies.size - 1        @index %= $game_troop.enemies.size        break if self.enemy.exist?      end    end    if Input.repeat?(Input::RIGHT)      $game_system.se_play($data_system.cursor_se)      $game_troop.enemies.size.times do        @index += ((($game_troop.enemies.length) * 0.5).ceil)        @index %= $game_troop.enemies.size        break if self.enemy.exist?      end    end    if Input.repeat?(Input::LEFT)      $game_system.se_play($data_system.cursor_se)      $game_troop.enemies.size.times do        @index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil)        @index %= $game_troop.enemies.size        break if self.enemy.exist?      end    end    # ???????????    if self.enemy != nil      self.x = self.enemy.screen_x + 4      self.y = self.enemy.screen_y + 36      self.z = self.enemy.screen_z + 1    end  end  #--------------------------------------------------------------------------  # ? ?????????  #--------------------------------------------------------------------------  def update_help    # ????????????????????????    @help_window.set_enemy(self.enemy)  endend #==============================================================================# ¦ Arrow_Actor#------------------------------------------------------------------------------#  ????????????????????????????? Arrow_Base ??# ????????#============================================================================== class Arrow_Actor  Arrow_Base  #--------------------------------------------------------------------------  # ? ?????????????????  #--------------------------------------------------------------------------  def actor    return $game_party.actors[@index]  end  #--------------------------------------------------------------------------  # ? ??????  #--------------------------------------------------------------------------  def update    super    # ?????    if Input.repeat?(Input::DOWN)      $game_system.se_play($data_system.cursor_se)      @index += 1      @index %= $game_party.actors.size    end    # ?????    if Input.repeat?(Input::UP)      $game_system.se_play($data_system.cursor_se)      @index += $game_party.actors.size - 1      @index %= $game_party.actors.size    end    if Input.repeat?(Input::RIGHT)      $game_system.se_play($data_system.cursor_se)      @index += ($game_party.actors.length * 0.5).ceil      @index %= $game_party.actors.size    end    # ?????    if Input.repeat?(Input::LEFT)      $game_system.se_play($data_system.cursor_se)      @index += $game_party.actors.size - (($game_party.actors.length * 0.5).ceil)      @index %= $game_party.actors.size    end    # ???????????    if self.actor != nil      self.x = self.actor.screen_x      self.y = self.actor.screen_y + 36      self.z = self.actor.screen_z + 1    end  end  #--------------------------------------------------------------------------  # ? ?????????  #--------------------------------------------------------------------------  def update_help    # ??????????????????????    @help_window.set_actor(self.actor)  endend class Scene_Battle  attr_accessor :actor_index  def main    # ???????????????    $game_temp.in_battle = true    $game_temp.battle_turn = 0    $game_temp.battle_event_flags.clear    $game_temp.battle_abort = false    $game_temp.battle_main_phase = false    $game_temp.battleback_name = $game_map.battleback_name    $game_temp.forcing_battler = nil    # ??????????????????    $game_system.battle_interpreter.setup(nil, 0)    # ???????    @troop_id = $game_temp.battle_troop_id    $game_troop.setup(@troop_id)    # ????????????????    s1 = $data_system.words.attack    s2 = $data_system.words.skill    s3 = $data_system.words.guard    s4 = $data_system.words.item    @actor_command_window = Window_Command.new(640, [s1, s2, s3, s4], 4)    @actor_command_window.y = 64    @actor_command_window.back_opacity = 160    @actor_command_window.active = false    @actor_command_window.visible = false    # ????????????    @party_command_window = Window_PartyCommand.new    @help_window = Window_Help.new    @help_window.back_opacity = 160    @help_window.visible = false    #@status_window = Window_BattleStatus.new    @message_window = Window_Message.new    # ???????????    @spriteset = Spriteset_Battle.new    # ????????????    @wait_count = 0    # ?????????    if $data_system.battle_transition == ""      Graphics.transition(20)    else      Graphics.transition(40, "Graphics/Transitions/" +        $data_system.battle_transition)    end    # ???????????    start_phase1    # ??????    loop do      # ????????      Graphics.update      # ???????      Input.update      # ??????      update      # ????????????????      if $scene != self        break      end    end    # ??????????    $game_map.refresh    # ?????????    Graphics.freeze    # ????????    @actor_command_window.dispose    @party_command_window.dispose    @help_window.dispose    #@status_window.dispose    @message_window.dispose    if @skill_window != nil      @skill_window.dispose    end    if @item_window != nil      @item_window.dispose    end    if @result_window != nil      @result_window.dispose    end    # ???????????    @spriteset.dispose    # ???????????????    if $scene.is_a?(Scene_Title)      # ??????????      Graphics.transition      Graphics.freeze    end    # ???????????????????????????    if $BTEST and not $scene.is_a?(Scene_Gameover)      $scene = nil    end  end   def update    # ?????????????    if $game_system.battle_interpreter.running?      # ?????????      $game_system.battle_interpreter.update      # ?????????????????????????      if $game_temp.forcing_battler == nil        # ?????????????????        unless $game_system.battle_interpreter.running?          # ??????????????????????????          unless judge            setup_battle_event          end        end        # ????????????????        if @phase != 5          # ?????????????????          #@status_window.refresh        end      end    end    # ???? (????)??????    $game_system.update    $game_screen.update    # ????? 0 ??????    if $game_system.timer_working and $game_system.timer == 0      # ?????      $game_temp.battle_abort = true    end    # ????????    @help_window.update    @party_command_window.update    @actor_command_window.update    #@status_window.update    @message_window.update    # ???????????    @spriteset.update    # ?????????????    if $game_temp.transition_processing      # ?????????????????      $game_temp.transition_processing = false      # ?????????      if $game_temp.transition_name == ""        Graphics.transition(20)      else        Graphics.transition(40, "Graphics/Transitions/" +          $game_temp.transition_name)      end    end    # ????????????????    if $game_temp.message_window_showing      return    end    # ???????????    if @spriteset.effect?      return    end    # ??????????    if $game_temp.gameover      # ??????????????      $scene = Scene_Gameover.new      return    end    # ???????????    if $game_temp.to_title      # ???????????      $scene = Scene_Title.new      return    end    # ????????    if $game_temp.battle_abort      # ??????? BGM ???      $game_system.bgm_play($game_temp.map_bgm)      # ?????      battle_end(1)      return    end    # ????????    if @wait_count > 0      # ????????????      @wait_count -= 1      return    end     # this one holds the battle while the player moves    for actor in @spriteset.actor_sprites      if actor.moving        return      end    end    # and this one is for the enemy...     for enemy in @spriteset.enemy_sprites      if enemy.moving# and $game_system.animated_enemy        return      end    end    # ???????????????????????    # ????????????????    if $game_temp.forcing_battler == nil and       $game_system.battle_interpreter.running?      return    end    # ??????????    case @phase    when 1  # ?????????      update_phase1    when 2  # ????????????      update_phase2    when 3  # ????????????      update_phase3    when 4  # ???????      update_phase4    when 5  # ???????????      update_phase5    end  end   def start_phase2    # ???? 2 ???    @phase = 2    # ?????????????    @actor_index = -1    @active_battler = nil    # ?????????????????    @party_command_window.active = true    @party_command_window.visible = true    # ?????????????????    @actor_command_window.active = false    @actor_command_window.visible = false    @help_window.visible = false    # ??????????????    $game_temp.battle_main_phase = false    # ????????????????    $game_party.clear_actions    # ????????????    unless $game_party.inputable?      # ?????????      start_phase4    end  end   def update_phase2_escape    # ??????????????    enemies_agi = 0    enemies_number = 0    for enemy in $game_troop.enemies      if enemy.exist?        enemies_agi += enemy.agi        enemies_number += 1      end    end    if enemies_number > 0      enemies_agi /= enemies_number    end    # ??????????????    actors_agi = 0    actors_number = 0    for actor in $game_party.actors      if actor.exist?        actors_agi += actor.agi        actors_number += 1      end    end    if actors_number > 0      actors_agi /= actors_number    end    # ??????    success = rand(100)  50 * actors_agi / enemies_agi    # ???????    if success      # ?? SE ???      $game_system.se_play($data_system.escape_se)        for actor in $game_party.actors          @spriteset.actor_sprites[actor.index].pose(2)          @spriteset.actor_sprites[actor.index].move(660, actor.screen_y, 10)        end        check = escape_move      until check == false        @spriteset.update        Graphics.update        check = escape_move      end      # ??????? BGM ???      $game_system.bgm_play($game_temp.map_bgm)      # ?????      battle_end(1)    # ???????    else      # ????????????????      $game_party.clear_actions      # ?????????      start_phase4    end  end   def escape_move    for actor in @spriteset.actor_sprites      if actor.moving        return true      end    end    return false  end   def start_phase5    # ???? 5 ???    @phase = 5    # ????? ME ???    $game_system.me_play($game_system.battle_end_me)    # ??????? BGM ???    $game_system.bgm_play($game_temp.map_bgm)    # EXP???????????????    exp = 0    gold = 0    treasures = []    # ???    for enemy in $game_troop.enemies      # ??????????????      unless enemy.hidden        # ?? EXP????????        exp += enemy.exp        gold += enemy.gold        # ?????????        if rand(100)  enemy.treasure_prob          if enemy.item_id > 0            treasures.push($data_items[enemy.item_id])          end          if enemy.weapon_id > 0            treasures.push($data_weapons[enemy.weapon_id])          end          if enemy.armor_id > 0            treasures.push($data_armors[enemy.armor_id])          end        end      end    end    # ???????? 6 ??????    treasures = treasures[0..5]    # EXP ??    for i in 0...$game_party.actors.size      actor = $game_party.actors[i]      if actor.cant_get_exp? == false        last_level = actor.level        actor.exp += exp        if actor.level > last_level          #@status_window.level_up(i)        end      end    end    # ??????    $game_party.gain_gold(gold)    # ???????    for item in treasures      case item      when RPG::Item        $game_party.gain_item(item.id, 1)      when RPG::Weapon        $game_party.gain_weapon(item.id, 1)      when RPG::Armor        $game_party.gain_armor(item.id, 1)      end    end    # ???????????????    @result_window = Window_BattleResult.new(exp, gold, treasures)    # ???????????    @phase5_wait_count = 100  end   #--------------------------------------------------------------------------  # ? ?????? (???????????)  #--------------------------------------------------------------------------  def update_phase5    # ????????? 0 ???????    if @phase5_wait_count > 0      # ????????????      @phase5_wait_count -= 1      # ????????? 0 ??????      if @phase5_wait_count == 0        # ????????????        @result_window.visible = true        # ??????????????        $game_temp.battle_main_phase = false        # ?????????????????        #@status_window.refresh      end      return    end    # C ??????????    if Input.trigger?(Input::C)      # ?????      battle_end(0)    end  end   def phase3_setup_command_window    # ?????????????????    @party_command_window.active = false    @party_command_window.visible = false    # ?????????????????    @actor_command_window.active = true    @actor_command_window.visible = true    @help_window.visible = true    # ???????????????????    if @actor_command_window.help_window == nil      @actor_command_window.help_window = @help_window    end    @actor_command_window.update_help        #@actor_command_window.x = @actor_index * 160    # ??????? 0 ???    @actor_command_window.index = 0  end  def start_enemy_select    # ??????????    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)    # ?????????????    @enemy_arrow.help_window = @help_window    # ?????????????????    @actor_command_window.active = false    @actor_command_window.visible = false  end   def update_phase4    case @phase4_step    when 1      update_phase4_step1    when 2      update_phase4_step2    when 3      update_phase4_step3    when 4      update_phase4_step4    when 5      update_phase4_step5    when 6      update_phase4_step6    when 7      update_phase4_step7    end      end   def update_phase4_step1     # Change actor poses to default    #if @active_battler.is_a?(Game_Actor)    #  @spriteset.actor_sprites[@active_battler.index].default_pose    #end    for i in 0...$game_party.actors.size      actor = $game_party.actors[i]      @spriteset.actor_sprites[i].default_pose    end     @help_window.visible = false    if judge      return    end    if $game_temp.forcing_battler == nil      setup_battle_event      if $game_system.battle_interpreter.running?        return      end    end    if $game_temp.forcing_battler != nil      @action_battlers.delete($game_temp.forcing_battler)      @action_battlers.unshift($game_temp.forcing_battler)    end    if @action_battlers.size == 0      start_phase2      return    end    @animation1_id = 0    @animation2_id = 0    @common_event_id = 0    @active_battler = @action_battlers.shift    if @active_battler.index == nil      return    end    if @active_battler.hp > 0 and @active_battler.slip_damage?      @active_battler.slip_damage_effect      @active_battler.damage_pop = true    end    @active_battler.remove_states_auto    #@status_window.refresh    @phase4_step = 2  end   def make_basic_action_result     if @active_battler.is_a?(Game_Actor)      $actor_on_top = true    elsif @active_battler.is_a?(Game_Enemy)      $actor_on_top = false    end    if @active_battler.current_action.basic == 0      @animation1_id = @active_battler.animation1_id      @animation2_id = @active_battler.animation2_id      if @active_battler.is_a?(Game_Enemy)        if @active_battler.restriction == 3          target = $game_troop.random_target_enemy        elsif @active_battler.restriction == 2          target = $game_party.random_target_actor        else          index = @active_battler.current_action.target_index          target = $game_party.smooth_target_actor(index)        end#======== here is the setting for the movement & animation...          x = target.screen_x - 32          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)          @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)#========= here if you look at the RPG's movement settings you'll see#========= that he takes the number 40 for the speed of the animation... #========= i thing thats too fast so i settet it down to 10 so looks smoother...      end      if @active_battler.is_a?(Game_Actor)        weapon = $data_weapons[@active_battler.weapon_id]        range = false        if weapon != nil          for id in weapon.element_set            if $data_system.elements[id] == "Range"              range = true              break            end          end        end        if @active_battler.restriction == 3          target = $game_party.random_target_actor        elsif @active_battler.restriction == 2          target = $game_troop.random_target_enemy        else          index = @active_battler.current_action.target_index          target = $game_troop.smooth_target_enemy(index)        end#======= the same thing for the player... ^-^        x = target.screen_x + 32        @spriteset.actor_sprites[@active_battler.index].pose(1)        @spriteset.actor_sprites[@active_battler.index].move(x * (range ? 2 : 1), target.screen_y, 10)        range = false      end      @target_battlers = [target]      for target in @target_battlers        target.attack_effect(@active_battler)      end      return    end    if @active_battler.current_action.basic == 1      if @active_battler.is_a?(Game_Actor)        @spriteset.actor_sprites[@active_battler.index].pose(0, 1) #defence      else        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) #defence      end      @help_window.set_text($data_system.words.guard, 1)      return    end    if @active_battler.is_a?(Game_Enemy) and       @active_battler.current_action.basic == 2      @help_window.set_text("Escape", 1)      @active_battler.escape      return    end    if @active_battler.current_action.basic == 3      $game_temp.forcing_battler = nil      @phase4_step = 1      return    end     if @active_battler.current_action.basic == 4      if $game_temp.battle_can_escape == false        $game_system.se_play($data_system.buzzer_se)        return      end      $game_system.se_play($data_system.decision_se)      update_phase2_escape      return    end  end   def make_skill_action_result     @skill = $data_skills[@active_battler.current_action.skill_id]    unless @active_battler.current_action.forcing      unless @active_battler.skill_can_use?(@skill.id)        $game_temp.forcing_battler = nil        @phase4_step = 1        return      end    end    @active_battler.sp -= @skill.sp_cost    #@status_window.refresh    @help_window.set_text(@skill.name, 1)    @animation1_id = @skill.animation1_id    @animation2_id = @skill.animation2_id      if @active_battler.is_a?(Game_Enemy)          #@spriteset.enemy_sprites[@active_battler.index].change_sp_bar           x = @active_battler.screen_x + 48          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)          @spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)      end      if @active_battler.is_a?(Game_Actor)        #@spriteset.actor_sprites[@active_battler.index].change_sp_bar        x = @active_battler.screen_x - 48        @spriteset.actor_sprites[@active_battler.index].pose(1)        @spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)        @spriteset.actor_sprites[@active_battler.index].pose(0, 1)      end    @common_event_id = @skill.common_event_id    set_target_battlers(@skill.scope)    for target in @target_battlers      target.skill_effect(@active_battler, @skill)    end  end     def make_item_action_result     # sorry i didnt work on this...    # couse i dont have a sprite that uses items....    # so i just added the standby sprite here...    # when i get more time for this i'll try what i can do for this one... ^-^    # its the same as the ones above...    if @active_battler.is_a?(Game_Actor)      @spriteset.actor_sprites[@active_battler.index].pose(0, 1)    else      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)    end     @item = $data_items[@active_battler.current_action.item_id]    unless $game_party.item_can_use?(@item.id)      @phase4_step = 1      return    end    if @item.consumable      $game_party.lose_item(@item.id, 1)    end    @help_window.set_text(@item.name, 1)    @animation1_id = @item.animation1_id    @animation2_id = @item.animation2_id    @common_event_id = @item.common_event_id    index = @active_battler.current_action.target_index    target = $game_party.smooth_target_actor(index)    set_target_battlers(@item.scope)    for target in @target_battlers      target.item_effect(@item)    end  end   def update_phase4_step3    if @active_battler.current_action.kind == 0 and       @active_battler.current_action.basic == 0       # in this one... we have our weapon animations... for player and monster      if @active_battler.is_a?(Game_Actor)        @spriteset.actor_sprites[@active_battler.index].pose(0,1)      elsif @active_battler.is_a?(Game_Enemy)        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1)      end    end    if @animation1_id == 0      @active_battler.white_flash = true    else      @active_battler.animation_id = @animation1_id      @active_battler.animation_hit = true    end    @phase4_step = 4  end   def update_phase4_step4    # this here is for the hit animation...    for target in @target_battlers      target.animation_id = @animation2_id      target.animation_hit = (target.damage != "Miss")    end    @wait_count = 8    @phase4_step = 5  end   def update_phase4_step5    if @active_battler.hp > 0 and @active_battler.slip_damage?      @active_battler.slip_damage_effect      @active_battler.damage_pop = true    end    # ???????????    @help_window.visible = false    # ?????????????????    #@status_window.refresh    # ??????     if @active_battler.is_a?(Game_Actor)      @spriteset.actor_sprites[@active_battler.index].pose(0, 1)    else      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)    end    for target in @target_battlers      if target.damage != nil        target.damage_pop = true        if @active_battler.is_a?(Game_Actor)          @spriteset.actor_sprites[@active_battler.index].pose(0, 1)        else          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)        end      end    end    # ???? 6 ???    @phase4_step = 6  end   def update_phase4_step6     # here we are asking if the player is dead and is a player or an enemy...    # these lines are for the running back and standby animation....    if @active_battler.is_a?(Game_Actor)      if @active_battler.current_action.basic == 1        @spriteset.actor_sprites[@active_battler.index].pose(0, 1)      else        @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)        @spriteset.actor_sprites[@active_battler.index].pose(2)      end    else      if @active_battler.current_action.basic == 1        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)      else        @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)      end    end    for target in @target_battlers      if target.is_a?(Game_Actor)          @spriteset.actor_sprites[target.index].pose(0, 1)        else          @spriteset.enemy_sprites[target.index].enemy_pose(0, 1)      end    end    $game_temp.forcing_battler = nil    if @common_event_id > 0      common_event = $data_common_events[@common_event_id]      $game_system.battle_interpreter.setup(common_event.list, 0)    end    @phase4_step = 7  end   def update_phase4_step7     # here we are asking if the player is dead and is a player or an enemy...    # these lines are for the running back and standby animation....    if @active_battler.is_a?(Game_Actor)      @spriteset.actor_sprites[@active_battler.index].pose(0, 1)    else      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)    end     $game_temp.forcing_battler = nil    if @common_event_id > 0      common_event = $data_common_events[@common_event_id]      $game_system.battle_interpreter.setup(common_event.list, 0)    end    @phase4_step = 1  endend#==============================================================================# ** Seph's Test Bed Log#------------------------------------------------------------------------------# SephirothSpawn# Version 0.41# 2007-08-29# Total Scripts : 84=begin ========================================================================   ** Table Of Contents **    A) Version Updates    * Version 0.10 : 2006-10-09    * Version 0.20 : 2006-10-20    * Version 0.25 : 2006-11-08    * Version 0.30 : 2006-12-12    * Version 0.40 : 2007-07-31    * Version 0.41 : 2007-08-29  B) Catagory Descriptions  C) Current Scripts Listings  D) Scripts to be Updated  E) Possible Future Releases #==============================================================================   A) Version Updates    * Version 0.1 : 2006-10-09     - Following Scripts Were Released :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Quick Treasure Chest           (1.0)     : 2006-07-09     ~ Shift Puzzles                  (2.0)     : 2006-07-28     ~ Trickster's Curve Generator    (1.0)     : 2006-07-28     ~ Damage Reductions              (1.0)     : 2006-07-29     ~ Character Class Graphics       (1.0)     : 2006-08-01     ~ Game Difficulty                (2.0)     : 2006-08-03     ~ Introduction & Splash System   (3.0)     : 2006-08-04     ~ Sudoku Puzzles                 (1.0)     : 2006-08-06     ~ Encounter Control              (1.0)     : 2006-08-12     ~ Bitmap File Dump               (1.0)     : 2006-08-22     ~ Event Text Display             (3.0)     : 2006-08-22     ~ Gameover to Inn                (3.0)     : 2006-08-22     ~ Stat Skills                    (1.0)     : 2006-08-22     ~ Learn Skills From Items        (1.0)     : 2006-08-23     ~ Blue, Geomancy & Level Skills  (1.0)     : 2006-08-24     ~ Class Based Stats              (1.0)     : 2006-08-27     ~ Multiple Languages             (2.0)     : 2006-08-27     ~ Quick Animations               (2.0)     : 2006-08-27     ~ Advanced Title Screen          (1.0)     : 2006-08-30     ~ Crafting System                (1.0)     : 2006-09-06     ~ Scene Base                     (2.0)     : 2006-09-06     ~ Keyword Encyclopedia           (1.0)     : 2006-09-09     ~ Dynamic Currencies             (1.0)     : 2006-09-10     ~ SP Cost Modifers               (1.0)     : 2006-09-15     ~ Action Battlers                (1.0)     : 2006-09-20     ~ Actor Stat Bonuses             (2.0)     : 2006-09-20     ~ Aditional Item Drops           (2.0)     : 2006-09-20     ~ Virtual Database               (2.0)     : 2006-10-02     ~ Character Holograms            (1.0)     : 2006-10-07     ~ Dynamic Enemies                (2.0)     : 2006-10-07     ~ Animated Battlebacks           (1.0)     : 2006-10-08     ~ File Error Fix & Report        (1.0)     : 2006-10-08        - Following Scripts Were Updated :     ~ None       ---------------------------------------------------------------------------          * Version 0.2 : 2006-10-20     - Following Scripts Were Released :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Skills Use Items               (1.0)     : 2006-10-15     ~ Event Collisions               (1.0)     : 2006-10-16     ~ Alternate Game Difficulty      (1.0)     : 2006-10-18     ~ Inn & Savepoint System         (2.0)     : 2006-10-19     ~ Dynamic Enemy Actions          (1.0)     : 2006-10-22     ~ Unarmed Stats & Development    (1.0)     : 2006-10-22     ~ Character Icon Graphics        (1.0)     : 2006-10-23     ~ Class Support                  (1.0)     : 2006-10-24        (SDK Conversions)     ~ Goldenshadow : Adv. Fishing    (1.8)     : 2005-07-29     ~ Ccoa : Minecart Mayhem         (1.0)     : 2005-07-30          - Following Scripts Were Updated :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Animated Battlebacks           (1.1)     : 2006-10-17     ~ Crafting System                (1.1)     : 2006-10-17     ~ Introduction & Splash System   (3.1)     : 2006-10-17     ~ Advanced Title Screen          (1.01)    : 2006-10-18     ~ Scene Base                     (2.01)    : 2006-10-18     ~ Trickster's Curve Generator    (2.0)     : 2006-10-22     ~ Character Holograms            (1.01)    : 2006-10-23     ~ Encounter Control              (1.01)    : 2006-10-23     ~ Event Text Display             (3.01)    : 2006-10-23     ~ Action Battlers                (1.1)     : 2006-10-24     ~ Dynamic Currencies             (1.01)    : 2006-10-24     ~ Virtual Database               (2.01)    : 2006-10-24       ---------------------------------------------------------------------------          * Version 0.25 : 2006-11-08   - Following Scripts Were Released :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ State Pops                     (1.0)     : 2006-10-29     ~ Equipment, Item & Skill Reqs   (0.9)     : 2006-10-30     ~ Party SP                       (1.0)     : 2006-11-02     ~ Weapon Specials                (1.0)     : 2006-11-04     ~ Tilemap                        (0.9)     : 2006-11-06     ~ Scroll Status Display          (1.0)     : 2006-11-07        - Following Scripts Were Updated :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Character Icon Graphics        (1.01)    : 2006-11-01   ---------------------------------------------------------------------------          * Version 0.3 : 2006-12-13   - Following Scripts Were Released :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Party Switcher + Extra Parties (1.0)     : 2006-11-25     ~ FFVIII Skill Points            (1.0)     : 2006-12-01     ~ Skill Learn Display            (1.0)     : 2006-12-04     ~ Event Spawner                  (2.0)     : 2006-12-09        - Following Scripts Were Updated :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Actor Stat Bonuses             (2.1)     : 2006-11-30     ~ Gameover to Inn                (3.1)     : 2006-11-30     ~ Quick Animations               (3.0)     : 2006-12-01     ~ Animated Battleback            (2.0)     : 2006-12-04     ~ Introduction & Splash System   (4.0)     : 2006-12-06     ~ Method & Class Library Adds.   (0.2)     : 2006-12-11     ~ Additional Enemy Drops         (2.1)     : 2006-12-13   ---------------------------------------------------------------------------          * Version 0.4 : 2007-07-31   - Following Scripts Were Released :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Perspective Sprites            (1.0)     : 2007-01-05     ~ Stat Bonus Base                (1.0)     : 2007-01-26     ~ Extra Terrains                 (1.01)    : 2007-01-24     ~ File Use Log                   (2.0)     : 2007-02-25     ~ Multiple Damages               (1.0)     : 2007-02-12     ~ Analog Movement                (2.0)     : 2007-02-16     ~ WorldMap Teleporter            (2.0)     : 2007-02-26     ~ Dynamic + Add. Enemy Drops     (3.0)     : 2007-03-01     ~ Skills Use Element Sets        (1.0)     : 2007-03-01     ~ Multiple Animations            (1.0)     : 2007-03-06     ~ Save Event Locations           (1.0)     : 2007-03-12     ~ Enhanced BattleStatus Window   (1.1)     : 2007-03-13     ~ Auto-Save System               (1.0)     : 2007-03-17     ~ Sound Interaction System       (1.0)     : 2007-03-21     ~ Anti Event Lag System          (2.1)     : 2007-04-02     ~ Blur Screenshot                (1.0)     : 2007-04-02     ~ Equipment Autostates           (1.0)     : 2007-04-02     ~ Sprite Blink Colors            (1.0)     : 2007-04-02     ~ Mouse Selectable Windows       (2.0)     : 2007-04-03     ~ Multiple BGMS                  (1.0)     : 2007-04-09     ~ Skill Mana System              (2.0)     : 2007-04-23     ~ Battle Leaders                 (1.0)     : 2007-05-07     ~ Tilemap (Extra Autotiles)      (1.0)     : 2007-06-01     ~ Battle Simulator               (1.0)     : 2007-06-02     ~ Multiple Poison Effects        (1.0)     : 2007-06-03     ~ On Map Party Cycler            (1.0)     : 2007-06-15     ~ Enhanced Item Parameters       (1.0)     : 2007-06-28     ~ Enemy Troops Extender          (1.1)     : 2007-07-09     ~ Battle Equipping               (1.0)     : 2007-07-18     ~ Character Sprite Frame Count   (1.0)     : 2007-07-18     ~ Map Screenshot Maker           (1.1)     : 2007-07-21     ~ Escaping Cost                  (1.0)     : 2007-07-25     ~ Mapping Layers                 (2.1)     : 2007-07-25     ~ Action Encounters              (1.01)    : 2007-07-26     ~ Draw HP/SP/Exp Percents        (1.0)     : 2007-07-27     ~ Battle Command Memory          (1.0)     : 2007-07-28     ~ Battle Escaping                (1.0)     : 2007-07-28     ~ Dynamic Defending              (1.0)     : 2007-07-28     ~ Battle Switching               (2.1)     : 2007-07-29     ~ Tilemap (Flash Data)           (1.01)    : 2007-07-30        - Following Scripts Were Updated :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Character Class Graphics       (1.1)     : 2007-01-24     ~ Character Icon Graphics        (1.02)    : 2007-01-24     ~ Damage Reductions              (1.01)    : 2007-01-24     ~ Skills Use Items               (1.01)    : 2007-01-24     ~ SP Cost Modifers               (1.1)     : 2007-01-24     ~ Actor Stat Bonuses             (3.0)     : 2007-01-28     ~ Class Support                  (2.0)     : 2007-01-28     ~ Blue, Geomancy & Level Skills  (1.11)    : 2007-02-10     ~ Party Switcher + Extra Parties (1.2)     : 2007-02-14     ~ Skill Learn Display            (2.0)     : 2007-02-16     ~ State Pops                     (2.0)     : 2007-02-16     ~ Class Based Stats              (2.0)     : 2007-02-19     ~ Learn Skills From Items        (1.1)     : 2007-02-20     ~ Unarmed Stats & Development    (2.0)     : 2007-02-20     ~ Animated Battlebacks           (2.1)     : 2007-02-28     ~ Advanced Title Screen          (2.0)     : 2007-03-01     ~ Dynamic Enemy Actions          (1.1)     : 2007-03-01     ~ Game Difficulty                (3.0)     : 2007-03-01     ~ Game Difficulty (Alt.)         (2.0)     : 2007-03-01     ~ Keyword Encyclopedia           (1.1)     : 2007-03-02     ~ Multiple Languages             (2.1)     : 2007-03-02     ~ Virtual Database               (2.2)     : 2007-04-11     ~ File Error Fix & Report        (1.02)    : 2007-04-28     ~ Dynamic Enemies                (3.01)    : 2007-05-11     ~ Stat Skills                    (1.1)     : 2007-05-15     ~ Quick Treasure Chest           (2.2)     : 2007-07-13     ~ Event Collisions               (2.01)    : 2007-07-23     ~ Scroll Status Display          (1.1)     : 2007-07-26     ~ Encounter Control              (2.1)     : 2007-07-30     ~ Event Text Display             (4.0)     : 2007-07-30     ~ Tilemap (Basic)                (1.11)    : 2007-07-31        - Following Scripts Were Re-formated :       SCRIPT NAME              --->  NEW SCRIPT NAME     ~ Additional Enemy Drops   --->  Dynamic + Add. Enemy Drops        - Following Scripts Were Moved to the Method & Class Library or SDK :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Bitmap File Dump               (1.0)     : 2006-08-22     ~ Scene Base                     (2.01)    : 2006-10-18     ~ Trickster's Curve Generator    (2.0)     : 2006-10-22     ~ Quick Animations               (3.0)     : 2006-12-01     ~ Event Spawner                  (2.0)     : 2006-12-09        - Following Scripts Were Temporarily Removed Until Next Update :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Goldenshadow : Adv. Fishing    (1.8)     : 2005-07-29     ~ Ccoa : Minecart Mayhem         (1.0)     : 2005-07-30     ~ Shift Puzzles                  (2.0)     : 2006-07-28     ~ Sudoku Puzzles                 (1.0)     : 2006-08-06     ~ Crafting System                (1.1)     : 2006-10-17     ~ Inn & Savepoint System         (2.0)     : 2006-10-19     ~ Character Holograms            (1.01)    : 2006-10-23     ~ Event Text Display             (3.01)    : 2006-10-23     ~ Action Battlers                (1.1)     : 2006-10-24     ~ Dynamic Currencies             (1.01)    : 2006-10-24     ~ Equipment, Item & Skill Reqs   (0.9)     : 2006-10-30     ~ Party SP                       (1.0)     : 2006-11-02     ~ Weapon Specials                (1.0)     : 2006-11-04     ~ Gameover to Inn                (3.1)     : 2006-11-30     ~ FFVIII Skill Points            (1.0)     : 2006-12-01     ~ Introduction & Splash System   (4.0)     : 2006-12-06       ---------------------------------------------------------------------------          * Version 0.41: 2007-08-29   - Following Scripts Were Released :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Damage Limits                  (1.0)     : 2007-08-06     ~ Dynamic Enemies - Database +   (1.0)     : 2007-08-06     ~ Final Fantasy I Magic System   (1.0)     : 2007-08-06     ~ Party Stats                    (2.0)     : 2007-08-06     ~ Skill/Equipment S & E Percents (1.0)     : 2007-08-10     ~ Encounter Detection Chaser     (1.0)     : 2007-08-16     ~ Auto-Revive System             (1.0)     : 2007-08-20     ~ Battler Sprite Bars            (1.0)     : 2007-08-21     ~ Battleback Screen Stretch      (1.0)     : 2007-08-22     ~ Map Battlebacks                (1.0)     : 2007-08-23        - Following Scripts Were Re-formated :       SCRIPT NAME              --->  NEW SCRIPT NAME     ~ Party SP                 --->  Party Stats        - Following Scripts Were Updated :       SCRIPT NAME                    (VERSION) : DATE UPDATED     ~ Draw HP/SP/Exp Percents        (1.01)    : 2007-08-01     ~ Escaping Cost                  (1.01)    : 2007-08-01     ~ Party Switcher + Extra Parties (1.21)    : 2007-08-01     ~ Game Difficulty (Alt.)         (2.01)    : 2007-08-02     ~ Battle Command Memory          (1.01)    : 2007-08-05     ~ Battle Equipping               (1.01)    : 2007-08-05     ~ Multiple Languages             (2.11)    : 2007-08-05     ~ Enhanced Item Parameters       (1.01)    : 2007-08-21     ~ Learn Skills from Items        (1.11)    : 2007-08-21     ~ Multiple Poison Effects        (1.01)    : 2007-08-21     ~ Skill Mana System              (2.01)    : 2007-08-21     ~ State Pops                     (2.01)    : 2007-08-21     ~ Quick Treasure Chest           (2.21)    : 2007-08-22     ~ Analog Movement                (2.01)    : 2007-08-23     ~ Yeyinde's RSC Require          (1.5.0)   : 2007     #==============================================================================   B) Category Descriptions    * Library Development      These systems are all designed to be used as tools for other      scripts to function. They are usually useful modules or new      library classes that make the creation of scripts a bit easier.      Many other scripts rely on these, so it is a good idea to have them.  * RGSS Rewrites      These systems are all designed to rewrite a hidden RGSS object class,      or modify an exhisting one.  * Developer Tools      These systems are all designed to provide support for further       development of the actors, classes, items, etc. These scripts will       often be expansions to the default database or tools for scripters.  * Visual Enhancement      These systems are all designed to add physical apperance to your game.  * Character Development      These systems are all designed to allow your characters to develope      dynamically, either their stats, skills or new features for them.  * Enemy Development      These systems are all designed to allow your enemies to develpe      dynamically, either their stats, skills or new features for them.  * System Enhancement      These systems are all designed to add or modify the default systems.  * Additional System      These systems are all designed to add more gameplay. They are all      new systems to RMXP bringing more for the players to do.  * Mini Games      These systems are all designed to give your players something to      do besides the main game. They are just specialized Additional      systems that are games themselves.  * Battle Enhancement      These systems are all designed to add to the default battle system.  * Battle Systems      Completely New Battle Systems, that will either modify the default      or create a new one.  * SDK Conversions      Non-SDK scripts made SDK. The idea is to re-write problem areas      that re-write SDK created methods and format the scripts to the      SDK standards.  * Mini Systems & Request      These system are all little mini-scripts, that don't really fit into      any other catagory. Just little things I thought I would share. #==============================================================================   C) Current Script Listings    * Required Scripts                                                       (03)     ~ RSC Require (By Yeyinde)       (1.5)     : 2007     ~ The RMXP SDK                   (2.3)     : 2007-07-22     ~ Method & Class Library         (2.1)     : 2007-07-22  * Library Development                                                    (09)     ~ Blur Screenshot                (1.0)     : 2007-04-02     ~ File Error Fix & Report        (1.02)    : 2007-04-28     ~ File Use Log                   (2.0)     : 2007-02-25     ~ Map Screenshot Maker           (1.1)     : 2007-07-21     ~ Mouse Selectable Windows       (2.0)     : 2007-04-03     ~ Multiple Animations            (1.0)     : 2007-03-06     ~ Multiple Damages               (1.0)     : 2007-02-12     ~ Stat Bonus Base                (1.0)     : 2007-01-26     ~ Virtual Database               (2.2)     : 2007-04-11  * RGSS Rewrites                                                          (03)     ~ Tilemap (Basic)                (1.11)    : 2007-07-31     ~ Tilemap (Flash Data)           (1.01)    : 2007-07-30     ~ Tilemap (Extra Autotiles)      (1.0)     : 2007-06-01  * Developer Tools                                                        (30)     ~ Actor Stat Bonuses             (3.0)     : 2007-01-28     ~ Analog Movement                (2.01)    : 2007-08-23     ~ Anti Event Lag System          (2.1)     : 2007-04-02     ~ Auto-Revive System             (1.0)     : 2007-08-20     ~ Auto-Save System               (1.0)     : 2007-03-17     ~ Character Class Graphics       (1.1)     : 2007-01-24     ~ Character Icon Graphics        (1.02)    : 2007-01-24     ~ Character Sprite Frame Count   (1.0)     : 2007-07-18     ~ Class Based Stats              (2.0)     : 2007-02-19     ~ Class Support                  (2.0)     : 2007-01-28     ~ Damage Limits                  (1.0)     : 2007-08-06     ~ Damage Reductions              (1.01)    : 2007-01-24     ~ Encounter Control              (2.1)     : 2007-07-30     ~ Encounter Detection Chaser     (1.0)     : 2007-08-16     ~ Enhanced Item Parameters       (1.01)    : 2007-08-21     ~ Enemy Troops Extender          (1.1)     : 2007-07-09     ~ Equipment Autostates           (1.0)     : 2007-04-02     ~ Event Collisions               (2.01)    : 2007-07-23     ~ Extra Terrains                 (1.01)    : 2007-01-24     ~ Mapping Layers                 (2.1)     : 2007-07-25     ~ Multiple BGMS                  (1.0)     : 2007-04-09     ~ Multiple Poison Effects        (1.01)    : 2007-08-21     ~ Save Event Locations           (1.0)     : 2007-03-12     ~ Skill/Equipment S & E Percents (1.0)     : 2007-08-10     ~ Skills Use Element Sets        (1.0)     : 2007-03-01     ~ Skills Use Items               (1.01)    : 2007-01-24     ~ Sound Interaction System       (1.0)     : 2007-03-21     ~ SP Cost Modifers               (1.1)     : 2007-01-24     ~ Sprite Blink Colors            (1.0)     : 2007-04-02     ~ Stat Skills                    (1.1)     : 2007-05-15     ~ Unarmed Stats & Development    (2.0)     : 2007-02-20  * Visual Enhancement                                                     (10)     ~ Animated Battlebacks           (2.1)     : 2007-02-28     ~ Battleback Screen Stretch      (1.0)     : 2007-08-22     ~ Battler Sprite Bars            (1.0)     : 2007-08-21     ~ Enhanced BattleStatus Window   (1.1)     : 2007-03-13     ~ Event Text Display             (4.0)     : 2007-07-30     ~ Map Battlebacks                (1.0)     : 2007-08-23     ~ Perspective Sprites            (1.0)     : 2007-01-05     ~ Scroll Status Display          (1.1)     : 2007-07-26     ~ Skill Learn Display            (2.0)     : 2007-02-16     ~ State Pops                     (2.01)    : 2007-08-21  * Character Development                                                  (05)      ~ Blue, Geomancy & Level Skills  (1.11)    : 2007-02-10     ~ Final Fantasy I Magic System   (1.0)     : 2007-08-06     ~ Learn Skills from Items        (1.11)    : 2007-08-21     ~ Party Stats                    (2.0)     : 2007-08-06     ~ Skill Mana System              (2.01)    : 2007-08-21  * Enemy Development                                                      (06)      ~ Dynamic Enemies                (3.01)    : 2007-05-11     ~ Dynamic Enemies - Database +   (1.0)     : 2007-08-06     ~ Dynamic Enemy Actions          (1.1)     : 2007-03-01     ~ Dynamic + Add. Enemy Drops     (3.0)     : 2007-03-01     ~ Game Difficulty                (3.0)     : 2007-03-01     ~ Game Difficulty (Alt.)         (2.01)    : 2007-08-02  * System Enhancement                                                     (01)      ~ Advanced Title Screen          (2.0)     : 2007-03-01  * Additional System                                                      (07)      ~ Action Encounters              (1.01)    : 2007-07-26     ~ Battle Simulator               (1.0)     : 2007-06-02     ~ Keyword Encyclopedia           (1.1)     : 2007-03-02     ~ Multiple Languages             (2.11)    : 2007-08-05     ~ Party Switcher + Extra Parties (1.21)    : 2007-08-01     ~ Quick Treasure Chest           (2.21)    : 2007-08-22     ~ WorldMap Teleporter            (2.0)     : 2007-02-26  * Mini Games                                                             (00)   * Battle Enhancement                                                     (07)      ~ Battle Equipping               (1.01)    : 2007-08-05     ~ Battle Escaping                (1.0)     : 2007-07-28     ~ Battle Leaders                 (1.0)     : 2007-05-07     ~ Battle Switching               (2.1)     : 2007-07-29     ~ Dynamic Defending              (1.0)     : 2007-07-28     ~ Escaping Cost                  (1.01)    : 2007-08-01     ~ Battle Command Memory          (1.01)    : 2007-08-05  * Battle Systems                                                         (00)   * SDK Conversions                                                        (00)   * Mini Systems & Request                                                 (02)      ~ Draw HP/SP/Exp Percents        (1.0)     : 2007-07-27     ~ On Map Party Cycler            (1.0)     : 2007-06-15#==============================================================================   D) Scripts to be Updated / Finished         SCRIPT NAME                    (VERSION) : DATE UPDATED      ~ Action Battlers                (1.1)     : 2006-10-24     ~ Character Holograms            (1.01)    : 2006-10-23     ~ Crafting System                (1.1)     : 2006-10-17     ~ Dodger Mini-Game               (1.9)     : 2007-04-05     ~ Dynamic Banking System         (1.0)     : 2005-11-12     ~ Dynamic Currencies             (1.01)    : 2006-10-24     ~ Equipment, Item & Skill Reqs   (0.9)     : 2006-10-30     ~ Equipment Skills               (2.01)    : 2006-04-13     ~ FFVIII Skill Points            (1.0)     : 2006-12-01     ~ Gameover to Inn                (3.1)     : 2006-11-30     ~ Hero Database                  (1.0)     : 2006-02-22     ~ Inn & Savepoint System         (2.0)     : 2006-10-19     ~ Introduction & Splash System   (4.0)     : 2006-12-06     ~ Item Inventory                 (1.0)     : 2005-12-03     ~ Map Effects                    (2.0)     : 2006-03-04     ~ Path Finding                   (1.0)     : 2005-11-29     ~ Shift Puzzles                  (2.0)     : 2006-07-28     ~ Skill Shop                     (1.0)     : 2006-04-06     ~ Skill & Item Sorting           (0.9)     : 2006-08-06     ~ Star Ocean Battle Arena        (1.0)     : 2005-12-22     ~ Storage Box System             (1.0)     : 2006-04-16     ~ Sudoku Puzzles                 (1.0)     : 2006-08-06     ~ Tilemap (Extra Autotiles)      (1.1)     : 2007-06-03     ~ Vehicle System                 (1.0)     : 2006-04-12      ~ Weapon Specials                (1.0)     : 2006-11-04      ~ Goldenshadow : Adv. Fishing    (1.8)     : 2005-07-29     ~ Ccoa : Minecart Mayhem         (1.0)     : 2005-07-30          ~ Skill Mana System - Restore Options        ~ Zelda Title System          And MUCH MUCH MORE! GO ME!#==============================================================================   E) Possible Future Releases  =end #=========================================================================

 

 

Cancella totalmente quello che usi adesso e usa questo (ho fatto una piccola modifica, ma faccio più a dirti cosa ho cambiato che non tu a sostituire tutto)

Se ti crea ancora problemi dimmelo :3

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
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AOT: Associazione Odiamo la Telecom:

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"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

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