Lol, ok, here ya go:
Theres like 50 scripts tho, so wouldnt it be better to upload it for you somewhere? In case not, heres the first of... a lot.
#==============================================================================
# ? Taret__Game_Battler
#------------------------------------------------------------------------------
# The first three scripts here are basically just carbon copies
# of the default Game_Battler script, although a few changes are
# made, including the removal or addition of a few member variables
# Actually, a few functions in these first three scripts are overloaded
# and therefore go with the "most recent" version, which is to say,
# the version of the function in 4 or 5.
#==============================================================================
class Taret__Game_Battler
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :battler_name # ???? ?????
attr_reader :battler_hue # ???? ??
attr_reader :hp # HP
attr_reader :sp # SP
attr_reader :ep
attr_reader :states # ????
attr_reader :character_name
attr_reader :character_hue
attr_reader :path
attr_accessor :x
attr_accessor :y
attr_reader :real_x
attr_reader :real_y
attr_reader :tile_id
attr_reader :opacity
attr_reader :blend_type
attr_reader :direction
attr_reader :pattern
attr_reader :through
attr_reader :class_id # ??? ID
attr_accessor :hidden # ?????
attr_accessor :immortal # ??????
attr_accessor :damage_pop # ?????????
attr_accessor :damage # ?????
attr_accessor :critical # ?????????
attr_accessor :animation_id # ??????? ID
attr_accessor :animation_hit # ??????? ??????
attr_accessor :white_flash # ?????????
attr_accessor :blink # ?????
attr_accessor :transparent
attr_accessor :ct
attr_accessor :element
attr_reader :skills
attr_reader :weapon_id # ?? ID
attr_reader :armor_id # ? ID
attr_reader :accessory1_id # ??? ID
attr_reader :accessory2_id # ??? ID
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
@battler_name = ""
@battler_hue = 0
@hp = 0
@sp = 0
@ep = 0
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
@hidden = false
@immortal = false
@damage_pop = false
@damage = nil
@critical = false
@animation_id = 0
@animation_hit = false
@white_flash = false
@blink = false
@current_action = Taret__Game_BattleAction.new
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@blend_type = 0
@opacity = 255
@direction = 2
@pattern = 0
@through = false
@transparent = false
@original_direction = 2
@original_pattern = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@jump_count = 0
@jump_peak = 0
@ct = 0
@class_id = 0
@path = []
@move_speed = 4
@move_frequency = 6
@skills = []
@element = rand(4)
end
def str
n = [[base_str + @str_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
def dex
n = [[base_dex + @dex_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
def agi
n = [[base_agi + @agi_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
def int
n = [[base_int + @int_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
#--------------------------------------------------------------------------
# ? MaxHP ???
# maxhp : ??? MaxHP
#--------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ? MaxSP ???
# maxsp : ??? MaxSP
#--------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ? ?????
# str : ?????
#--------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ??????
# dex : ??????
#--------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ??????
# agi : ??????
#--------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ?????
# int : ?????
#--------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def hit
n = 100
for i in @states
n *= $data_states[i].hit_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def atk
n = base_atk
for i in @states
n *= $data_states[i].atk_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def pdef
n = base_pdef
for i in @states
n *= $data_states[i].pdef_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def mdef
n = base_mdef
for i in @states
n *= $data_states[i].mdef_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def eva
n = base_eva
for i in @states
n += $data_states[i].eva
end
return n
end
#--------------------------------------------------------------------------
# ? HP ???
# hp : ??? HP
#--------------------------------------------------------------------------
def hp=(hp)
@hp = [[hp, maxhp].min, 0].max
# ????????????
for i in 1...$data_states.size
if $data_states[i].zero_hp
if self.dead?
add_state(i)
else
remove_state(i)
end
end
end
end
#--------------------------------------------------------------------------
# ? SP ???
# sp : ??? SP
#--------------------------------------------------------------------------
def sp=(sp)
@sp = [[sp, maxsp].min, 0].max
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def recover_all
@hp = maxhp
@ep = maxep
for i in @states.clone
remove_state(i)
end
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def current_action
return @current_action
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def make_action_speed
@current_action.speed = agi + rand(10 + agi / 4)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def dead?
return (@hp == 0 and not @immortal)
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def exist?
return (not @hidden and (@hp > 0 or @immortal))
end
#--------------------------------------------------------------------------
# ? HP 0 ??
#--------------------------------------------------------------------------
def hp0?
return (not @hidden and @hp == 0)
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def movable?
return (not @hidden and restriction < 4)
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def guarding?
return (@current_action.kind == 0 and @current_action.basic == 1)
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def resting?
return (@current_action.kind == 0 and @current_action.basic == 3)
end
end