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How to remove fight/defend screen.

I am curious how to remove this:
help1.jpg


and put the Defend & Retreat right here:
help2.jpg


Could anyone teach me how to do this or explain it or show me? I would greatly appreciate it, i want to learn so i don't have to ask every time.

I would actually prefer if there was an arrow in the middle of the "Attack Skill etc etc" section and it would flip to a 2nd page with Escape and Defend, (but remove the Fight thing)

Is this possible without having it at the bottom? I can post the cbs i'm using in just a minute.

class Bitmap
if 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)

end
end
def 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
end
end
end

module RPG
class 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
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
end
end
end

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
end
end

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
end
end

#==============================================================================
# ¦ 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
# ????????????????????
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# ????????????
@battler_name = @battler.battler_name
@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 < 255
#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, 2)
#@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)
end
end

#==============================================================================
# ¦ 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
@tilemap.autotiles = 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
# ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚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))
end
# ????????????
@timer_sprite = Sprite_Timer.new
# ??????
update
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
if @tilemap != nil
# ?????????
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles.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
end
end

#==============================================================================
# ¦ 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])
end
end

#==============================================================================
# ¦ 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)
end
end

#==============================================================================
# ¦ 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)
end
end

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
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
@spriteset.actor_sprites.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[23] == "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 == 1
@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
end
end
 

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