
Dargor":9ovvsohh said:Hmm... First of all make sure you're using version 1.3. Then take a look at the custom scripts you have and tell me if a script modified the WIndow_Help class.
I tested this script with Takentai CBS and it worked fine.
#==============================================================================
# ★RGSS2
# STR33b_ATB Customization v1.2 08/05/21
# By star: [url=http://strcatyou.u-abel.net/]http://strcatyou.u-abel.net/[/url]
# Translated by Mr. Bubble
#
# ・ATB configuration script
# ・For detailed use, please refer to the bottom of this page.
#
# !!~~CAUTION~~!!
# ◆"変数"を扱ã†è¨å®šé …ç›®ãŒã‚ã‚Šã¾ã™ã€‚
# よãã“ã‚ŒãŒåŽŸå› ã§ãƒ•ãƒªãƒ¼ã‚ºã—ã¦ã—ã¾ã†ã€ãªã©ã¨ã„ã£ãŸç—‡çŠ¶ãŒ
#ã€€å ±å‘Šã•ã‚Œã¦ã„ã¾ã™ã®ã§ã”注æ„ãã ã•ã„。
# (I can't translate it, but I'm leaving it here since it's important.)
#
#------------------------------------------------------------------------------
Â
#==============================================================================
# â– STRRGSS2(è¨å®šç®‡æ‰€)
#==============================================================================
module STRRGSS2;module CTB
 #-------------------------------------------------------------------------#
 # Dependant Variables                         #
 #-------------------------------------------------------------------------#
 # > Game Variable to specify Wait Mode
 WAIT_VA = 0     # 1-5000 Variable ID if you do not specify 0.
 # > Game Variable to specify overall ATB Speed
 CT_SPEED_VA = 0   # 1-5000 Variable ID if you do not specify 0.
#-------------------------------------------------------------------------#
 # ★ Wait                              #
 #-------------------------------------------------------------------------#
 # Default Wait Mode.  This will also be Mode in Battle Test.
 WAIT  = 1      #  Wait Pattern ↓
 # Battle Wait Pattern ( Please do not changes these settings below. )
 #       A   B   C   D   # Pattern Value
 WAIT_P = [[false,false,false,false], # 0: Full Active
      [false, true,false,false], # 1: Final Fantasy Wait Mode
      [false, true, true,false], # 2: Target Selection Wait
      [false, true, true, true], # 3: Command Input Wait
      [ true, true, true, true]] # 4: Full Wait
           # A = Action Running
           # B = Skill Selection
           # C = Target Selection
           # D = Actor Command Selection(Defensive skill)
 #-------------------------------------------------------------------------#
 # ★ Real-Time Turn(v1.0)                      #
 #-------------------------------------------------------------------------#
 RTT    = true  # Change to real-time elapsed turn formula
          # true : 1 turn is elapsed after a specified amount of time
          # false: 1 turn is elapsed after each battler action
 RTT_COUNT = 300  # Elapsed time for 1 turn (1/60sec, only when RTT = true)
 # <Note> Enemy Action Pattern "turn" is managed seperately (see detailed
 #     specifications)
Â
 #-------------------------------------------------------------------------#
 # ★ Gauge Count                            #
 #-------------------------------------------------------------------------#
 CT_MAX    = 4096    # CT Maximum Value
 CT_SPEED   = 8     # Gauge Speed
 CT_CANCEL   = 25     # Canceled turn CT reduction (%)
 # SE that plays when Actor Command window opens
 COMMANDSE   = RPG::SE.new("Decision2", 80, 100)
 # CT Gauge Damage that occurs when attacked
 CT_DM_ATTACK = 0      # Values between -100 ~ 100
 # CT Damage skill Notes keyword
 CT_DM_WORD  = "COUNTDAMAGE"
 # Armor, weapon and state Notes keywords(v1.0)
 CT_CT_WORD  = "CTSPEEDRATE"
 CT_AW_WORD  = "CHANTSPEEDRATE"
 #-------------------------------------------------------------------------#
 # ★ Escape Settings                          #
 #-------------------------------------------------------------------------#
 ESCAPE    = 192     # Escape Value (Lower number is easier escape).
 ESCAPE_KEY  = Input::L  # Escape Button.
 ESCAPE_SWITCH= false    # Pressing Escape button once will toggle escape(v1.0)
 ESCAPE_CSTOP = true    # Stop actors' CT Gauge when trying to escape.
 ESCAPE_LOSS  = true    # Escape gauge decreases when not attempting escape.
 ESCAPE_LOSSP = 768     # Escape gauge reduction speed (Low values are fast). Â
 #-------------------------------------------------------------------------#
 # ★ Layout                              #
 #-------------------------------------------------------------------------#
 W_RESIZE   = false    # Enable/Disable new skill/item window layout change
 W_HELP_Y   = 232     # Y-coordinate of skill/item help window
 # Skill/Items window rectangle size and positioning
 W_RECT    = Rect.new(0, 288, 544, 128)
 #-------------------------------------------------------------------------#
 # ★ Enable/Disable Features (v1.0)                         #
 #-------------------------------------------------------------------------#
 ESC_DISABLE = false # true: disable escape from battles.
 CNX_DISABLE = false # true: option to skip an actor's turn with Input:B (X)
           # is disabled.
 #-------------------------------------------------------------------------#
 # ★ Extensions (Don't change unless you know what it does)        #
 #-------------------------------------------------------------------------#
 EXTEND    = {:update => 1}
 #-------------------------------------------------------------------------#
 # ★ éžè¨å®šç®‡æ‰€                              #
 #-------------------------------------------------------------------------#
 # ウェイトモードå–å¾—
 def self.wait_mode
  if WAIT_VA == 0
   return WAIT_P[WAIT]
  else
   return WAIT_P[$game_variables[WAIT_VA]]
  end
 end
 # ゲージスピードå–å¾—
 def self.ctspeed
  if STRRGSS2::CTB::CT_SPEED_VA == 0
   return CT_SPEED
  else
   return $game_variables[CT_SPEED_VA]
  end
 end
 # !!戦闘テストã®å ´åˆã€å¤‰æ•°ä¾å˜è¨å®šã‚’無効ã«ã™ã‚‹!!
 WAIT_VA = CT_SPEED_VA = 0 if $BTEST
 #
end;end
#==============================================================================
# â– Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
 #--------------------------------------------------------------------------
 # ◠スã‚ルé¸æŠžã®é–‹å§‹(å†å®šç¾©)
 #--------------------------------------------------------------------------
 if STRRGSS2::CTB::W_RESIZE;def start_skill_selection_str33x
  @help_window = Window_Help.new
  @help_window.y = STRRGSS2::CTB::W_HELP_Y
  r = STRRGSS2::CTB::W_RECT
  @skill_window = Window_Skill.new(r.x, r.y, r.width, r.height, @active_battler)
  @skill_window.help_window = @help_window
  @actor_command_window.active = false
 end
 #--------------------------------------------------------------------------
 # ◠アイテムé¸æŠžã®é–‹å§‹(å†å®šç¾©)
 #--------------------------------------------------------------------------
 def start_item_selection
  @help_window = Window_Help.new
  @help_window.y = STRRGSS2::CTB::W_HELP_Y
  r = STRRGSS2::CTB::W_RECT
  @item_window = Window_Item.new(r.x, r.y, r.width, r.height)
  @item_window.help_window = @help_window
  @actor_command_window.active = false
 end;end
end
#==============================================================================
# ★ STR33_Active Time Battle Manual
#------------------------------------------------------------------------------
# â—†Summary
# In addition to fighting in real-time, the ATB battle format is
# like Final Fantasy. A battler with high AGI will have a faster CT count.
# When the CT gauge reaches a specified value, battler is able to act.
# When a battler takes action, CT count is reset to 0 and refills back to
# maximum. Â If CT gauge stops, it is impossible to take action.
#------------------------------------------------------------------------------
# â—†Main Functions
# -To Escape a battle, press Input:L
#  With this ATB script, escaping with Party Command is disabled.
#  However, by pressing the Escape button, an Escape Gauge
#  will fill until full to allow Escape.
# -Item/Skill Chanting Speed
#  Items and skills will use the "Speed" value in the Database
#  to calculate chanting speed.
#  Speed is calculated under a new formula.
# -Count Damage
#  You may create items and skills that increases or decreases CT gauge count
# Â utilizing the Notes field of a skill in your Database.
#  ・Add a memo in the Notes field of the skill.
#   COUNTDAMAGE[10]
#             ↑ Use a value between -100 ~ 100.
#            Values will % of CT gauge.(Negative values are CT recovery)
# -CT and Chanting Speed Rate can be augmented through equipment/states.
#  In the Notes field for States/Weapons/Armor, you may augment an actor's
# Â Chanting or CT Speed if they have the specified item equipped or if they
# Â are afflicted by the specified state.
#  Add in Notes field of the Armor/Weapon/State:
#   ・<Example> If you want to adjust CT Speed:
#    CTSPEEDRATE[200%]
#               ↑ Value must be greater than or equal to 0.
#   ・<Example> If you want to adjust Chanting Speed:
#    CHANTSPEEDRATE[150%]
#               ↑ Value must be greater than or equal to 0.
#------------------------------------------------------------------------------
# > Specifications
# -Speed Related
# ・CT Gauge Speed Formula
#  AGI / All Battlers Average AGI * CT_SPEED
#  ※ Average AGI is calculated every turn.
# ・Chanting Speed
#  Gauge Speed * Database Speed Value / 100
#  Example: Database Speed Value of 150 will be 1.5 times
# Â that of normal gauge speed.
# ・Initial CT Value
#  Normal  :CT 33% ~ CT 43%
#  "Fast Attack" Weapon: CT 100%
#  Preemptive:CT 90% ~ CT 100%
#  Surprised :0
#  <Note> When the "Fast Attack" Option for weapons is checkmarked, the actor
# Â Â Â Â will start the battle with 100% CT. Â In the case of an enemy surprise
# Â Â Â Â attack, enemies will have first priority.
# ・Count Damage
#  If target has reached maximum CT, damage to CT is invalid.
# ・CT/Chanting Speed Rate
#  1.0 * (Multiplicative total of all State and Equipment Augments / 100)
#   <Example> Weapon 150% * Armor 80% * State 200% = 240%
#   <Example> Weapon 120% * Armor 200% * State 0% = 0%
#  
# -Escape Related
# ・Escape gauge speed
#  is the average AGI of party.
# ・Escape Gauge Maximum Value Formula
#  (Enemy Average AGI * Number of Enemies * Escape Value) / 2
#  + (0 ~ Enemy Group Average AGI * 2)
# ・Escape Gauge Decrease Speed Formula
#  Party Average AGI / Value of ESCAPE_LOSSP
# ・Initial Escape Gauge Value
#  Normal  :Escape 0% ~ Escape 20%
#  Preemptive  :Escape 50% ~ Escape 100%
#  Surprised :0
#
# -Behavior
# [v0.8] Everytime a battler acts, Turn Number +1.
# ☆[v1.0]: Turns may now be based off a real-time formula.  Please refer to
# Â Â Â Â Â *STR33b_ATB Customization on customization for this setting.
# ・When a message is displayed, CT gauges stop.
# ・When under the Incapacitated state, CT value is zero.
# ・Battle Events and Conditions "Turn" is not the same as normal.  Battle Turn
# Â starts at 0(zero). Â Please take this into consideration.
# ※With this ATB script Slip Damage States, such as Poison, are very strong.
#  It is recommended to use a separate script to balance Slip Damage
#  States to your preferences.
#==============================================================================
#==============================================================================
# ★RGSS2
# STR11c_XP Cursor v2.1 08/04/18
# By star:http://strcatyou.u-abel.net/
# Translated by Mr. Bubble
# Assign a cursor graphic file and import into the .Graphics\System folder
#  Standard  Width = Width of frame * Number of animations
#      Height = Single cell height * 3
#  First Row: Actor Command Cursor
#  Second Row: Actor Selection Cursor
#  Third Row: Enemy Selection Cursor
#
# Mr. Bubble: This has been edited from the original version to fix ATB
# Â Â Â Â Â Â Mode bugs.
#
#==============================================================================
# â– STRRGSS2(Config)
#==============================================================================
module STRRGSS2
 TR_STATE_W = 144     # ターゲットåå‰è¡¨ç¤ºæ¬„ã®ã‚¹ãƒ†ãƒ¼ãƒˆæ¨ªå¹…
end
class Sprite_BattleCursor < Sprite
 CURSOR   = "Cursor"   # Cursor graphic file name
 WAIT    = 6      # Cursor animation speed.  Low values are fast.
 SPEED    = 4      # Cursor move speed.  Low values are fast.
 CW     = 32      # Width of one frame
 CH     = 32      # Height of one frame
end
#==============================================================================
# â– Game_Party
#==============================================================================
class Game_Party < Game_Unit
 #--------------------------------------------------------------------------
 # ◠公開インスタンス変数
 #--------------------------------------------------------------------------
 attr_reader  :actors
end
#==============================================================================
# â– Sprite_BattleCursor
#==============================================================================
class Sprite_BattleCursor < Sprite
 #--------------------------------------------------------------------------
 # ◠公開インスタンス変数
 #--------------------------------------------------------------------------
 attr_accessor :xx
 attr_accessor :yy
 attr_accessor :type
 #--------------------------------------------------------------------------
 # ◠オブジェクトåˆæœŸåŒ–
 #--------------------------------------------------------------------------
 def initialize(viewport)
  super(viewport)
  self.bitmap = Cache.system(CURSOR)
  self.src_rect.set(0, 0, CW, CH)
  self.ox = CW / 2
  self.oy = CH / 2
  @wait = WAIT
  self.x = 544 / 2
  self.y = 416
  self.z += 25
  @xx = self.x
  @yy = self.y
  @type = 0
 end
 #--------------------------------------------------------------------------
 # ◠解放
 #--------------------------------------------------------------------------
 def dispose
  if self.bitmap != nil
   self.bitmap.dispose
  end
  super
 end
 #--------------------------------------------------------------------------
 # ◠フレーム更新
 #--------------------------------------------------------------------------
 def update
  super
  s = (SPEED - 1)
  self.x = ((self.x * s) + @xx) / SPEED
  self.y = ((self.y * s) + @yy) / SPEED
  @wait -= 1
  return if @wait > 0
  @wait = WAIT
  self.src_rect.x += CW
  self.src_rect.x = 0 if (self.bitmap.width <= self.src_rect.x)
  self.src_rect.y = CH * @type
 end
end
#==============================================================================
# â– Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
 alias update_str11c update
 def update
  update_str11c
  if (@battler != nil and @battler.cursor_flash and
    not @battler.dead? and @effect_duration <= 0)
   @battler.white_flash = true
  end
 end
end
#==============================================================================
# â– Game_Battler
#==============================================================================
class Game_Battler
 #--------------------------------------------------------------------------
 # ◠公開インスタンス変数
 #--------------------------------------------------------------------------
 attr_accessor :cursor_flash
 #--------------------------------------------------------------------------
 # ★ エイリアス
 #--------------------------------------------------------------------------
 alias clear_sprite_effects_str11 clear_sprite_effects
 def clear_sprite_effects
  clear_sprite_effects_str11
  @cursor_flash = false
 end
end
#==============================================================================
# â– Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # ◠カーソルをå³ã«ç§»å‹•
 #--------------------------------------------------------------------------
 def cursor_right(wrap = false)
  if @column_max >= 2
   @index = (@index + 1) % @item_max
  end
 end
 #--------------------------------------------------------------------------
 # ◠カーソルを左ã«ç§»å‹•
 #--------------------------------------------------------------------------
 def cursor_left(wrap = false)
  if @column_max >= 2
   @index = (@index - 1 + @item_max) % @item_max
  end
 end
end
#==============================================================================
# â– Window_TargetEnemy
#==============================================================================
class Window_TargetEnemy < Window_Command
 #--------------------------------------------------------------------------
 # ★ å†å®šç¾©
 #--------------------------------------------------------------------------
 def initialize
  commands = []
  @enemies = []
  for enemy in $game_troop.members
   next unless enemy.exist?
   commands.push(enemy.name)
   @enemies.push(enemy)
  end
  super(416, commands, 8, 1)
  self.z = -100
  self.back_opacity = 0
  self.opacity = 0
  self.contents_opacity = 0
  @e_exist = []
  for enemy in $game_troop.members
   @e_exist[enemy.index] = enemy.exist?
  end
 end
 #--------------------------------------------------------------------------
 # ◠フレーム更新(å†å®šç¾©)
 #--------------------------------------------------------------------------
 def update
  super
  for enemy in $game_troop.members
   if @e_exist[enemy.index] != enemy.exist?
    # エãƒãƒŸãƒ¼ãƒªã‚¹ãƒˆå¤‰å‹•
    commands = []
    @enemies = []
    for enemy in $game_troop.members
     next unless enemy.exist?
     commands.push(enemy.name)
     @enemies.push(enemy)
    end
    initialize_2(416, commands, 8, 1)
    self.z = -100
    self.back_opacity = 0
    self.opacity = 0
    self.contents_opacity = 0
    @e_exist = []
    for enemy in $game_troop.members
     @e_exist[enemy.index] = enemy.exist?
    end
   end
  end
 end
 #--------------------------------------------------------------------------
 # ◠カーソルをå³ã«ç§»å‹•
 #--------------------------------------------------------------------------
 def cursor_right(wrap = false)
  if @column_max >= 2
   @index = (@index + 1) % @item_max
  end
 end
 #--------------------------------------------------------------------------
 # ◠カーソルを左ã«ç§»å‹•
 #--------------------------------------------------------------------------
 def cursor_left(wrap = false)
  if @column_max >= 2
   @index = (@index - 1 + @item_max) % @item_max
  end
 end
end
#==============================================================================
# â– Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
 #--------------------------------------------------------------------------
 # ◠戦闘処ç†ã®å®Ÿè¡Œé–‹å§‹(STR33)
 #--------------------------------------------------------------------------
 alias start_main_str33sideview start_main
 def start_main  Â
 Â
# Â Â @help_window = Window_Help.new if @help_window == nil
# Â Â @help_window.visible = false
  start_main_str33sideview
 end
 #--------------------------------------------------------------------------
 # ◠ヘルプウインドウã®è¡¨ç¤º
 #--------------------------------------------------------------------------
 def pop_help(obj)
# Â Â @help_window = Window_Help.new if @help_window == nil
# Â Â return if obj.extension.include?("HELPHIDE")
# Â Â @help_window.set_text(obj.name, 1)
# Â Â @help_window.visible = true
 end
 #--------------------------------------------------------------------------
 # ★ エイリアス
 #--------------------------------------------------------------------------
 alias terminate_str11c terminate
 def terminate
  @cursor.bitmap.dispose
  @cursor.dispose
  terminate_str11c
 end
 #--------------------------------------------------------------------------
 # ◠フレーム更新
 #--------------------------------------------------------------------------
 alias update_str11 update
 def update
  update_xpstbt_cursor
  update_str11
 Â
 end
 alias update_basic_str11x33 update_basic
 def update_basic(m = false)
  update_basic_str11x33(m)
  update_xpstbt_cursor unless m
 end
 def update_xpstbt_cursor
  for i in $game_party.members
   i.cursor_flash = false
  end
  if @status_window.index != -1
   update_strbtflash
   m = $game_party.actors
   a = $game_actors[m[@status_window.index]]
   a.cursor_flash = true
  end
  if @target_enemy_window != nil
   update_strbtflash
   m = @target_enemy_window.enemy
   a = $game_troop.members[m.index]
   a.cursor_flash = true
   @cursor.type = 2
  Â
   point = @spriteset.set_cursor(false, @target_enemy_window.enemy.index)
   @cursor.xx = point[0]
   @cursor.yy = point[1] - 32
  Â
   #@cursor.xx = a.screen_x
   #@cursor.yy = a.screen_y
   @cursor.update
   @cursor.visible = true
   text = a.name
   if @trid != a.index
    @trid = a.index
    @en_help_window.set_text(text, 1)
    x = @en_help_window.width - 32 - STRRGSS2::TR_STATE_W
    @en_help_window.draw_actor_state(a, x, 0, STRRGSS2::TR_STATE_W)
   end
  elsif @target_actor_window != nil
   update_strbtflash
   m = $game_party.actors
   a = $game_actors[m[@target_actor_window.index]]
   a.cursor_flash = true
   @cursor.type = 1
  Â
   point = @spriteset.set_cursor(true, @target_actor_window.index)
   @cursor.xx = point[0]
   @cursor.yy = point[1] - 28
  Â
   #@cursor.xx = a.screen_x
   #@cursor.yy = a.screen_y - 16
   @cursor.update
   @cursor.visible = true
   text = a.name
   if @trid != a.id
    @trid = a.id
    @en_help_window.set_text(text, 1)
    x = @en_help_window.width - 32 - STRRGSS2::TR_STATE_W
    @en_help_window.draw_actor_state(a, x, 0, STRRGSS2::TR_STATE_W)
   end
  elsif @status_window.index != -1
   m = $game_party.actors
   a = $game_actors[m[@status_window.index]]
   @cursor.type = 0
  Â
   point = @spriteset.set_cursor(true, @status_window.index)
   @cursor.xx = point[0]
   @cursor.yy = point[1] - 32
  Â
   #@cursor.xx = a.screen_x
   #@cursor.yy = a.screen_y - 8
   @cursor.update
   @cursor.visible = true
  else
   @cursor.type = -1
   @cursor.xx = 544 / 2
   @cursor.yy = 416 / 2
   @cursor.visible = false
  end
 end
 def update_strbtflash
  for i in $game_party.members + $game_troop.members
   i.cursor_flash = false
  end
 end
 #--------------------------------------------------------------------------
 # â— æƒ…å ±è¡¨ç¤ºãƒ“ãƒ¥ãƒ¼ãƒãƒ¼ãƒˆã®ä½œæˆ
 #--------------------------------------------------------------------------
 alias create_info_viewport_str33sideview create_info_viewport
 def create_info_viewport
  create_info_viewport_str33sideview
  # カーソル
  @cursor = Sprite_BattleCursor.new(nil)
  @cursor.visible = false
 end
 #--------------------------------------------------------------------------
 # ◠対象敵ã‚ャラé¸æŠžã®é–‹å§‹
 #--------------------------------------------------------------------------
 alias start_target_enemy_selection_str11 start_target_enemy_selection
 def start_target_enemy_selection
  strtrhelp_start
  start_target_enemy_selection_str11
 end
 #--------------------------------------------------------------------------
 # ◠対象敵ã‚ャラé¸æŠžã®çµ‚了
 #--------------------------------------------------------------------------
 alias end_target_enemy_selection_str11 end_target_enemy_selection
 def end_target_enemy_selection
  for i in $game_troop.members
   i.cursor_flash = false
  end
  strtrhelp_end
  end_target_enemy_selection_str11
 end
 #--------------------------------------------------------------------------
 # ◠対象アクター対象é¸æŠžã®é–‹å§‹
 #--------------------------------------------------------------------------
 alias start_target_actor_selection_str11 start_target_actor_selection
 def start_target_actor_selection
  strtrhelp_start
  start_target_actor_selection_str11
 end
 #--------------------------------------------------------------------------
 # ◠対象アクターé¸æŠžã®çµ‚了
 #--------------------------------------------------------------------------
 alias end_target_actor_selection_str11 end_target_actor_selection
 def end_target_actor_selection
  for i in $game_party.members
   i.cursor_flash = false
  end
  strtrhelp_end
  end_target_actor_selection_str11
 end
 #--------------------------------------------------------------------------
 # ★ 追åŠ
 #--------------------------------------------------------------------------
 def strtrhelp_start
  @trid = -1
  @en_help_window = Window_Help.new
  @help_window.visible = false if @help_window != nil
  @skill_window.visible = false if @skill_window != nil
 end
 def strtrhelp_end
  @trid = -1
  @en_help_window.dispose
  @help_window.visible = true if @help_window != nil
  @skill_window.visible = true if @skill_window != nil
 end
end
Â
=begin
#==============================================================================
# ★RGSS2
# STR11i_Action Help Window v1.0 08/01/24
# By star:http://otsu.cool.ne.jp/strcatyou/
#
# ・Shows skill name in a Help Window when used.
# Â This will have display issues with the battle message such as when Escaping.
# Â Move above "Main" to use.
#
=end
Â
#==============================================================================
# â– Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
 # Wait customization
 STR11IWAIT_E = 24     # Escape
 STR11IWAIT_G = 16     # Guard
 STR11IWAIT_S = 8     # Skill
 STR11IWAIT_I = 8     # Item
 # Wait Fast Forward Input Button
 STR11IW_FAST = Input::C
 #--------------------------------------------------------------------------
 # ★ 追åŠ
 #--------------------------------------------------------------------------
 def wait_act_str11i(d)
  while d > 0
   update_basic
   d -= 1
   d -= 1 if Input.press?(STR11IW_FAST)
  end
 end
 #--------------------------------------------------------------------------
 # ★ エイリアス
 #--------------------------------------------------------------------------
 # 開始処ç†
 alias start_str11i start
 def start
  @act_help_window = Window_Help.new
  @act_help_window.visible = false
  start_str11i
 end
 # 終了処ç†
 alias terminate_str11i terminate
 def terminate
  @act_help_window.dispose
  terminate_str11i
 end
Â
 # 戦闘行動ã®å®Ÿè¡Œ : 防御
 alias execute_action_guard_str11i execute_action_guard
 def execute_action_guard
  text = Vocab::guard
  @act_help_window.visible = true
  @act_help_window.set_text(text, 1)
  execute_action_guard_str11i
  wait_act_str11i(STR11IWAIT_G)
  @act_help_window.visible = false
 end
 # 戦闘行動ã®å®Ÿè¡Œ : スã‚ル
 alias execute_action_skill_str11i execute_action_skill
 def execute_action_skill
  text = @active_battler.action.skill.name
  @act_help_window.visible = true
  @act_help_window.set_text(text, 1)  Â
  execute_action_skill_str11i
  wait_act_str11i(STR11IWAIT_S)
  @act_help_window.visible = false
 end
 # 戦闘行動ã®å®Ÿè¡Œ : アイテãƒ
 alias execute_action_item_str11i execute_action_item
 def execute_action_item
  text = @active_battler.action.item.name
  @act_help_window.visible = true
  @act_help_window.set_text(text, 1)
  execute_action_item_str11i
  wait_act_str11i(STR11IWAIT_I)
  @act_help_window.visible = false
 end
end
Â