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Arushu

HI... Level Up Window help

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Hey arushu. The Introductions and Farewells forum is for... well... introductions and farewells. Please try to post things in their appropriate forum. It's really quite easy to tell. Just browse through them next time. ^_^

I moved this to Game Making Support for you.

 

Also, you didn't specify which program you are using. You need to do that. I went ahead and answered the question assuming you were using RMXP:

 

I just tested the default battle system, in RMXP, and it already tells you when a character levels up after battle.

 

http://gyazo.com/c4704e4427a6c0270f80dada198dc345.png

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Could you please post this battle system or link to it?

 

 

If you post it here, make sure to use the code and spoiler tags. Example:

 

[spoiler][code]paste the script here[/code][/spoiler]

 

 

^_^

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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
       # Æ’AÆ’NÆ’^ÂÂ[Æ’XÆ’vƒ‰ƒCÆ’g‚ð’ljÃÂ
       @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 ??
# ????????
#==============================================================================

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
#==============================================================================
# ** Seph's Test Bed Log
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 0.41
# 2007-08-29
# Total Scripts : 84
=begin ========================================================================

 ** Table Of Contents **

 A) Version Updates
   * Version 0.10 : 2006-10-09
   * Version 0.20 : 2006-10-20
   * Version 0.25 : 2006-11-08
   * Version 0.30 : 2006-12-12
   * Version 0.40 : 2007-07-31
   * Version 0.41 : 2007-08-29
 B) Catagory Descriptions
 C) Current Scripts Listings
 D) Scripts to be Updated
 E) Possible Future Releases

#==============================================================================

 A) Version Updates

 * Version 0.1 : 2006-10-09

  - Following Scripts Were Released :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Quick Treasure Chest           (1.0)     : 2006-07-09
    ~ Shift Puzzles                  (2.0)     : 2006-07-28
    ~ Trickster's Curve Generator    (1.0)     : 2006-07-28
    ~ Damage Reductions              (1.0)     : 2006-07-29
    ~ Character Class Graphics       (1.0)     : 2006-08-01
    ~ Game Difficulty                (2.0)     : 2006-08-03
    ~ Introduction & Splash System   (3.0)     : 2006-08-04
    ~ Sudoku Puzzles                 (1.0)     : 2006-08-06
    ~ Encounter Control              (1.0)     : 2006-08-12
    ~ Bitmap File Dump               (1.0)     : 2006-08-22
    ~ Event Text Display             (3.0)     : 2006-08-22
    ~ Gameover to Inn                (3.0)     : 2006-08-22
    ~ Stat Skills                    (1.0)     : 2006-08-22
    ~ Learn Skills From Items        (1.0)     : 2006-08-23
    ~ Blue, Geomancy & Level Skills  (1.0)     : 2006-08-24
    ~ Class Based Stats              (1.0)     : 2006-08-27
    ~ Multiple Languages             (2.0)     : 2006-08-27
    ~ Quick Animations               (2.0)     : 2006-08-27
    ~ Advanced Title Screen          (1.0)     : 2006-08-30
    ~ Crafting System                (1.0)     : 2006-09-06
    ~ Scene Base                     (2.0)     : 2006-09-06
    ~ Keyword Encyclopedia           (1.0)     : 2006-09-09
    ~ Dynamic Currencies             (1.0)     : 2006-09-10
    ~ SP Cost Modifers               (1.0)     : 2006-09-15
    ~ Action Battlers                (1.0)     : 2006-09-20
    ~ Actor Stat Bonuses             (2.0)     : 2006-09-20
    ~ Aditional Item Drops           (2.0)     : 2006-09-20
    ~ Virtual Database               (2.0)     : 2006-10-02
    ~ Character Holograms            (1.0)     : 2006-10-07
    ~ Dynamic Enemies                (2.0)     : 2006-10-07
    ~ Animated Battlebacks           (1.0)     : 2006-10-08
    ~ File Error Fix & Report        (1.0)     : 2006-10-08

  - Following Scripts Were Updated :
    ~ None

 ---------------------------------------------------------------------------   

 * Version 0.2 : 2006-10-20

  - Following Scripts Were Released :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Skills Use Items               (1.0)     : 2006-10-15
    ~ Event Collisions               (1.0)     : 2006-10-16
    ~ Alternate Game Difficulty      (1.0)     : 2006-10-18
    ~ Inn & Savepoint System         (2.0)     : 2006-10-19
    ~ Dynamic Enemy Actions          (1.0)     : 2006-10-22
    ~ Unarmed Stats & Development    (1.0)     : 2006-10-22
    ~ Character Icon Graphics        (1.0)     : 2006-10-23
    ~ Class Support                  (1.0)     : 2006-10-24

      (SDK Conversions)
    ~ Goldenshadow : Adv. Fishing    (1.8)     : 2005-07-29
    ~ Ccoa : Minecart Mayhem         (1.0)     : 2005-07-30

  - Following Scripts Were Updated :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Animated Battlebacks           (1.1)     : 2006-10-17
    ~ Crafting System                (1.1)     : 2006-10-17
    ~ Introduction & Splash System   (3.1)     : 2006-10-17
    ~ Advanced Title Screen          (1.01)    : 2006-10-18
    ~ Scene Base                     (2.01)    : 2006-10-18
    ~ Trickster's Curve Generator    (2.0)     : 2006-10-22
    ~ Character Holograms            (1.01)    : 2006-10-23
    ~ Encounter Control              (1.01)    : 2006-10-23
    ~ Event Text Display             (3.01)    : 2006-10-23
    ~ Action Battlers                (1.1)     : 2006-10-24
    ~ Dynamic Currencies             (1.01)    : 2006-10-24
    ~ Virtual Database               (2.01)    : 2006-10-24

 ---------------------------------------------------------------------------   

 * Version 0.25 : 2006-11-08
  - Following Scripts Were Released :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ State Pops                     (1.0)     : 2006-10-29
    ~ Equipment, Item & Skill Reqs   (0.9)     : 2006-10-30
    ~ Party SP                       (1.0)     : 2006-11-02
    ~ Weapon Specials                (1.0)     : 2006-11-04
    ~ Tilemap                        (0.9)     : 2006-11-06
    ~ Scroll Status Display          (1.0)     : 2006-11-07

  - Following Scripts Were Updated :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Character Icon Graphics        (1.01)    : 2006-11-01

 ---------------------------------------------------------------------------   

 * Version 0.3 : 2006-12-13
  - Following Scripts Were Released :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Party Switcher + Extra Parties (1.0)     : 2006-11-25
    ~ FFVIII Skill Points            (1.0)     : 2006-12-01
    ~ Skill Learn Display            (1.0)     : 2006-12-04
    ~ Event Spawner                  (2.0)     : 2006-12-09

  - Following Scripts Were Updated :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Actor Stat Bonuses             (2.1)     : 2006-11-30
    ~ Gameover to Inn                (3.1)     : 2006-11-30
    ~ Quick Animations               (3.0)     : 2006-12-01
    ~ Animated Battleback            (2.0)     : 2006-12-04
    ~ Introduction & Splash System   (4.0)     : 2006-12-06
    ~ Method & Class Library Adds.   (0.2)     : 2006-12-11
    ~ Additional Enemy Drops         (2.1)     : 2006-12-13

 ---------------------------------------------------------------------------   

 * Version 0.4 : 2007-07-31
  - Following Scripts Were Released :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Perspective Sprites            (1.0)     : 2007-01-05
    ~ Stat Bonus Base                (1.0)     : 2007-01-26
    ~ Extra Terrains                 (1.01)    : 2007-01-24
    ~ File Use Log                   (2.0)     : 2007-02-25
    ~ Multiple Damages               (1.0)     : 2007-02-12
    ~ Analog Movement                (2.0)     : 2007-02-16
    ~ WorldMap Teleporter            (2.0)     : 2007-02-26
    ~ Dynamic + Add. Enemy Drops     (3.0)     : 2007-03-01
    ~ Skills Use Element Sets        (1.0)     : 2007-03-01
    ~ Multiple Animations            (1.0)     : 2007-03-06
    ~ Save Event Locations           (1.0)     : 2007-03-12
    ~ Enhanced BattleStatus Window   (1.1)     : 2007-03-13
    ~ Auto-Save System               (1.0)     : 2007-03-17
    ~ Sound Interaction System       (1.0)     : 2007-03-21
    ~ Anti Event Lag System          (2.1)     : 2007-04-02
    ~ Blur Screenshot                (1.0)     : 2007-04-02
    ~ Equipment Autostates           (1.0)     : 2007-04-02
    ~ Sprite Blink Colors            (1.0)     : 2007-04-02
    ~ Mouse Selectable Windows       (2.0)     : 2007-04-03
    ~ Multiple BGMS                  (1.0)     : 2007-04-09
    ~ Skill Mana System              (2.0)     : 2007-04-23
    ~ Battle Leaders                 (1.0)     : 2007-05-07
    ~ Tilemap (Extra Autotiles)      (1.0)     : 2007-06-01
    ~ Battle Simulator               (1.0)     : 2007-06-02
    ~ Multiple Poison Effects        (1.0)     : 2007-06-03
    ~ On Map Party Cycler            (1.0)     : 2007-06-15
    ~ Enhanced Item Parameters       (1.0)     : 2007-06-28
    ~ Enemy Troops Extender          (1.1)     : 2007-07-09
    ~ Battle Equipping               (1.0)     : 2007-07-18
    ~ Character Sprite Frame Count   (1.0)     : 2007-07-18
    ~ Map Screenshot Maker           (1.1)     : 2007-07-21
    ~ Escaping Cost                  (1.0)     : 2007-07-25
    ~ Mapping Layers                 (2.1)     : 2007-07-25
    ~ Action Encounters              (1.01)    : 2007-07-26
    ~ Draw HP/SP/Exp Percents        (1.0)     : 2007-07-27
    ~ Battle Command Memory          (1.0)     : 2007-07-28
    ~ Battle Escaping                (1.0)     : 2007-07-28
    ~ Dynamic Defending              (1.0)     : 2007-07-28
    ~ Battle Switching               (2.1)     : 2007-07-29
    ~ Tilemap (Flash Data)           (1.01)    : 2007-07-30

  - Following Scripts Were Updated :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Character Class Graphics       (1.1)     : 2007-01-24
    ~ Character Icon Graphics        (1.02)    : 2007-01-24
    ~ Damage Reductions              (1.01)    : 2007-01-24
    ~ Skills Use Items               (1.01)    : 2007-01-24
    ~ SP Cost Modifers               (1.1)     : 2007-01-24
    ~ Actor Stat Bonuses             (3.0)     : 2007-01-28
    ~ Class Support                  (2.0)     : 2007-01-28
    ~ Blue, Geomancy & Level Skills  (1.11)    : 2007-02-10
    ~ Party Switcher + Extra Parties (1.2)     : 2007-02-14
    ~ Skill Learn Display            (2.0)     : 2007-02-16
    ~ State Pops                     (2.0)     : 2007-02-16
    ~ Class Based Stats              (2.0)     : 2007-02-19
    ~ Learn Skills From Items        (1.1)     : 2007-02-20
    ~ Unarmed Stats & Development    (2.0)     : 2007-02-20
    ~ Animated Battlebacks           (2.1)     : 2007-02-28
    ~ Advanced Title Screen          (2.0)     : 2007-03-01
    ~ Dynamic Enemy Actions          (1.1)     : 2007-03-01
    ~ Game Difficulty                (3.0)     : 2007-03-01
    ~ Game Difficulty (Alt.)         (2.0)     : 2007-03-01
    ~ Keyword Encyclopedia           (1.1)     : 2007-03-02
    ~ Multiple Languages             (2.1)     : 2007-03-02
    ~ Virtual Database               (2.2)     : 2007-04-11
    ~ File Error Fix & Report        (1.02)    : 2007-04-28
    ~ Dynamic Enemies                (3.01)    : 2007-05-11
    ~ Stat Skills                    (1.1)     : 2007-05-15
    ~ Quick Treasure Chest           (2.2)     : 2007-07-13
    ~ Event Collisions               (2.01)    : 2007-07-23
    ~ Scroll Status Display          (1.1)     : 2007-07-26
    ~ Encounter Control              (2.1)     : 2007-07-30
    ~ Event Text Display             (4.0)     : 2007-07-30
    ~ Tilemap (Basic)                (1.11)    : 2007-07-31

  - Following Scripts Were Re-formated :
      SCRIPT NAME              --->  NEW SCRIPT NAME
    ~ Additional Enemy Drops   --->  Dynamic + Add. Enemy Drops

  - Following Scripts Were Moved to the Method & Class Library or SDK :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Bitmap File Dump               (1.0)     : 2006-08-22
    ~ Scene Base                     (2.01)    : 2006-10-18
    ~ Trickster's Curve Generator    (2.0)     : 2006-10-22
    ~ Quick Animations               (3.0)     : 2006-12-01
    ~ Event Spawner                  (2.0)     : 2006-12-09

  - Following Scripts Were Temporarily Removed Until Next Update :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Goldenshadow : Adv. Fishing    (1.8)     : 2005-07-29
    ~ Ccoa : Minecart Mayhem         (1.0)     : 2005-07-30
    ~ Shift Puzzles                  (2.0)     : 2006-07-28
    ~ Sudoku Puzzles                 (1.0)     : 2006-08-06
    ~ Crafting System                (1.1)     : 2006-10-17
    ~ Inn & Savepoint System         (2.0)     : 2006-10-19
    ~ Character Holograms            (1.01)    : 2006-10-23
    ~ Event Text Display             (3.01)    : 2006-10-23
    ~ Action Battlers                (1.1)     : 2006-10-24
    ~ Dynamic Currencies             (1.01)    : 2006-10-24
    ~ Equipment, Item & Skill Reqs   (0.9)     : 2006-10-30
    ~ Party SP                       (1.0)     : 2006-11-02
    ~ Weapon Specials                (1.0)     : 2006-11-04
    ~ Gameover to Inn                (3.1)     : 2006-11-30
    ~ FFVIII Skill Points            (1.0)     : 2006-12-01
    ~ Introduction & Splash System   (4.0)     : 2006-12-06

 ---------------------------------------------------------------------------   

 * Version 0.41: 2007-08-29
  - Following Scripts Were Released :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Damage Limits                  (1.0)     : 2007-08-06
    ~ Dynamic Enemies - Database +   (1.0)     : 2007-08-06
    ~ Final Fantasy I Magic System   (1.0)     : 2007-08-06
    ~ Party Stats                    (2.0)     : 2007-08-06
    ~ Skill/Equipment S & E Percents (1.0)     : 2007-08-10
    ~ Encounter Detection Chaser     (1.0)     : 2007-08-16
    ~ Auto-Revive System             (1.0)     : 2007-08-20
    ~ Battler Sprite Bars            (1.0)     : 2007-08-21
    ~ Battleback Screen Stretch      (1.0)     : 2007-08-22
    ~ Map Battlebacks                (1.0)     : 2007-08-23

  - Following Scripts Were Re-formated :
      SCRIPT NAME              --->  NEW SCRIPT NAME
    ~ Party SP                 --->  Party Stats

  - Following Scripts Were Updated :
      SCRIPT NAME                    (VERSION) : DATE UPDATED
    ~ Draw HP/SP/Exp Percents        (1.01)    : 2007-08-01
    ~ Escaping Cost                  (1.01)    : 2007-08-01
    ~ Party Switcher + Extra Parties (1.21)    : 2007-08-01
    ~ Game Difficulty (Alt.)         (2.01)    : 2007-08-02
    ~ Battle Command Memory          (1.01)    : 2007-08-05
    ~ Battle Equipping               (1.01)    : 2007-08-05
    ~ Multiple Languages             (2.11)    : 2007-08-05
    ~ Enhanced Item Parameters       (1.01)    : 2007-08-21
    ~ Learn Skills from Items        (1.11)    : 2007-08-21
    ~ Multiple Poison Effects        (1.01)    : 2007-08-21
    ~ Skill Mana System              (2.01)    : 2007-08-21
    ~ State Pops                     (2.01)    : 2007-08-21
    ~ Quick Treasure Chest           (2.21)    : 2007-08-22
    ~ Analog Movement                (2.01)    : 2007-08-23
    ~ Yeyinde's RSC Require          (1.5.0)   : 2007

#==============================================================================

 B) Category Descriptions

 * Library Development
     These systems are all designed to be used as tools for other
     scripts to function. They are usually useful modules or new
     library classes that make the creation of scripts a bit easier.
     Many other scripts rely on these, so it is a good idea to have them.
 * RGSS Rewrites
     These systems are all designed to rewrite a hidden RGSS object class,
     or modify an exhisting one.
 * Developer Tools
     These systems are all designed to provide support for further 
     development of the actors, classes, items, etc. These scripts will 
     often be expansions to the default database or tools for scripters.
 * Visual Enhancement
     These systems are all designed to add physical apperance to your game.
 * Character Development
     These systems are all designed to allow your characters to develope
     dynamically, either their stats, skills or new features for them.
 * Enemy Development
     These systems are all designed to allow your enemies to develpe
     dynamically, either their stats, skills or new features for them.
 * System Enhancement
     These systems are all designed to add or modify the default systems.
 * Additional System
     These systems are all designed to add more gameplay. They are all
     new systems to RMXP bringing more for the players to do.
 * Mini Games
     These systems are all designed to give your players something to
     do besides the main game. They are just specialized Additional
     systems that are games themselves.
 * Battle Enhancement
     These systems are all designed to add to the default battle system.
 * Battle Systems
     Completely New Battle Systems, that will either modify the default
     or create a new one.
 * SDK Conversions
     Non-SDK scripts made SDK. The idea is to re-write problem areas
     that re-write SDK created methods and format the scripts to the
     SDK standards.
 * Mini Systems & Request
     These system are all little mini-scripts, that don't really fit into
     any other catagory. Just little things I thought I would share.

#==============================================================================

 C) Current Script Listings

 * Required Scripts                                                       (03)
    ~ RSC Require (By Yeyinde)       (1.5)     : 2007
    ~ The RMXP SDK                   (2.3)     : 2007-07-22
    ~ Method & Class Library         (2.1)     : 2007-07-22
 * Library Development                                                    (09)
    ~ Blur Screenshot                (1.0)     : 2007-04-02
    ~ File Error Fix & Report        (1.02)    : 2007-04-28
    ~ File Use Log                   (2.0)     : 2007-02-25
    ~ Map Screenshot Maker           (1.1)     : 2007-07-21
    ~ Mouse Selectable Windows       (2.0)     : 2007-04-03
    ~ Multiple Animations            (1.0)     : 2007-03-06
    ~ Multiple Damages               (1.0)     : 2007-02-12
    ~ Stat Bonus Base                (1.0)     : 2007-01-26
    ~ Virtual Database               (2.2)     : 2007-04-11
 * RGSS Rewrites                                                          (03)
    ~ Tilemap (Basic)                (1.11)    : 2007-07-31
    ~ Tilemap (Flash Data)           (1.01)    : 2007-07-30
    ~ Tilemap (Extra Autotiles)      (1.0)     : 2007-06-01
 * Developer Tools                                                        (30)
    ~ Actor Stat Bonuses             (3.0)     : 2007-01-28
    ~ Analog Movement                (2.01)    : 2007-08-23
    ~ Anti Event Lag System          (2.1)     : 2007-04-02
    ~ Auto-Revive System             (1.0)     : 2007-08-20
    ~ Auto-Save System               (1.0)     : 2007-03-17
    ~ Character Class Graphics       (1.1)     : 2007-01-24
    ~ Character Icon Graphics        (1.02)    : 2007-01-24
    ~ Character Sprite Frame Count   (1.0)     : 2007-07-18
    ~ Class Based Stats              (2.0)     : 2007-02-19
    ~ Class Support                  (2.0)     : 2007-01-28
    ~ Damage Limits                  (1.0)     : 2007-08-06
    ~ Damage Reductions              (1.01)    : 2007-01-24
    ~ Encounter Control              (2.1)     : 2007-07-30
    ~ Encounter Detection Chaser     (1.0)     : 2007-08-16
    ~ Enhanced Item Parameters       (1.01)    : 2007-08-21
    ~ Enemy Troops Extender          (1.1)     : 2007-07-09
    ~ Equipment Autostates           (1.0)     : 2007-04-02
    ~ Event Collisions               (2.01)    : 2007-07-23
    ~ Extra Terrains                 (1.01)    : 2007-01-24
    ~ Mapping Layers                 (2.1)     : 2007-07-25
    ~ Multiple BGMS                  (1.0)     : 2007-04-09
    ~ Multiple Poison Effects        (1.01)    : 2007-08-21
    ~ Save Event Locations           (1.0)     : 2007-03-12
    ~ Skill/Equipment S & E Percents (1.0)     : 2007-08-10
    ~ Skills Use Element Sets        (1.0)     : 2007-03-01
    ~ Skills Use Items               (1.01)    : 2007-01-24
    ~ Sound Interaction System       (1.0)     : 2007-03-21
    ~ SP Cost Modifers               (1.1)     : 2007-01-24
    ~ Sprite Blink Colors            (1.0)     : 2007-04-02
    ~ Stat Skills                    (1.1)     : 2007-05-15
    ~ Unarmed Stats & Development    (2.0)     : 2007-02-20
 * Visual Enhancement                                                     (10)
    ~ Animated Battlebacks           (2.1)     : 2007-02-28
    ~ Battleback Screen Stretch      (1.0)     : 2007-08-22
    ~ Battler Sprite Bars            (1.0)     : 2007-08-21
    ~ Enhanced BattleStatus Window   (1.1)     : 2007-03-13
    ~ Event Text Display             (4.0)     : 2007-07-30
    ~ Map Battlebacks                (1.0)     : 2007-08-23
    ~ Perspective Sprites            (1.0)     : 2007-01-05
    ~ Scroll Status Display          (1.1)     : 2007-07-26
    ~ Skill Learn Display            (2.0)     : 2007-02-16
    ~ State Pops                     (2.01)    : 2007-08-21
 * Character Development                                                  (05) 
    ~ Blue, Geomancy & Level Skills  (1.11)    : 2007-02-10
    ~ Final Fantasy I Magic System   (1.0)     : 2007-08-06
    ~ Learn Skills from Items        (1.11)    : 2007-08-21
    ~ Party Stats                    (2.0)     : 2007-08-06
    ~ Skill Mana System              (2.01)    : 2007-08-21
 * Enemy Development                                                      (06) 
    ~ Dynamic Enemies                (3.01)    : 2007-05-11
    ~ Dynamic Enemies - Database +   (1.0)     : 2007-08-06
    ~ Dynamic Enemy Actions          (1.1)     : 2007-03-01
    ~ Dynamic + Add. Enemy Drops     (3.0)     : 2007-03-01
    ~ Game Difficulty                (3.0)     : 2007-03-01
    ~ Game Difficulty (Alt.)         (2.01)    : 2007-08-02
 * System Enhancement                                                     (01) 
    ~ Advanced Title Screen          (2.0)     : 2007-03-01
 * Additional System                                                      (07) 
    ~ Action Encounters              (1.01)    : 2007-07-26
    ~ Battle Simulator               (1.0)     : 2007-06-02
    ~ Keyword Encyclopedia           (1.1)     : 2007-03-02
    ~ Multiple Languages             (2.11)    : 2007-08-05
    ~ Party Switcher + Extra Parties (1.21)    : 2007-08-01
    ~ Quick Treasure Chest           (2.21)    : 2007-08-22
    ~ WorldMap Teleporter            (2.0)     : 2007-02-26
 * Mini Games                                                             (00) 
 * Battle Enhancement                                                     (07) 
    ~ Battle Equipping               (1.01)    : 2007-08-05
    ~ Battle Escaping                (1.0)     : 2007-07-28
    ~ Battle Leaders                 (1.0)     : 2007-05-07
    ~ Battle Switching               (2.1)     : 2007-07-29
    ~ Dynamic Defending              (1.0)     : 2007-07-28
    ~ Escaping Cost                  (1.01)    : 2007-08-01
    ~ Battle Command Memory          (1.01)    : 2007-08-05
 * Battle Systems                                                         (00) 
 * SDK Conversions                                                        (00) 
 * Mini Systems & Request                                                 (02) 
    ~ Draw HP/SP/Exp Percents        (1.0)     : 2007-07-27
    ~ On Map Party Cycler            (1.0)     : 2007-06-15
#==============================================================================

 D) Scripts to be Updated / Finished

      SCRIPT NAME                    (VERSION) : DATE UPDATED

    ~ Action Battlers                (1.1)     : 2006-10-24
    ~ Character Holograms            (1.01)    : 2006-10-23
    ~ Crafting System                (1.1)     : 2006-10-17
    ~ Dodger Mini-Game               (1.9)     : 2007-04-05
    ~ Dynamic Banking System         (1.0)     : 2005-11-12
    ~ Dynamic Currencies             (1.01)    : 2006-10-24
    ~ Equipment, Item & Skill Reqs   (0.9)     : 2006-10-30
    ~ Equipment Skills               (2.01)    : 2006-04-13
    ~ FFVIII Skill Points            (1.0)     : 2006-12-01
    ~ Gameover to Inn                (3.1)     : 2006-11-30
    ~ Hero Database                  (1.0)     : 2006-02-22
    ~ Inn & Savepoint System         (2.0)     : 2006-10-19
    ~ Introduction & Splash System   (4.0)     : 2006-12-06
    ~ Item Inventory                 (1.0)     : 2005-12-03
    ~ Map Effects                    (2.0)     : 2006-03-04
    ~ Path Finding                   (1.0)     : 2005-11-29
    ~ Shift Puzzles                  (2.0)     : 2006-07-28
    ~ Skill Shop                     (1.0)     : 2006-04-06
    ~ Skill & Item Sorting           (0.9)     : 2006-08-06
    ~ Star Ocean Battle Arena        (1.0)     : 2005-12-22
    ~ Storage Box System             (1.0)     : 2006-04-16
    ~ Sudoku Puzzles                 (1.0)     : 2006-08-06
    ~ Tilemap (Extra Autotiles)      (1.1)     : 2007-06-03
    ~ Vehicle System                 (1.0)     : 2006-04-12 
    ~ Weapon Specials                (1.0)     : 2006-11-04 
    ~ Goldenshadow : Adv. Fishing    (1.8)     : 2005-07-29
    ~ Ccoa : Minecart Mayhem         (1.0)     : 2005-07-30

    ~ Skill Mana System - Restore Options   
    ~ Zelda Title System

    And MUCH MUCH MORE! GO ME!
#==============================================================================

 E) Possible Future Releases

=end #=========================================================================

 

 

this is the script i'm using, could you maybe tell me why it also doesn't let me use any type of summoning method?

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Did you cut out something from the top? There should be a title and stuff. : \

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no there isnt anything at the top, just noticed that. it should be the green coloured text right? none of that there, but the side view battle works fine (apart from no summoning method has worked)

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