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***
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Level 89
Code: [Select]
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[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
  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, 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)
  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[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
        # 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[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
  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 ??
# ????????
#==============================================================================
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

***
Rep:
Level 89
Code: [Select]
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[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
  end
end
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

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Rep:
Level 89
This is a code for a custon battle system but when im in battle and about to be attacked my sprite dissapears and wen killed flashes red for a sec but the other works fine for sum odd reason it seems to be the lowest id numbered hero
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

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I love Firerain
Rep:
Level 97
=D
1. Where to put it
2. Screenshots plz
Arlen is hot.

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? ? ? ? ? ? ? ? ? The nice kind of alien~
Rep:
Level 92
Martian - Occasionally kind
Try to check if there's anything funny or special with the sprite.

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I love Firerain
Rep:
Level 97
=D
but where do we put it?
Arlen is hot.

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? ? ? ? ? ? ? ? ? The nice kind of alien~
Rep:
Level 92
Martian - Occasionally kind
@Nightwolf: Just above main, but below everything else.
Here for an explanation: http://rmrk.net/index.php?topic=263

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Rep:
Level 87
and god said...LET THERE BE LIGHT!
this script doesnt really work when there are impassible things on the map