Adding face graphic over a basic sideview battle overlay... (I'm new btw)

Started by littletomdj, October 12, 2011, 05:51:26 pm

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littletomdj

I downloaded a script for a side view battle system.

& I got it from Youtube at http://www.youtube.com/watch?v=0WNytXPQVkM
which I thought would be useful to include because it shows you what my battle screen looks like... I imagine you might recognise it? (download's in the description if you wan't to take a look.

What I'm hoping to do is...
When the character's turn is active it will display a face graphic of that character somewhere on the screen, (e.g. on the far right or at the bottom)
i.e so if "character A" is selected it will display "battler graphic A" on the screen
iand if "character C" is selected it will display "battler graphic C" on the screen
(the corresponding graphic - by title)

I've scanned through the tutorial about "spites & graphics" found here
http://forum.chaos-project.com/index.php/topic,9428.0.html
I think that is pointing in the right direction...?
But I have no idea what I'm doing with script, beyond cut & paste and changing the odd variable.

I'm very new to this!! p.s. I'm using RMXP 1.02

So basically when that character is selected I want his face graphic will pop up too...

(I hope that makes sense)
... pretty sure I posted in the right place this time.
A tutorial would be amazing or if you can just edit the script & post it because that might be easier for you, just as good (maybe better?).

The following emoticons apply to this request...  :'( :O.o: :roll: :wacko: :???: :o & especially  :facepalm:

Thanks..  :)

Have I broken any forum rules?

MarkHest

Quote from: JanraeMendoza on October 12, 2011, 06:57:42 pm
you can do this by events, though you have to re-write the skills...maybe you are taking about cut ins, where the character face or battler image shows before he or she attacks :)


Making a face picture appear on a charakters turn in battle isn't doable with events. At least as far as i know..
How would you make the event recognise which charakters turn it is?
Even if it was doable with events it would be a chore becous then you would have to put a parallel process into every troop you make.
   

littletomdj

Quote from: JanraeMendoza on October 12, 2011, 06:57:42 pm
you can do this by events, though you have to re-write the skills...maybe you are taking about cut ins, where the character face or battler image shows before he or she attacks :)


Yeah I am talking about cut ins, where the character face or battler image shows before he or she attacks!!

My understanding of how this might work is fuzzy at best. I think what I'm hoping for is for someone to take a look at the script and point out where the "display picture code" should go. Ofcourse I don't actually know what how to write code so this is very borderline script request but at the same time I need to know what's going on.

Here's the sideview battle script & a silly picture which illustrates almost perfectly what I'm getting at... just incase it isn't clear....

Spoiler: ShowHide
  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, 2)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     @bar_hp_sprite.opacity = self.opacity
     Graphics.update
     if j == true
       j = false
       break
     end
   end
   @old_hp = @battler.hp
end

def change_sp_bar
   j = false
  @old_sp = @battler.sp if @old_sp == -1
   i = @old_sp
   loop do
     i -= 10
     if i < @battler.sp
       i = @battler.sp
       j = true
     end
     rate = i.to_f / @battler.maxsp
     @color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
     @color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
     @bar_sp_sprite.bitmap.clear
     @bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
     @bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
     @bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
     @bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     @bar_sp_sprite.opacity = self.opacity
     Graphics.update
     if j == true
       j = false
       break
     end
   end
   @old_sp = @battler.sp
end

def enemy                                             #
   $target_index += $game_troop.enemies.size
   $target_index %= $game_troop.enemies.size
   return $game_troop.enemies[$target_index]           #
end                                                   #

def actor                                             #
   $target_index += $game_party.actors.size
   $target_index %= $game_party.actors.size
   return $game_party.actors[$target_index]            #
end

def index=(index)
   @index = index
   update
end

   def pose(number, frames = 4)
   case number
   when 0
     change(frames, 4, 0, 4, 0)
   when 1
     change(frames, 4, 0, 4)
   when 2
     change(frames, 4, 0, 6)
   else
     change(frames, 4, 0, 0, 0)
   end
end

   def enemy_pose(number ,enemy_frames = 4)
   case number
   when 0
     change(enemy_frames, 4, 0, 6, 0)
   when 1
     change(enemy_frames, 4, 0, 4)
   when 2
     change(enemy_frames, 4, 0, 6)
   else
     change(enemy_frames, 4, 0, 0, 0)
   end
end

def default_pose
   pose(0, 1)
end
end

#==============================================================================
# ¦ Spriteset_Battle
#------------------------------------------------------------------------------
#  ???????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader   :viewport1                # ????????????
attr_reader   :viewport2                # ????????????
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
   # ?????????
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport4 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 101
   @viewport3.z = 200
   @viewport4.z = 5000
   if $game_temp.battleback_name == ""
   @battleback_sprite = nil
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names[i]
     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   else
   # ??????????????
   @tilemap = nil
   @battleback_sprite = Sprite.new(@viewport1)
   end
   # ????????????
   @enemy_sprites = []
   for enemy in $game_troop.enemies#.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
   end
   # ????????????
   @actor_sprites = []
   for j in 0..7
       # ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg,ð'ljÁ
       @actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))
   end
   # ?????
   @weather = RPG::Weather.new(@viewport1)
   # ????????????
   @picture_sprites = []
   for i in 51..100
     @picture_sprites.push(Sprite_Picture.new(@viewport3,
       $game_screen.pictures[i]))
   end
   # ????????????
   @timer_sprite = Sprite_Timer.new
   # ??????
   update
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
   if @tilemap != nil
   # ?????????
   @tilemap.tileset.dispose
   for i in 0..6
     @tilemap.autotiles[i].dispose
   end
   @tilemap.dispose
   end
   # ??????????????
   if @battleback_sprite != nil
   # ??????????????????????
   if @battleback_sprite.bitmap != nil
     @battleback_sprite.bitmap.dispose
   end
   @battleback_sprite.dispose
   end
   # ??????????????????????
   for sprite in @enemy_sprites + @actor_sprites
     sprite.dispose
   end
   # ?????
   @weather.dispose
   # ????????????
   for sprite in @picture_sprites
     sprite.dispose
   end
   # ????????????
   @timer_sprite.dispose
   # ?????????
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
   @viewport4.dispose
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def effect?
   # ??????????????? true ???
   for sprite in @enemy_sprites + @actor_sprites
     return true if sprite.effect?
   end
   return false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   # ???????????????????????
   if @battleback_sprite != nil
   if @battleback_name != $game_temp.battleback_name
     @battleback_name = $game_temp.battleback_name
     if @battleback_sprite.bitmap != nil
       @battleback_sprite.bitmap.dispose
     end
     bg_bitmap = RPG::Cache.battleback(@battleback_name)
     bg_bitmap_stretch = Bitmap.new(640, 480)
     bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)
     @battleback_sprite.bitmap = bg_bitmap_stretch
   end
   end
   if @tilemap != nil
   @tilemap.ox = $game_map.display_x / 4
   @tilemap.oy = $game_map.display_y / 4
   @tilemap.update
   end
   # ????????????
   for sprite in @enemy_sprites + @actor_sprites
     sprite.update
   end
   # ???????????
   @weather.type = $game_screen.weather_type
   @weather.max = $game_screen.weather_max
   @weather.update
   # ????????????
   for sprite in @picture_sprites
     sprite.update
   end
   # ????????????
   @timer_sprite.update
   # ???????????????
   @viewport1.tone = $game_screen.tone
   @viewport1.ox = $game_screen.shake
   # ????????????
   @viewport4.color = $game_screen.flash_color
   # ?????????
   @viewport1.update
   @viewport2.update
   @viewport4.update
end
end

#==============================================================================
# ¦ Window_Command
#------------------------------------------------------------------------------
#  ?????????????????????
#==============================================================================

class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#     width    : ???????
#     commands : ??????????
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
   # ????????????????????
   super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
   @inf_scroll = inf_scroll
   @item_max = commands.size
   @commands = commands
   @column_max = column_max
   @style = style
   self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
   self.contents.font.name = "Tahoma"
   self.contents.font.size = 22
   refresh
   self.index = 0
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
end
#--------------------------------------------------------------------------
# ? ?????
#     index : ????
#     color : ???
#--------------------------------------------------------------------------
def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index], @style)
end
#--------------------------------------------------------------------------
# ? ??????
#     index : ????
#--------------------------------------------------------------------------
def disable_item(index)
   draw_item(index, disabled_color)
end

def update_help
   @help_window.set_actor($game_party.actors[$scene.actor_index])
end
end

#==============================================================================
# ¦ Arrow_Enemy
#------------------------------------------------------------------------------
#  ????????????????????????????? Arrow_Base ??
# ????????
#==============================================================================

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

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_