[XP] Walking animation while waiting - Battle

Started by l0rdph0enix, July 23, 2011, 05:54:36 pm

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l0rdph0enix

July 23, 2011, 05:54:36 pm Last Edit: July 23, 2011, 06:24:52 pm by ForeverZer0
I'm using the Rice Field CBS and I was wondering how I can get it so both actor and enemy will have the 'walking' animation while they wait their turn so nobody is just standing there.

Spoiler: ShowHide
 
module Side_view
 #--------------------------------------------------------------------------
 # œ Using together RTAB@™Automatic recognition
 #--------------------------------------------------------------------------
 if Scene_Battle.method_defined?("synthe?")
   RTAB = true
 else
   RTAB = false
 end
 #--------------------------------------------------------------------------
 # œ Using together RTAB cam ™Automatic recognition
 #--------------------------------------------------------------------------
 def camera_correctness
   return false if !RTAB
   begin
     return $scene.drive
   rescue
     return false
   end
 end
 #--------------------------------------------------------------------------
 # œ The maximum number of parties
 #--------------------------------------------------------------------------
 Party_max = 4
 #--------------------------------------------------------------------------
 # œ Expansion rate of Battler graphic(actor exclusive use)
 #--------------------------------------------------------------------------
 CHAR_ZOOM = 1.0
 #--------------------------------------------------------------------------
 # œ Arrow cursor position correction
 #--------------------------------------------------------------------------
 ARROW_OX = 0
 ARROW_OY = 64
 #--------------------------------------------------------------------------
 # œ State name treated as flight (Array)
 #--------------------------------------------------------------------------
 FLY_STATES = ["Flying"]
 #--------------------------------------------------------------------------
 # œ Positional correction of combat screen party
 #--------------------------------------------------------------------------
 PARTY_X = 480     # X position of party
 PARTY_Y = 200     # Y position of party
 FORMATION_X = 32  # actor's interval X
 FORMATION_Y = 38  # actor's interval Y
 #--------------------------------------------------------------------------
 # œ ƒJƒXƒ^ƒ}ƒCƒY'è"
 #--------------------------------------------------------------------------
 NORMAL   = "NORMAL"
 WALK_R   = "WALK_R"
 WALK_L   = "WALK_L"
 ATTACK   = "ATTACK"
 ATTACK_R = "ATTACK_R"
 ATTACK_L = "ATTACK_L"
 MAGIC    = "MAGIC"
 ITEM     = "ITEM"
 # ƒAƒjƒ,̐Ý'è
 ANIME = {
   # [id,Loop?,speed,weapon visible,pattern freeze,Weapon Right or Left(using RTAB)]
   NORMAL            => [1,true , 0,false, true ,""    ], # Standby usually
   WALK_R            => [2,true , 6,false, false,""    ], # move Right
   WALK_L            => [1,true , 6,false, false,""    ], # move Left
   ATTACK_R          => [1,false, 6,true , false,"Right"],# attack by Right hand
   ATTACK_L          => [1,false, 6,true , false,"Left"], # attack by Left hand
   MAGIC             => [1,false, 6,false, false,""    ], # spell Magic
   ITEM              => [1,false, 6,false, false,""    ], # using Item
   }
   
 # default (Do not change it)  
 ANIME.default = [1,false,12,false,"",""]
 
 # ƒAƒNƒVƒ‡ƒ"Ý'è,ÌŠÖ˜A•t,¯
 ACTION_LIB = {
   "Hero Move"            => "moving_setup",
   "Hero Graphic Change"  => "change",
   "Throw Animation"      => "flying",
   "main phase step 3"    => "animation1",
   "main phase step 4"    => "animation2",
   "Waiting"              => "wait",
   "Graphic Reverse"      => "reverse",
   "Afterimage ON"        => "shadow_on",
   "Afterimage OFF"       => "shadow_off",
   "Freeze ON"            => "freeze",
   "Freeze OFF"           => "freeze_lifting",
   "Display Animation"    => "animation_start",
   "Play Sound Effect"    => "play_se",
 }
 ACTION_LIB.default = "finish"

 # (Do not change it)
 DUAL_WEAPONS_ANIME = [ATTACK]
 
 # Arms display X coordinates
 BLZ_X = {
 0=>[0,0,0,0],   # NO MOTION
 1=>[2,2,2,2],   # Shake lowering
 2=>[15,10,0,0], # Piercing
 3=>[2,2,2,2],   # Raising
 4=>[0,0,3,3],   # Bow and gun
 5=>[0,0,0,0],   # For addition
 6=>[0,0,0,0],   # For addition
 7=>[0,0,0,0],   # For addition
 8=>[0,0,0,0],   # For addition
 }
 # Arms display Y coordinates
 BLZ_Y = {
 0=>[0,0,0,0], # NO MOTION
 1=>[6,6,6,6], # Shake lowering
 2=>[6,6,6,6], # Piercing
 3=>[6,6,6,6], # Raising
 4=>[8,8,8,8], # Bow and gun
 5=>[0,0,0,0], # For addition
 6=>[0,0,0,0], # For addition
 7=>[0,0,0,0], # For addition
 8=>[0,0,0,0], # For addition
 }
 # Arms display Angle
 BLZ_ANGLE = {
 0=>[0,0,0,0],                            # NO MOTION
 1=>[75-45*3,75-45*2,75-45*1,75-45*1],    # Shake lowering
 2=>[45,45,45,45],                        # Piercing
 3=>[100-45*1,100-45*2,100-45*3,00-45*4], # Raising
 4=>[45,45,45,45],                        # Bow and gun
 5=>[0,0,0,0],                            # For addition
 6=>[0,0,0,0],                            # For addition
 7=>[0,0,0,0],                            # For addition
 8=>[0,0,0,0],                            # For addition
 }
 
 #--------------------------------------------------------------------------
 # œ SHAKE
 #--------------------------------------------------------------------------
 SHAKE_FILE = "SHAKE"  # filename
 SHAKE_POWER = 5       # POWER
 SHAKE_SPEED = 5       # SPEED
 SHAKE_DURATION = 5    # DURATION
 #--------------------------------------------------------------------------
 # œ UPSIDE_DOWN
 #--------------------------------------------------------------------------
 UPSIDE_DOWN_FILE = "UPSIDE_DOWN" # filename
 #--------------------------------------------------------------------------
 # œ REVERSE
 #--------------------------------------------------------------------------
 REVERSE_FILE = "REVERSE" # filename
 #--------------------------------------------------------------------------
 # œ ‰ñ"],̐Ý'è
 #--------------------------------------------------------------------------
 TURNING_FILE = "ROTATION" # filename
 TURNING_DIRECTION = 1     # Directioni1.Anti-clockwise, -1.clockwise)
 TURNING_SPEED = 32        # Speed
 TURNING_DURATION = 1      # Rotation frequency
 #--------------------------------------------------------------------------
 # œ ˆÚ"®,̐Ý'è
 #--------------------------------------------------------------------------
 MOVE_FILE = "MOVE"             # filename
 MOVE_RETURN = 1                # Do you return to former position?
 MOVE_SPEED = 32                # Speed
 MOVE_COORDINATES = [0, -640]   # Relative coordinates from former position
 #--------------------------------------------------------------------------
 # œ Add Animation (using RTAB)
 #--------------------------------------------------------------------------
 ADD_ANIME_FILE = "Add_ANIME"   # filename
 ADD_ANIME_ID = 0               # Animation ID
 #--------------------------------------------------------------------------
 # œ using RTAB (Do not change it)
 #--------------------------------------------------------------------------
 def convert_battler
   return RTAB ? @active_actor : @active_battler
 end
 #--------------------------------------------------------------------------
 # œ using RTAB (Do not change it)
 #--------------------------------------------------------------------------
 def convert_battler2(*arg)
   return RTAB ? arg[0] : @active_battler
 end
end

#--------------------------------------------------------------------------
# œ action performer
#--------------------------------------------------------------------------
module BattleActions
 
 # Because the one below is one example to the last
 # Please make it originally.

 Actions = {

 "Normal Attack" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#target,32,0,64,0",
 "Hero Graphic Change#NORMAL",
 "Waiting#5",
 "Hero Graphic Change#ATTACK",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Play Sound Effect#016-Jump02,80,100",
 "Hero Move#self,0,0,18,0",
 "end"
 ],
 

 "One step advancement Attack" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-32,0,12,0",
 "Hero Graphic Change#NORMAL",
 "Waiting#5",
 "Hero Graphic Change#ATTACK",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Play Sound Effect#016-Jump02,80,100",
 "Hero Move#self,0,0,12,0",
 "end"
 ],
 

 "Enemy Attack" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-36,0,12,0",
 "Hero Graphic Change#NORMAL",
 "Waiting#5",
 "Hero Graphic Change#ATTACK",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,12,0",
 "end"
 ],
 
 
 "Spell Magic" => [
 
 "main phase step 3",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-32,0,4,0",
 "Hero Graphic Change#MAGIC",
 "Waiting#15",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,4,2",
 "end"
 ],

 "Using Item" => [
 
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,-32,0,4,0",
 "main phase step 3",
 "Hero Graphic Change#ITEM",
 "Waiting#15",
 "Throw Animation",
 "main phase step 4",
 "Waiting#5",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,4,2",
 "end"
 ],
 
 "Using Skill" => [
 
 "Hero Graphic Change#WALK_L",
 "Hero Move#target_near,50,0,48,6",  
 "Graphic Reverse",
 "Freeze ON#ATTACK#3",
 "main phase step 3",
 "Play Sound Effect#135-Light01,100,100",
 "Display Animation#self,42",
 "Waiting#15",
 "Graphic Reverse",
 "Afterimage ON",
 "Hero Move#target_far,-50,0,48,0",
 "main phase step 4",
 "Waiting#5",
 "Afterimage OFF",
 "Freeze OFF",
 "Hero Graphic Change#WALK_L",
 "Hero Move#self,0,0,48,1,0",
 "end"
 ],
 }

end
 
module RPG

 # Because the one below is one example to the last
 # Please make it originally.

 class Weapon
   #--------------------------------------------------------------------------
   # Weapon sctions. Set what weapons are a stand still weapon.
   #--------------------------------------------------------------------------
   def battle_actions
     case @id
     when 91, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 106, 107,
          108, 109, 110, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 123,
            124, 125, 126, 127, 128, 129, 130, 131, 132, 191, 192, 193, 194, 195,
            196, 197, 198, 199, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210,
          211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224,
            225 # ID of Ranged Weapon
       return BattleActions::Actions["One step advancement Attack"]
     end
     return BattleActions::Actions["Normal Attack"] # default
   end
 end
 class Skill
   #--------------------------------------------------------------------------
   # œ action performer
   #--------------------------------------------------------------------------
      def battle_actions
     case @id
     when 73,74,75,76,77,78,79,80  # Ranged Skill
       return BattleActions::Actions["One step advancement Attack"]
     when 82                       # Mellee Skill
       return BattleActions::Actions["Using Skill"]
     when 83                       # Magic Skill
       return BattleActions::Actions["Spell Magic"]  
     end
     else
     if self.magic?
       return BattleActions::Actions["Spell Magic"]
     else
       return BattleActions::Actions["Using Skill"]
     end
   end
 end
 class Item
   #--------------------------------------------------------------------------
   # œ action performer
   #--------------------------------------------------------------------------
   def battle_actions
     return BattleActions::Actions["Using Item"] # default
   end
 end
end
class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # œ action performer
 #--------------------------------------------------------------------------
 def battle_actions
   return BattleActions::Actions["Enemy Attack"] # default
 end
end
module RPG
=begin
 
 œ Setting of arms type
   
   The attribute of the name "WeaponType" is made, and it is applied to arms.
   The figure is written behind "WeaponType".
@@
   Example.@WeaponType1@
   
=end
 class Weapon
   #--------------------------------------------------------------------------
   # œ WeaponType
   #--------------------------------------------------------------------------
   def anime
     # Elemental
     element_name = "WeaponType"
     for i in @element_set
       if $data_system.elements[i] =~ /#{element_name}([+-]?[0-9]+)?(%)?/
         return $1.to_i
       end
     end
     # Weapon ID

 # Because the one below is one example to the last
 # Please make it originally.

     case @id
     when 1,2,3,4
       return 1 # (WeaponType) Refer from the 115th line to the 150th line.
     when 5,6,7,8
       return 2 # (WeaponType) Refer from the 115th line to the 150th line.
     end
     return 1 # defaut
   end
 end
end
=begin
#--------------------------------------------------------------------------
# œ Include Animation
#--------------------------------------------------------------------------
 
@  Animation is included from performer to target.
   Please make animation from the data base.

  [ Animation ID, Speed, Do you shuttle?, Straight line (false) or curve(true)]        
=end
module RPG
 class Weapon
   #--------------------------------------------------------------------------
   # œ Include Animation
   #--------------------------------------------------------------------------
   def flying_anime
     # Example
     case @id
     when 34 # Boomerang
       return [10,32,true,true]
     when 20 # Arrow
       return [40,32,false,false]
     end
     return [0,0,false,false] # No throw
   end
 end
 class Skill
   #--------------------------------------------------------------------------
   # œ Include Animation
   #--------------------------------------------------------------------------
   def flying_anime
     # Example
     case @id
     when 34 # Boomerang
       return [10,32,true,true]
     when 20 # Arrow
       return [40,32,false,false]
     end
     return [0,0,false,false] # No throw
   end
 end
 class Item
   #--------------------------------------------------------------------------
   # œ Include Animation
   #--------------------------------------------------------------------------
   def flying_anime
     # Example
     case @id
     when 34 # Boomerang
       return [10,32,true,true]
     when 35 # Arrow
       return [40,32,false,false]
     end
     return [0,0,false,false] # No throw
   end
 end
end

class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # œ Throw Animation
 #--------------------------------------------------------------------------
 def flying_anime
   return [0,0,false,false]
 end
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
 include Side_view
 #--------------------------------------------------------------------------
 # œ 'ljÁEŒöŠJƒCƒ"ƒXƒ^ƒ"ƒX•ϐ"
 #--------------------------------------------------------------------------
 attr_accessor :height                  # ‰æ'œ,̍,,³
 attr_accessor :real_x                  # XÀ•W•␳
 attr_accessor :real_y                  # YÀ•W•␳
 attr_accessor :real_zoom               # Šg'å--¦
 attr_accessor :wait_count              # ƒAƒjƒ[ƒVƒ‡ƒ" 'Ò,¿ŽžŠÔ
 attr_accessor :wait_count2             # ƒAƒjƒ[ƒVƒ‡ƒ" 'Ò,¿ŽžŠÔ2
 attr_accessor :pattern                 # ƒAƒjƒ[ƒVƒ‡ƒ" ƒJƒEƒ"ƒgiƒLƒƒƒ‰)
 attr_accessor :shake                   # ƒVƒFƒCƒNŠJŽnƒtƒ‰ƒbƒO
 attr_accessor :reverse                 # ¶‰E"½"]ƒtƒ‰ƒbƒO
 attr_accessor :shadow                  # Žc'œƒtƒ‰ƒbƒO
 attr_accessor :flash_flag              # 'M,«ƒtƒ‰ƒbƒO
 attr_reader   :ox                      # XÀ•W•␳
 attr_reader   :oy                      # YÀ•W•␳
 attr_reader   :flying_x                # ‰"‹----£ƒAƒjƒXÀ•W
 attr_reader   :flying_y                # ‰"‹----£ƒAƒjƒYÀ•W
 attr_reader   :flying_anime            # ‰"‹----£ƒAƒjƒ
 attr_reader   :animation1_on           # s"®ƒAƒjƒŠJŽnƒtƒ‰ƒbƒO
 attr_reader   :animation2_on           # 'ΏۃAƒjƒŠJŽnƒtƒ‰ƒbƒO
 #--------------------------------------------------------------------------
 # œ ƒfƒtƒHƒ‹ƒg,̃Aƒjƒ[ƒVƒ‡ƒ"'Ò,¿ŽžŠÔ,ðŽæ"¾
 #--------------------------------------------------------------------------
 def animation_duration=(animation_duration)
   @_animation_duration = animation_duration
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹ŠJŽnŽž,̃ZƒbƒgƒAƒbƒv
 #--------------------------------------------------------------------------
 def start_battle
   @height = 0
   @real_x = 0
   @real_y = 0
   @real_zoom = 1.0
   @battler_condition = ""
   @action = nil
   @battle_actions = []
   @battler_action = false
   @step = 0
   @anime_on = false
   @wait_count = 0
   @wait_count2 = 0
   @ox = 0
   @oy = 0
   @pattern = 0
   @pattern_log = true
   @pattern_freeze = false
   @condition_freeze = false
   @active = false
   @move_distance = nil
   @move_wait = 0
   @move_coordinates = [0,0,0,0]
   @flying_distance = nil
   @flying_wait = 0
   @flying_x = 0
   @flying_y = 0
   @flash_flag = {}
   self.flying_clear
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®'†"»'è
 #--------------------------------------------------------------------------
 def moving?
   # XÀ•W•␳,Ü,½,́AYÀ•W•␳,ª0,Å,È,¯,ê,΁AˆÚ"®'†
   return (@ox != 0 or @oy != 0)
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®I--¹"»'è
 #--------------------------------------------------------------------------
 def move_end?
   return (@ox == @move_coordinates[0] and @oy == @move_coordinates[1])
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ"ŠJŽnÝ'è
 #--------------------------------------------------------------------------
 def action(flag = true)
   @battler_action = flag
   @animation1_on = false
   @animation2_on = false
   @step = "setup"
 end    
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ"'†"»'è
 #--------------------------------------------------------------------------
 def action?
   return @battler_action
 end
 #--------------------------------------------------------------------------
 # œ 'M,«"»'è
 #--------------------------------------------------------------------------
 def flash?
   return @flash_flg
 end
 #--------------------------------------------------------------------------
 # œ í"¬•s"\"»'è
 #--------------------------------------------------------------------------
 def anime_dead?
   if $game_temp.in_battle and !RTAB
     if [2,3,4,5].include?($scene.phase4_step)
       return @last_dead
     end
   end
   return @last_dead = self.dead?
 end
 #--------------------------------------------------------------------------
 # œ ƒsƒ"ƒ`ó'Ô"»'è
 #--------------------------------------------------------------------------
 def crisis?
   if $game_temp.in_battle and !RTAB
     if [2,3,4,5].include?($scene.phase4_step)
       return @last_crisis
     end
   end
   return @last_crisis = (self.hp <= self.maxhp / 4 or badstate?)
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒbƒhƒXƒe[ƒg"»'è
 #--------------------------------------------------------------------------
 def badstate?
   for i in @states
     unless $data_states[i].nonresistance
       return true
     end
   end
   return false
 end
 #--------------------------------------------------------------------------
 # œ "òs
 #--------------------------------------------------------------------------
 def fly
   if @fly != nil
     return @fly
   end
   for id in @states
     if FLY_STATES.include?($data_states[id].name)
       return 60
     end
   end
   return 0
 end
 #--------------------------------------------------------------------------
 # œ ‰"‹----£ƒAƒjƒ-Ú•WÀ•W,ÌŒvŽZ
 #--------------------------------------------------------------------------
 def flying_setup
   # "ñ"x-Ú,ÍŽÀs,µ,È,¢
   return if @flying_distance != nil && !camera_correctness
   if RTAB
     targets = @target
   else
     targets = $scene.target_battlers
   end
   # -Ú"IÀ•W,ðŒvŽZ
   @f_target_x = 0
   @f_target_y = 0
   for t in targets
     @f_target_x += t.screen_x
     @f_target_y += t.screen_y
   end
   if targets != []
     @f_target_x /= targets.size
     @f_target_y /= targets.size
   else
     @flying_distance = 0
     return
   end
   # ‹----£,ÌŒvŽZ
   @flying_distance = (self.screen_x - @f_target_x).abs + (self.screen_y - @f_target_y).abs
   @flying_end = false
 end
 #--------------------------------------------------------------------------
 # œ ‰"‹----£ƒAƒjƒ
 #--------------------------------------------------------------------------
 def flying_animation
   # -ß,é
   if @step != "flying" or @flying_distance.nil?
     return [false,true]
   end
   # , ,ç,©,¶,ߌvŽZ
   self_x = self.screen_x
   self_y = self.screen_y
   @flying_distance = @flying_distance == 0 ? 1 : @flying_distance
   n1 = @flying_wait / @flying_distance.to_f
   if @flying_distance - @flying_wait > @flying_distance / 2
     n2 = 1.0 + 10.0 * @flying_wait / @flying_distance.to_f
   else
     n2 = 1.0 + 10.0 * (@flying_distance - @flying_wait) / @flying_distance.to_f
   end
   if !@flying_anime[4]
     # '¼üˆÚ"®
     x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
     y = (self_y + 1.0 * (@f_target_y - self_y) * n1).to_i
   else
     # ‹ÈüˆÚ"®
     if !@flying_proceed_end
       x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
       y = (self_y + 1.0 * (@f_target_y - self_y) * n1 - n2**2).to_i
     else
       x = (self_x + 1.0 * (@f_target_x - self_x) * n1).to_i
       y = (self_y + 1.0 * (@f_target_y - self_y) * n1 + n2**2).to_i
     end
   end
   # À•W'ã"ü
   @flying_x = x
   @flying_y = y
   # ƒEƒGƒCƒg
   if !@flying_proceed_end
     # ŠJŽn
     @flying_proceed_start = @flying_wait == 0
     @flying_wait += @flying_anime[1]
     @flying_wait = [@flying_wait,@flying_distance].min
     @flying_proceed_end = @flying_wait == @flying_distance
   else
     # ŠJŽn
     @flying_return_start = @flying_wait == @flying_distance
     @flying_wait -= @flying_anime[1]
     @flying_wait = [@flying_wait,0].max
     @flying_return_end = @flying_wait == 0
   end
   if @flying_anime[1] == 0
     @flying_end = true
   elsif !@flying_anime[2]
     @flying_end = @flying_proceed_end
   else
     @flying_end = @flying_return_end
   end
   # 'l,ð•Ô,·iƒAƒjƒŠJŽn,ƒAƒjƒI--¹)
   return [@flying_proceed_start,@flying_end]
 end
 #--------------------------------------------------------------------------
 # œ ‰"‹----£ƒAƒjƒ‰Šú‰»
 #--------------------------------------------------------------------------
 def flying_clear
   @flying_proceed_start = false
   @flying_proceed_end = false
   @flying_return_start = false
   @flying_return_end = false
   @flying_end = true
   @flying_anime = [0,0,false,false]
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®
 #--------------------------------------------------------------------------
 def move
   # ‹----£,ÌŒvŽZ
   @move_distance = (@move_coordinates[2] - @move_coordinates[0]).abs +
                    (@move_coordinates[3] - @move_coordinates[1]).abs
   if @move_distance > 0
     return if @ox == @move_coordinates[0] and @oy == @move_coordinates[1]
     array = @move_coordinates
     # ƒWƒƒƒ"ƒv•␳'l,ÌŒvŽZ
     n = 100.0 * @move_wait / @move_distance
     jump = -@move_action[4] * n * (100 - n) / 100.0
     @ox = (array[2] + 1.0 * (array[0] - array[2]) * (@move_distance - @move_wait) / @move_distance.to_f).to_i
     @oy = (array[3] + 1.0 * (array[1] - array[3]) * (@move_distance - @move_wait) / @move_distance.to_f + jump).to_i
     # ƒEƒGƒCƒg
     @move_wait -= @move_action[3]
     @move_wait = [@move_wait,0].max
   end
 end
 #--------------------------------------------------------------------------
 # œ ˆÚ"®ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
 #--------------------------------------------------------------------------
 def get_move_action
   string = @action.split(/#/)[1]
   string = string.split(/,/)
   @move_action = [string[0],string[1].to_i,string[2].to_i,string[3].to_i,string[4].to_i,string[5].to_i]
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
 #--------------------------------------------------------------------------
 def get_step
   if @action.nil?
     @step = "finish"
     return
   end
   return ACTION_LIB[@action.split(/#/)[0]]
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ŽŸ,̃AƒNƒVƒ‡ƒ",Ö)
 #--------------------------------------------------------------------------
 def update_next
   @action = @battle_actions.shift
   @step = get_step
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ("®ìŽæ"¾)
 #--------------------------------------------------------------------------
 def update_setup
   # ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
   self.get_actions
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ˆÚ"®Žæ"¾)
 #--------------------------------------------------------------------------
 def update_moving_setup
   # ˆÚ"®ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
   self.get_move_action
   # ˆÚ"®-Ú•W,̐Ý'è
   self.move_setup
   @step = "moving"
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ˆÚ"®)
 #--------------------------------------------------------------------------
 def update_moving
   # ˆÚ"®
   self.move
   self.condition = @battler_condition
   # ˆÚ"®Š®--¹,µ,½,玟,̃Xƒeƒbƒv,Ö
   if move_end?
     update_next
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒjƒŽÀs)
 #--------------------------------------------------------------------------
 def update_action
   con = @action.split(/#/)[1]
   # ‰EŽèE¶Žè,ð•ª,¯,é
   if DUAL_WEAPONS_ANIME.include?(con)
     if !@first_weapon and @second_weapon
       con = con + "_L"
     else
       con = con + "_R"
     end
   end
   # ƒAƒjƒ•ύX
   self.condition = con
   # ƒ‹[ƒv,©"Û,©
   if !ANIME[@battler_condition][1]
     self.anime_on
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (‰"‹----£ƒAƒjƒ)
 #--------------------------------------------------------------------------
 def update_flying
   # -Ú•W,̐Ý'è
   self.flying_setup
   # ‰"‹----£ƒAƒjƒI--¹
   if @flying_end or @flying_anime == [0,0,false,false]
     self.flying_clear
     update_next
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒjƒ•ύX)
 #--------------------------------------------------------------------------
 def update_change
   con = @action.split(/#/)[1]
   # ‰EŽèE¶Žè,ð•ª,¯,é
   if DUAL_WEAPONS_ANIME.include?(con)
     if !@first_weapon and @second_weapon
       con = con + "_L"
     else
       con = con + "_R"
     end
   end
   # ƒAƒjƒ•ύX
   self.condition = con
   # ƒ‹[ƒv,©"Û,©
   if !ANIME[@battler_condition][1]
     self.anime_on
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (s"®ƒAƒjƒ)
 #--------------------------------------------------------------------------
 def update_animation1
   @animation1_on = true
   # s"®ƒAƒjƒ,ÌŒã,ɍs"®,ðŠJŽn,·,é
   if $scene.phase4_step == 3
     id = RTAB ? @anime1 : $scene.animation1_id
     animation = $data_animations[id]
     frame_max = animation != nil ? animation.frame_max : 0
     @wait_count2 = frame_max * 2
     return
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ('ΏۃAƒjƒ)
 #--------------------------------------------------------------------------
 def update_animation2
   @animation2_on = true
   # s"®ƒAƒjƒ,ÌŒã,ɍs"®,ðŠJŽn,·,é
   if $scene.phase4_step == 4
     id = RTAB ? @anime2 : $scene.animation2_id
     animation = $data_animations[id]
     frame_max = animation != nil ? animation.frame_max : 0
     @wait_count2 = frame_max * 2
     return
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒEƒGƒCƒg)
 #--------------------------------------------------------------------------
 def update_wait
   @wait_count2 = @action.split(/#/)[1].to_i
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (Žc'œ•\ަ)
 #--------------------------------------------------------------------------
 def update_shadow_on
   @shadow = true
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (Žc'œÁ‹Ž)
 #--------------------------------------------------------------------------
 def update_shadow_off
   @shadow = false
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (¶‰E"½"])
 #--------------------------------------------------------------------------
 def update_reverse
   @reverse = @reverse ? false : true
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ('M,«ƒAƒjƒ)
 #--------------------------------------------------------------------------
 def update_flash
   # 'M,«ƒAƒjƒ,ÌŒã,ɍs"®,ðŠJŽn,·,é
   if @flash_flag["normal"]
     @wait_count = $scene.flash_duration
     @flash_flag["normal"] = false
     return
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (SE,̉‰'t)
 #--------------------------------------------------------------------------
 def update_play_se
   data = @action.split(/#/)[1]
   data = data.split(/,/)
   # SE ,ð‰‰'t
   Audio.se_play("Audio/SE/" + data[0], data[1].to_i, data[2].to_i)
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒAƒjƒŒÅ'è)
 #--------------------------------------------------------------------------
 def update_freeze
   con = @action.split(/#/)[1]
   # ‰EŽèE¶Žè,ð•ª,¯,é
   if DUAL_WEAPONS_ANIME.include?(con)
     if !@first_weapon and @second_weapon
       con = con + "_L"
     else
       con = con + "_R"
     end
   end
   # ƒAƒjƒ•ύX
   self.condition = con
   @pattern = @action.split(/#/)[2].to_i
   @pattern_freeze = true
   @condition_freeze = true
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒAƒjƒŒÅ'è‰ðœ)
 #--------------------------------------------------------------------------
 def update_freeze_lifting
   @pattern_freeze = false
   @condition_freeze = false
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒjƒ[ƒVƒ‡ƒ",Ì•\ަ)
 #--------------------------------------------------------------------------
 def update_animation_start
   data = @action.split(/#/)[1]
   data = data.split(/,/)
   target = data[0]
   animation_id = data[1].to_i
   if RTAB
     case target
     when "self"
       @animation.push([animation_id,true])
     when "target"
       for tar in @target
         tar.animation.push([animation_id, true])
       end
     end
   else
     case target
     when "self"
       @animation_id = animation_id
       @animation_hit = true
     when "target"
       for tar in $scene.target_battlers
         tar.animation_id = animation_id
         tar.animation_hit = true
       end
     end
   end
   update_next
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV ("®ìI--¹)
 #--------------------------------------------------------------------------
 def update_finish
   # "®ìI--¹
   @battler_action = false
   @step = "setup"
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‰[,̏ó'ԁiƒoƒgƒ‰[ƒOƒ‰ƒtƒBƒbƒN,̃^ƒCƒv)
 #--------------------------------------------------------------------------
 def condition
   return @battler_condition
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‰[,̏ó'Ô •ύXiƒoƒgƒ‰[ƒOƒ‰ƒtƒBƒbƒN,̃^ƒCƒv)
 #--------------------------------------------------------------------------
 def condition=(condition)
   return if @condition_freeze
   if @battler_condition != condition
     @wait_count = ANIME[condition][2]
     @pattern = 0
   end
   @battler_condition = condition
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV
 #--------------------------------------------------------------------------
 def update
   # ƒEƒFƒCƒg'†,̏ꍇ
   if @wait_count == 0
     # ƒpƒ^[ƒ"XV
     self.char_animation
     @wait_count = ANIME[@battler_condition][2]
   end
   # ƒpƒ^[ƒ"XV
   self.char_animation
   # ƒEƒFƒCƒg'†,̏ꍇ
   if @wait_count2 > 0
     return
   end
   
   # s"®ƒAƒjƒ[ƒVƒ‡ƒ"
   if @battler_action
     method("update_" + @step).call
     return
   end
   
   # ƒf[ƒ^‰Šú‰»
   @animation1_on = false
   @animation2_on = false
   @action = nil
   @battle_actions = []
   @move_wait = 0
   @move_distance = nil
   @flying_wait = 0
   @flying_distance = nil
   @flash = false

   # 'ʏíE'Ò‹@
   return self.condition = NORMAL
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒVƒ‡ƒ",ÌŽæ"¾
 #--------------------------------------------------------------------------
 def get_actions
   skill = $data_skills[self.current_action.skill_id]
   item = $data_items[self.current_action.item_id]
   kind = self.current_action.kind
   # "®ìŽæ"¾
   @battle_actions = []
   # ƒXƒLƒ‹
   if skill != nil && kind == 1
     @battle_actions = skill.battle_actions.dup
     @flying_anime = skill.flying_anime
   # ƒAƒCƒeƒ€
   elsif item != nil && kind == 2
     @battle_actions = item.battle_actions.dup
     @flying_anime = item.flying_anime
   # ¶ŽèUŒ,
   elsif !@first_weapon and @second_weapon and self.is_a?(Game_Actor)
     @battle_actions = self.battle_actions2.dup
     @flying_anime = self.flying_anime2
   # ‰EŽèUŒ,
   elsif self.current_action.basic == 0 and
     self.is_a?(Game_Actor) and self.current_action.kind == 0
     @battle_actions = self.battle_actions1.dup
     @flying_anime = self.flying_anime1
   # 'ʏíUŒ,
   elsif self.current_action.basic == 0 and self.current_action.kind == 0
     @battle_actions = self.battle_actions.dup
     @flying_anime = self.flying_anime
   else
     @battle_actions = ["I--¹"]
     @flying_anime = [0,0,false,false]
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒ‹[ƒv,µ,È,¢ƒAƒjƒ,̃Zƒbƒg
 #--------------------------------------------------------------------------
 def anime_on
   @pattern = 0
   @pattern_log = true
   return
 end
 #--------------------------------------------------------------------------
 # œ ƒpƒ^[ƒ"XV
 #--------------------------------------------------------------------------
 def char_animation
   # ƒpƒ^ƒ"ŒÅ'è,̏ꍇ,à,Ç,é
   return if @pattern_freeze
   # ƒ‹[ƒv,µ,È,¢ƒAƒjƒ,̏ꍇ 1234 ,ÅŽ~,Ü,é
   if !ANIME[@battler_condition][1] && @pattern == 3
     return
   end
   # ƒAƒjƒ,³,¹,È,¢ê‡ 1 ,ÅŽ~,Ü,é
   if ANIME[@battler_condition][4]
     @pattern = 0
     return
   end
   @pattern = (@pattern + 1) % 4
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒjƒƒ^ƒCƒv
 #--------------------------------------------------------------------------
 def anime_type
   return ANIME[@battler_condition] != nil ? ANIME[@battler_condition][0] : 0
 end
end
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 include Side_view
 #--------------------------------------------------------------------------
 # œ ƒZƒbƒgƒAƒbƒv
 #--------------------------------------------------------------------------
 alias side_view_setup setup
 def setup(actor_id)
   side_view_setup(actor_id)
   start_battle
 end
 #--------------------------------------------------------------------------
 # œ "ñ"•Ší,ÌIDŽæ"¾@¦ƒGƒ‰[‰ñ"ð--p
 #--------------------------------------------------------------------------
 def weapon2_id
   return @weapon2_id != nil ? @weapon2_id : 0
 end
 #--------------------------------------------------------------------------
 # œ X•ûŒü ƒ|ƒWƒVƒ‡ƒ" Žæ"¾
 #--------------------------------------------------------------------------
 def position
   return $data_classes[@class_id].position
 end
 #--------------------------------------------------------------------------
 # œ Y•ûŒü ƒ|ƒWƒVƒ‡ƒ" Žæ"¾
 #--------------------------------------------------------------------------
 def position2
   return self.index
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒƒ^ƒCƒv
 #--------------------------------------------------------------------------
 def weapon_anime_type(type = @battler_condition)
   file_name  = weapon_anime_type0(type)
   visible   = weapon_anime_type1(type)
   z         = weapon_anime_type2(type)
   motion    = weapon_anime_type3(type)
   return [file_name,visible,z,motion]
 end
 # •ŠíƒAƒCƒRƒ"Žæ"¾
 def weapon_anime_type0(type = @battler_condition)
   type = ANIME[type][5]
   return weapon_anime1 if type == "Right"
   return weapon_anime2 if type == "Left"
   return nil
 end
 # •\ަE"ñ•\ަ,ÌŽæ"¾
 def weapon_anime_type1(type = @battler_condition)
   return ANIME[type][3]
 end
 # ƒoƒgƒ‰[,æ,èã,É•\ަ,·,é,©,Ç,¤,©
 def weapon_anime_type2(type = @battler_condition)
   type = ANIME[type][5]
   return true if type == "Left"
   return false
 end
 # •Ší,Ì"®ìNoDŽæ"¾
 def weapon_anime_type3(type = @battler_condition)
   type = ANIME[type][5]
   return extend_weapon_anime1 if type == "Right"
   return extend_weapon_anime2 if type == "Left"
   return 0
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾(ƒJƒƒ‰•␳-³,µ)
 #--------------------------------------------------------------------------
 def true_x
   return PARTY_X + position * FORMATION_X + @ox
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾(ƒJƒƒ‰•␳-³,µ)
 #--------------------------------------------------------------------------
 def true_y
   # ƒp[ƒeƒB"à,Ì•À,я‡,©,ç Y À•W,ðŒvŽZ,µ,Ä•Ô,·
   if self.index != nil
     y = position2 * FORMATION_Y + PARTY_Y + @oy - @height / 2
     return y
   else
     return 0
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def screen_x(true_x = self.true_x)
   return 320 + (true_x - 320) * @real_zoom + @real_x
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def screen_y(true_y = self.true_y)
   return true_y * @real_zoom + @real_y
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Z À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def screen_z
   return screen_y + 1000
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾(ˆÚ"®,È,Ç,µ,Ä,¢,È,¢ê‡)
 #--------------------------------------------------------------------------
 def base_x
   return 320 + (true_x - @ox - 320) * @real_zoom + @real_x
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def base_y
   return (true_y - @oy) * @real_zoom + @real_y
 end
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹‰æ-Ê Šg'å--¦,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def zoom
   return ($scene.zoom_rate[1] - $scene.zoom_rate[0]) *
                         (true_x + @fly) / 480 + $scene.zoom_rate[0]
 end
 #--------------------------------------------------------------------------
 # œ UŒ,--pAƒoƒgƒ‹‰æ-Ê X À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def attack_x(z)
   return (320 - true_x) * z * 0.75
 end
 #--------------------------------------------------------------------------
 # œ UŒ,--pAƒoƒgƒ‹‰æ-Ê Y À•W,ÌŽæ"¾
 #--------------------------------------------------------------------------
 def attack_y(z)
   return (160 - (true_y + fly / 4) * z + @height * zoom * z / 2) * 0.75
 end
 #--------------------------------------------------------------------------
 # œ 'M,«'Ò,¿ŽžŠÔ
 #--------------------------------------------------------------------------
 def flash_duration
   return $scene.flash_duration
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #--------------------------------------------------------------------------
 def battle_actions1
   weapon = $data_weapons[@weapon_id]
   return weapon != nil ? weapon.battle_actions : BattleActions::Actions["'ʏíUŒ,"]
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #--------------------------------------------------------------------------
 def battle_actions2
   weapon = $data_weapons[@weapon2_id]
   return weapon != nil ? weapon.battle_actions : BattleActions::Actions["'ʏíUŒ,"]
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ" "®,«•û Žæ"¾
 #--------------------------------------------------------------------------
 def extend_weapon_anime1
   weapon = $data_weapons[@weapon_id]
   return weapon != nil ? weapon.anime : 0
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ" "®,«•û Žæ"¾
 #--------------------------------------------------------------------------
 def extend_weapon_anime2
   weapon = $data_weapons[@weapon2_id]
   return weapon != nil ? weapon.anime : 0
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #--------------------------------------------------------------------------
 def weapon_anime1
   weapon = $data_weapons[@weapon_id]
   return weapon != nil ? weapon.icon_name : ""
 end
 #--------------------------------------------------------------------------
 # œ •ŠíƒAƒjƒ[ƒVƒ‡ƒ"Žæ"¾
 #-----------------------------------------------

ForeverZer0

* Fixes post *

Please put code in tags within spoilers.  I'm not sure if your code got cut off there or not, you may want to double-check.  Sometimes if the script is too large you might have to just provide a link.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

l0rdph0enix

Thanks ForeverZer0 I fixed my other topic as well. So this is a thanks and a bump post.