Continue even when Loser doesnt work
#1
Im using RPG XP and the battle system of Atoa (Link below)
In addition im using its ATOA CTB addon which can be added as a modification made by the scripter himself. see code: Now when I start a battle where it should continue even loser it doesnt work.
I get an error code at line 823: name = i == 0 ? '> ' + battler.name : battler.name
Nomethod error occured. undefined method 'name' for NilClass








Code:
#==============================================================================
# Atoa's Active Time Battle Version
# By Atoa
#==============================================================================
# This script adds an CTB System (FFX like)
# The configurations are explained below
#
# For obvious reasons, you can't use together with the "Atoa CTB"
#==============================================================================

module Atoa
# Do not remove or change these lines
Cast_Time = {}
Action_Cost = {}
Cast_Cancel = {}
CTB_Delay = {}
# Do not remove or change these lines

# Definition of turn shifting.
# This definition must be used for the duration of effects and
# battle event conditions
# This value does not count to enemies actions conditions
Custom_Turn_Count = 0
# 0 = By number of fighters
# 1 = By number of executed actions

# If 'Custom_Turn_Count = 1', define how many actions are equal to 1 turn
Action_Turn_Count = 10

# Name of the Escape Option
Escape_Name = 'Escape'

#Sound effect played when teh character's turn comes. nil for no sound
Command_Up_SE = '046-Book01'

# Escape Messagem
Escape_Text = "The party escaped"

# Order Window Postion
Ctb_Window_Position = [0, 64]

# Order show style
Ctb_Order_Style = 0
# 0 = Vertical Window with the battlers names, if an character start to cast
# an skill, the skill name will be shown in the window too
# 1 = Vertical Window with images that represents each battler
# 2 = Horizontal Window with images that represents each battler
# 3 = No exhibition

# Name of the image file shown if an battler do not have an image
# when 'Ctb_Order_Style' equal 1 or 2.
# The dimensions of the window are adjusted according to the dimension of
# this image. It must be on the 'Faces' folder
Defatult_Ctb_Img = 'default_ctb_turn'

# File name extensions for the order images
Ctb_Img_Ext = '_ctb_turn'

# If 'Ctb_Order_Style' equal 1 or 2, you will need the images for the battlers
# they must be placed on the Faces folder and must have the name equal the
# battler graphis file name + Ctb_Img_Ext.
# E.g.: if the battler file name is '001-Fighter01' and Ctb_Img_Ext = '_ctb_turn'
# the order image must be named '001-Fighter01_ctb_turn'
#
# Optitional Indicators:
# There's some optional graphics that can be added to show the battler condition.
# These images are shown *above* the battler turn indicator
#
# There's 4 default graphics, plus the ones for the status effects.
# The default files are:
# 'Active' + Ctb_Img_Ext = graphic that shows the active battler.
# 'Cast' + Ctb_Img_Ext = graphic that shows battlers casting skills.
# 'Conf' + Ctb_Img_Ext = graphic that shows "confused" battlers. (with restritions 2 and 3)
# 'Stop' + Ctb_Img_Ext = graphic that shows "paralized" battlers (with restriction 4)
#
# You can also make images for the status effects, the file name must be
# 'State Name' + Ctb_Img_Ext.
# Ex.: if the state name is 'Venom' and Ctb_Img_Ext = '_ctb_turn'
# the file name must be 'Venom_ctb_turn'
#
# Remember that these images are optional, so theres no problem in not using them.

# Shows battler indicator more than one on the action list if they're
# going to act more than one time on the set interval?
Ctb_Show_Duplicates = true

# Tipe of "slide" of the turn images
Ctb_Graphic_Slide = 0
# 0 = no slide
# 1 = enemies and actors slide to the same sides
# 2 = enemies and actors slide to different sides

# Number of Names/Images shown on the order window
Show_Ctb_Turn = 10

# Hide windows when a battler is executing an action?
Hide_During_Action = false

# Order Window Back Opacity
# (0-255) 0 = transparent, 255 = full opacity
Ctb_Window_Back_Opacity = 160

# Order Window Border Opacity
# (0-255) 0 = transparent, 255 = full opacity
Ctb_Window_Border_Opacity = 255

# CTB's maximum value, only change if you know what you doing.
Max_Ctb = 500

# Initial CTB value modifier
Ctb_Initial_Value = 200

# Agility Modifier, The higher this value, the lower is the diference between
# battlers with different agility
Ctb_Agi_Modifier = 50

# Key that must be pressed to end battler turn
Cancel_Input = Input::A

# Remember to not leave any equal input
# Input::A = Keyborard:Z
# Input::B = Keyborard:X
# Input::C = Keyborard:C
# Input::X = Keyborard:A
# Input::Y = Keyborard:S
# Input::Z = Keyborard:D
# Input::L = Keyborard:Q
# Input::R = Keyborard:W

# Filename of the CTB window background image, must be on the Windowskin fonder
# Leave nil or '' for no image
Ctb_Window_Bg = ''

# CTB window background image postion adjust
# Ctb_Window_Bg_Postion = [Position X, Position Y]
Ctb_Window_Bg_Postion = [0 , 0]

# Distance in pixels of the images on the CTB window
Ctb_Image_Distance = 2

#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# ACTION COST SETTINGS
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Defense_Cost = 200 # Defend
No_Action_Cost = 100 # No action
Escape_Cost = 500 # Escape

Attack_Default_Cost = 300 # Default cost for Attacks
Item_Default_Cost = 300 # Default cost for Skills
Skill_Default_Cost = 300 # Default cost for Items

# Custom Action cost
# The actions without custom cost will use the default value
#
# Action_Cost[Action_Type] = {Action_ID => Cost}
# Action_Type = 'Skill' for skills, 'Item' for items, 'Weapon' for Weapons
# Action_ID = ID of the item, skill or weapon
# Cost = Action cost, lower vaule = faster action
# Recomended values between 100-500
Action_Cost['Weapon'] = {}

Action_Cost['Skill'] = {1 => 200, 2 => 350, 3 => 500}

Action_Cost['Item'] = {1 => 200, 2 => 350, 3 => 500}

#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# CAST SETTINGS
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# Chanting default pose, if nil, no pose is used.
Chanting_Pose = nil

# To add an pose to an skill or item, add this effect to the setting of the
# skill or the item.
# 'Chanting/**'
# ** must be the Pose ID.

# To set an chanting pose for an specific graphic, add this to the graphic setting:
# 'Chanting' => Pose ID.

# Set here the cast time for each item and skill
# By default all items have the cast speed = 0 (that means, no cast).
#
# Cast_Time[Action_Type] = {Action_ID => [Speed, status]}
# Action_Type = 'Skill' for skills, 'Item' for items
# Action_ID = ID of the skill or item
# Speed = cast speed, higher value = faster cast
# recomended values between 500-100
# Status = The status that the cast speed is based
# if nil, the cast will have fixed speed
# the status can be:
# 'hp', 'sp', 'level', 'str', 'dex', 'int', 'agi'

Cast_Time['Skill'] = {1 => [300,'int'], 2 => [400,'int'], 3 => [500,'int'],
7 => [300,'int'], 8 => [400,'int'], 9 => [500,'int'], 10 => [300,'int'],
11 => [400,'int'], 12 => [500,'int'], 13 => [300,'int'], 14 => [400,'int'],
15 => [500,'int'], 16 => [300,'int'], 17 => [400,'int'], 18 => [500,'int'],
19 => [300,'int'], 20 => [400,'int'], 21 => [500,'int'], 22 => [300,'int'],
23 => [400,'int'], 24 => [500,'int'], 25 => [300,'int'], 26 => [400,'int'],
27 => [500,'int'], 28 => [300,'int'], 29 => [400,'int'], 30 => [500,'int']}

Cast_Time['Item'] = {1 => [300,'int'], 2 => [300,'int'], 3 => [300,'int'],
7 => [300,'int'], 8 => [300,'int'], 9 => [300,'int'], 10 => [300,'int'],
11 => [300,'int'], 12 => [300,'int']}

#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# SETTINGS OF ACTIONS THAT CHANGE THE CTB
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# Actions that may cause changes on the target CTB

# Chance that all actions have to cancel skill cast of the target.
# This value is used for all actions that don't have individual definition.
Base_Cast_Cancel = 0

# Set here the chance that each action have of canceling the cast of target
#
# Cast_Cancel[Action_Type] = {Action_ID => Rate}
# Action_Type = 'Skill' for skills, 'Item' for items, 'Weapon' for weapons
# Action_ID = ID of the skill, item or weapon
# Rate = chance of calceling cast, increases with damage caused.
#
# Important: if tha action is an physical skill, the weapon cancel chance is
# also applied (the values aren't added, each one are calculated separatedely)

#--------------------------------------------------------------------------
# Delay on the CTB bar when recive damage
# This value is used for all actions that don't have individual definition.
Base_CTB_Delay = 0

# Set here the actions that will cause CTB delay
#
# Cast_Cancel[Action_Type] = {Action_ID => Delay}
# Action_Type = 'Skill' for skills, 'Item' for items, 'Weapon' for weapons
# Action_ID = ID of the skill, item or weapon
# Delay = CTB delay value, increases with damage caused.
#
# Important: if tha action is an physical skill, the weapon delay is also calculated

end

#==============================================================================
# ** Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Atoa CTB'] = true

#==============================================================================
# ** RPG::Skill
#------------------------------------------------------------------------------
# Class that manage skills
#==============================================================================

class RPG::Skill
#----------------------------------------------------------------------------
# * Set action cast speed
# battler : battler
#----------------------------------------------------------------------------
def cast_speed(battler)
if Cast_Time != nil and Cast_Time['Skill'] != nil and Cast_Time['Skill'][@id] != nil
cast1 = Cast_Time['Skill'][@id][0]
if Cast_Time['Skill'][@id][1].nil?
cast2 = 200
else
if Cast_Time['Skill'][@id][1] == 'level'
cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") * 2) + 100.0
elsif Cast_Time['Skill'][@id][1] == 'hp' or Cast_Time['Skill'][@id][1] == 'sp'
cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") / 50) + 100.0
else
cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") / 5) + 100.0
end
end
return (cast1 * cast2 / 200).to_i
end
return 0
end
end

#==============================================================================
# ** RPG::Item
#------------------------------------------------------------------------------
# Class that manage items
#==============================================================================

class RPG::Item
#----------------------------------------------------------------------------
# * Set action cast speed
# battler : battler
#----------------------------------------------------------------------------
def cast_speed(battler)
if Cast_Time != nil and Cast_Time['Item'] != nil and Cast_Time['Item'][@id] != nil
cast1 = Cast_Time['Item'][@id][0]
if Cast_Time['Item'][@id][1].nil?
cast2 = 200
else
if Cast_Time['Item'][@id][1] == 'level'
cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") * 2) + 100.0
elsif Cast_Time['Item'][@id][1] == 'hp' or Cast_Time['Item'][@id][1] == 'sp'
cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") / 50) + 100.0
else
cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") / 5) + 100.0
end
end
return (cast1 * cast2 / 200).to_i
end
return 0
end
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :max_escape_count
attr_accessor :escape_count
attr_accessor :action_phase
attr_accessor :active_battler
attr_accessor :selection_phase
attr_accessor :battle_start
attr_accessor :next_battlers
attr_accessor :action_battler
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_ctb initialize
def initialize
initialize_ctb
@max_escape_count = 0
@escape_count = 0
end
#--------------------------------------------------------------------------
# * Check battle include on the next battlers list
# battler : battler
# index : index
#--------------------------------------------------------------------------
def check_include_next(battler, index)
for i in 0...index
return true if battler == @next_battlers[i]
end
return false
end
end


#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Get idle pose ID
#--------------------------------------------------------------------------
alias set_idle_pose_ctb set_idle_pose
def set_idle_pose
pose = set_idle_pose_ctb
unless pose == Dead_Pose or pose == Victory_Pose
if battler.cast_action != nil
action = @battler.cast_action
cast_pose = set_pose_id('Chanting')
ext = check_extension(action, 'CHANTING/')
if ext != nil
ext.slice!('CHANTING/')
cast_pose = ext.to_i
end
end
end
return cast_pose.nil? ? pose : cast_pose
end
end

#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass for the Game_Actor
# and Game_Enemy classes.
#==============================================================================

class Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :ctb
attr_accessor :cast_action
attr_accessor :casting
attr_accessor :cast_target
attr_accessor :turn_count
attr_accessor :guarding
attr_accessor :selected_action
attr_accessor :current_cost
attr_accessor :escape_attempt
attr_accessor :all_ctb
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_ctb initialize
def initialize
initialize_ctb
@ctb = 0
@cast_skill = 0
@turn_count = 0
@action_cost = 0
@guarding = false
@casting = false
@escape_attempt = false
@all_ctb = []
end
#--------------------------------------------------------------------------
# * Casting flag
#--------------------------------------------------------------------------
def casting
return false if self.dead?
return @casting
end
#--------------------------------------------------------------------------
# * Get Max CTB
#--------------------------------------------------------------------------
def max_ctb
return Max_Ctb
end
#--------------------------------------------------------------------------
# * Set current CTB
# n : new ctb
#--------------------------------------------------------------------------
def ctb=(n)
@ctb = [n.to_i, self.max_ctb].min
end
#--------------------------------------------------------------------------
# * CTB Preset
#--------------------------------------------------------------------------
def ctb_preset
preset = self.max_ctb - (((Ctb_Initial_Value + rand(50)) * (total_agi + Ctb_Agi_Modifier)) /
(self.agi + Ctb_Agi_Modifier))
self.ctb = preset
end
#--------------------------------------------------------------------------
# * Battlers total agility
#--------------------------------------------------------------------------
def total_agi
total = 0
battlers = 0
for battler in $game_party.actors + $game_troop.enemies
next if battler.dead?
total += battler.agi
battlers += 1
end
total /= [battlers, 1].max
return total
end
#--------------------------------------------------------------------------
# * CTB full flag
#--------------------------------------------------------------------------
def ctb_full?
return @ctb == self.max_ctb
end
#--------------------------------------------------------------------------
# * Get action cost
# cost : action cost
# action : current action
#--------------------------------------------------------------------------
def action_cost(cost, action)
return [cost * (total_agi + Ctb_Agi_Modifier) / (self.agi + Ctb_Agi_Modifier), 1].max
end
#--------------------------------------------------------------------------
# * Get cast cost
# cost : action cost
# cast : cast speed
#--------------------------------------------------------------------------
def cast_cost(cost, cast)
return [cost * (total_agi + Ctb_Agi_Modifier) / (cast + Ctb_Agi_Modifier), 1].max
end
#--------------------------------------------------------------------------
# * Update CTB
# cost : action cost
# action : current action
#--------------------------------------------------------------------------
def ctb_update(cost, action)
if self.cast_action.nil?
self.ctb -= action_cost(cost, action)
else
self.ctb -= cast_cost(cost, @cast_action.cast_speed(self))
end
end
#--------------------------------------------------------------------------
# * Final damage setting
# user : user
# action : action
#--------------------------------------------------------------------------
alias set_damage_ctb set_damage
def set_damage(user, action = nil)
set_damage_ctb(user, action)
set_cast_cancel(user, action)
set_delay_action(user, action)
end
#--------------------------------------------------------------------------
# * Set cast cancel action
# user : user
# action : action
#--------------------------------------------------------------------------
def set_cast_cancel(user, action)
if action != nil and Cast_Cancel[action.type_name] != nil and
Cast_Cancel[action.type_name][action.id] != nil
cancel_cast(user, Cast_Cancel[action.type_name][action.id], action)
if action.type_name == 'Skill' and not action.magic?
for weapon in weapons
cancel_cast(user, Cast_Cancel['Weapon'][weapon.id], action)
end
end
else
cancel_cast(user, Base_Cast_Cancel, action)
end
end
#--------------------------------------------------------------------------
# * Set CTB delay action
# user : user
# action : action
#--------------------------------------------------------------------------
def set_delay_action(user, action)
if action != nil and CTB_Delay[action.type_name] != nil and
CTB_Delay[action.type_name][action.id] != nil
delay_action(user, CTB_Delay[action.type_name][action.id], action)
if action.type_name == 'Skill' and not action.magic?
for weapon in weapons
delay_action(user, CTB_Delay['Weapon'][weapon.id], action)
end
end
else
delay_action(user, Base_CTB_Delay, action)
end
end
#--------------------------------------------------------------------------
# * No delay flag
# user : user
# action : action
#--------------------------------------------------------------------------
def cant_delay(user, action)
return true if check_include(action, "NODAMAGE")
return true if not user.target_damage[self].numeric?
return true if user.target_damage[self] < 0
return false
end
#--------------------------------------------------------------------------
# * Set cast cancel
# user : user
# cast : cancel chance
# action : action
#--------------------------------------------------------------------------
def cancel_cast(user, cast, action)
return if cant_delay(user, action)
rate = cast + (cast * (user.target_damage[self] * 50.0 / self.maxhp) / 100.0)
if rate > rand(100) and self.cast_action != nil
self.cast_action = nil
self.ctb = 0
end
end
#--------------------------------------------------------------------------
# * Set ATB delay
# user : user
# delay : delay value
# action : action
#--------------------------------------------------------------------------
def delay_action(user, delay, action)
return if cant_delay(user, action)
rate = delay + (delay * (user.target_damage[self] * 50.0 / self.maxhp) / 100.0)
self.ctb -= rate.to_i
end
#--------------------------------------------------------------------------
# * Set battler all CTB
#--------------------------------------------------------------------------
def set_battler_all_ctb
@all_ctb.clear
info = [self.actor?, self.index]
for i in 0...Show_Ctb_Turn
if i == 0
current_ctb = update_next_ctb(self.ctb, active_selection ? nil : self.selected_action)
@all_ctb[i] = [self.ctb, info, active_selection ? '' : current_ctb[1], 0, false, i]
@total_ctb = self.ctb
elsif i == 1
current_ctb = update_next_ctb(@total_ctb, active_selection ? self.selected_action : nil)
@all_ctb[i] = [current_ctb[0], info, active_selection ? current_ctb[1] : '', 0, false, i]
@total_ctb = current_ctb[0]
else
current_ctb = update_next_ctb(@total_ctb)
@all_ctb[i] = [current_ctb[0], info, '', 0, false, i]
@total_ctb = current_ctb[0]
end
end
end
#--------------------------------------------------------------------------
# * Active battler selection
#--------------------------------------------------------------------------
def active_selection
if Ctb_Show_Duplicates
return ($game_temp.active_battler != nil and
$game_temp.selection_phase and self == $game_temp.active_battler)
else
return (($game_temp.active_battler != nil and $game_temp.selection_phase and
self == $game_temp.active_battler) or ($game_temp.action_battler != nil and
$game_temp.action_battler == self))
end
end
#--------------------------------------------------------------------------
# * Update Next CTB
# total_ctb : total ctb
# action : current action
#--------------------------------------------------------------------------
def update_next_ctb(total_ctb, action = nil)
cast = 0
case action
when 'Attack', nil
ctb = self.action_cost(Attack_Default_Cost, action)
when 'Defend'
ctb = self.action_cost(Defense_Cost, action)
when 'Escape'
ctb = self.action_cost(Escape_Cost, action)
when RPG::Weapon
if Action_Cost['Attack'] != nil and Action_Cost['Attack'][action.id] != nil
cost = Action_Cost['Attack'][action.id]
ctb = self.action_cost(cost, action)
else
ctb = self.action_cost(Attack_Default_Cost, action)
end
when RPG::Skill
if Action_Cost['Skill'] != nil and Action_Cost['Skill'][action.id] != nil
cost = Action_Cost['Skill'][action.id]
else
cost = Skill_Default_Cost
end
if Cast_Time['Skill'] != nil and Cast_Time['Skill'][action.id] != nil
cast = action.cast_speed(self)
end
if cast != 0
ctb = self.cast_cost(cost, cast)
else
ctb = self.action_cost(cost, action)
end
when RPG::Item
if Action_Cost['Item'] != nil and Action_Cost['Item'][action.id] != nil
cost = Action_Cost['Item'][action.id]
else
cost = Item_Default_Cost
end
if Cast_Time['Item'] != nil and Cast_Time['Item'][action.id] != nil
cast = action.cast_speed(self)
end
if cast != 0
ctb = self.cast_cost(cost, cast)
else
ctb = self.action_cost(cost, action)
end
else
cast = 0
ctb = self.action_cost(Attack_Default_Cost, action)
end
cast_name = cast == 0 ? '' : action.name
return [total_ctb - ctb, cast_name]
end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Decide if Command is Inputable
#--------------------------------------------------------------------------
def inputable?
return (self.ctb_full? and super)
end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemies. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Decide if Action is Possible
#--------------------------------------------------------------------------
def movable?
return (self.ctb_full? and super)
end
#--------------------------------------------------------------------------
# * Get Battle Turn
#--------------------------------------------------------------------------
def get_battle_turn
return @turn_count
end
end

#==============================================================================
# ** Window_Ctb
#------------------------------------------------------------------------------
# This window displays the battler order
#==============================================================================

class Window_Ctb < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :old_order
attr_accessor :order_window
attr_accessor :current_order
attr_accessor :animation_count
attr_accessor :forced_update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@ctb_settings = [Ctb_Window_Position[0], Ctb_Window_Position[1], Show_Ctb_Turn,
Ctb_Window_Back_Opacity, Ctb_Window_Border_Opacity, Defatult_Ctb_Img]
case Ctb_Order_Style
when 0,3
w = 160
h = 22 + (18 * Show_Ctb_Turn)
when 1
w = RPG::Cache.faces(Defatult_Ctb_Img).width + 32
h = [((RPG::Cache.faces(Defatult_Ctb_Img).height + Ctb_Image_Distance) * Show_Ctb_Turn) + 32, 480].min
when 2
w = [((RPG::Cache.faces(Defatult_Ctb_Img).width + Ctb_Image_Distance) * Show_Ctb_Turn) + 32, 640].min
h = RPG::Cache.faces(Defatult_Ctb_Img).height + 32
end
super(@ctb_settings[0], @ctb_settings[1], w, h)
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.back_opacity = @ctb_settings[3]
self.opacity = @ctb_settings[4]
self.z = 3900
self.visible = false
if Ctb_Window_Bg != nil
@background_image = Sprite.new
@background_image.bitmap = RPG::Cache.windowskin(Ctb_Window_Bg)
@background_image.x = self.x + Ctb_Window_Bg_Postion[0]
@background_image.y = self.y + Ctb_Window_Bg_Postion[1]
@background_image.z = self.z - 1
@background_image.visible = self.visible
end
@img_position = 10
@animation_count = 0
@advancing = false
@returning = false
@animated = false
@forced_update = false
@order = []
@order_window = []
@current_order = []
@old_order = []
@images = {}
set_bitimaps
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
@background_image.dispose if @background_image != nil
end
#--------------------------------------------------------------------------
# Visibilidade da janela
# n : valor de visibilidade
#--------------------------------------------------------------------------
def visible=(n)
super
@background_image.visible = n if @background_image != nil
end
#--------------------------------------------------------------------------
# * Set window images bitmaps
#--------------------------------------------------------------------------
def set_bitimaps
for battler in $game_party.actors + $game_troop.enemies
next if @images[battler] != nil or @images.keys.include?(battler)
begin; img = RPG::Cache.faces(battler.battler_name + Ctb_Img_Ext)
rescue; img = RPG::Cache.faces(Defatult_Ctb_Img); end
@images[battler] = [img, false]
end
for battler in @images.keys
next if @images[battler].nil?
next if battler.actor? and $game_party.actors.include?(battler)
next if !battler.actor? and $game_troop.enemies.include?(battler)
@images[battler][0].dispose
@images[battler] = nil
@images.delete(battler)
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
update_order
update_text_window if Ctb_Order_Style == 0
end
#--------------------------------------------------------------------------
# * Update window text
#--------------------------------------------------------------------------
def update_text_window
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 22
self.contents.font.bold = true
self.contents.draw_text(0, 0, 100, 22, 'Ordem')
for i in 0...@order.size
order = @order[i]
battler = set_battler(order[1])
y = 18 * i
self.contents.font.size = i == 0 ? 18 : 14
self.contents.font.bold = i == 0 ? true : false
self.contents.font.color = normal_color if i == 0
self.contents.font.color = system_color if i > 0
name = i == 0 ? '> ' + battler.name : battler.name
if order[2] != ''
self.contents.font.color = crisis_color
name = name + ' > ' + order[2]
end
self.contents.font.color = knockout_color if order[3] == 2 or order[3] == 3
self.contents.font.color = disabled_color if order[3] == 4
self.contents.draw_text(4, y + 24, self.width - 32, 18, name)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if [1,2].include?(Ctb_Order_Style)
if order_comparision(@order_window, @current_order) and not @animated
@old_order = @current_order.dup
@animation_count = 20
@animated = true
end
if @animation_count > 0
if @animation_count > 10
@img_position = Ctb_Graphic_Slide == 0 ? 10 : [@img_position - 1, 0].max
elsif @animation_count > 0 and @animation_count <= 10
@img_position = Ctb_Graphic_Slide == 0 ? 10 : [@img_position + 1, 10].min
end
@current_order = @order_window.dup if @animation_count <= 10
@animation_count = [@animation_count - (Ctb_Graphic_Slide == 0 ? 5 : 1), 0].max
end
if order_comparision(@old_order, @current_order) and @animation_count == 0
@old_order = @current_order.dup
@animated = false
end
update_image_window
@forced_update = false
else
@current_order = @order_window.dup
end
end
#--------------------------------------------------------------------------
# * Order comparision
# old : old order
# new : new order
#--------------------------------------------------------------------------
def order_comparision(old, new)
order1 = []
order2 = []
for order in old
order1 << [order[0], order[1], order[2]]
end
for order in new
order2 << [order[0], order[1], order[2]]
end
return order1 != order2
end
#--------------------------------------------------------------------------
# * Update wimdow images
#--------------------------------------------------------------------------
def update_image_window
return if @old_order.empty? or @current_order.empty?
self.contents.clear
x = y = 0
for i in 0...@order.size
battler = set_battler(@current_order[i][1]) if @current_order[i] != nil
next if (@current_order[i].nil? or @old_order[i].nil? or @order_window[i].nil? or
@images[battler].nil?)
if @current_order[i][1] != @old_order[i][1] or
@current_order[i][2] != @old_order[i][2] or
@current_order[i][1] != @order_window[i][1] or
@current_order[i][2] != @order_window[i][2]
@old_order[i][4] = true
end
@old_order[i][4] = false if @img_position == 10
@current_order[i][3] = @old_order[i][4] ? @img_position : 10
img = @images[battler][0].dup
dist = @current_order[i][3]
src_rect = Rect.new(0, 0, img.width, img.height)
if Ctb_Order_Style == 1
x = (battler.actor? or Ctb_Graphic_Slide == 1) ?
img.width * (10 - dist) / 10 : img.width * (dist - 10) / 10
else
y = (battler.actor? or Ctb_Graphic_Slide == 1) ?
img.height * (dist - 10) / 10 : img.height * (10 - dist) / 10
end
rect = Rect.new(0, 0, img.width, img.height)
draw_ctb_turn(x, y, img, rect, dist, @current_order[i][2] != '', battler, i)
y += img.height + Ctb_Image_Distance if Ctb_Order_Style == 1
x += img.width + Ctb_Image_Distance if Ctb_Order_Style == 2
end
end
#--------------------------------------------------------------------------
# * Draw battler image on windo
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# img : graphic bitmap
# rect : bitmap rectangle
# opacity : opacity
# cast : cast value
# battler : battler
# index : index
#--------------------------------------------------------------------------
def draw_ctb_turn(x, y, img, rect, opacity, cast, battler, index)
self.contents.blt(x, y, img, rect, 155 + opacity * 10)
if index == 0
begin; bit = RPG::Cache.faces('Active' + Ctb_Img_Ext); rescue; end
elsif cast
begin; bit = RPG::Cache.faces('Cast' + Ctb_Img_Ext); rescue; end
elsif [2,3].include?(battler.restriction)
begin; bit = RPG::Cache.faces('Conf' + Ctb_Img_Ext); rescue; end
elsif battler.restriction == 4 and not battler.dead?
begin; bit = RPG::Cache.faces('Stop' + Ctb_Img_Ext); rescue; end
elsif battler.states.size > 0
for state in battler.states
begin
bit = RPG::Cache.faces($data_states[state].name + Ctb_Img_Ext)
break if bit != nil
rescue; end
end
end
if bit != nil
rect = Rect.new(0, 0, bit.width, bit.height)
self.contents.blt(x, y, bit, rect)
end
end
#--------------------------------------------------------------------------
# * Order Update
#--------------------------------------------------------------------------
def update_order
sort_ctb
$game_temp.next_battlers.clear
for order in @order
$game_temp.next_battlers << set_battler(order[1]) if set_battler(order[1]) != nil
end
@forced_update = true
end
#--------------------------------------------------------------------------
# * Sort CTB order
#--------------------------------------------------------------------------
def sort_ctb
@animated = false
@order.clear
ctb_members = []
for i in 0...@current_order.size
order = @current_order[i].dup
next if ctb_members.include?(set_battler(order[1])) and not Ctb_Show_Duplicates
@order << order
ctb_members << set_battler(order[1]) if i == 0
end
set_bitimaps
end
#--------------------------------------------------------------------------
# * Set battler
# order : order
#--------------------------------------------------------------------------
def set_battler(order)
return $game_party.actors[order[1]] if order[0]
return $game_troop.enemies[order[1]]
end
#--------------------------------------------------------------------------
# * Get cast name
# battler : battler
#--------------------------------------------------------------------------
def set_cast_name(battler)
action = battler.cast_action
if action.is_a?(RPG::Skill) or action.is_a?(RPG::Item)
return battler.cast_action.nil? ? '' : action.name
end
return ''
end
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
#--------------------------------------------------------------------------
# * Force Action
#--------------------------------------------------------------------------
def command_339
return true unless $game_temp.in_battle
iterate_battler(@parameters[0], @parameters[1]) do |battler|
if battler.exist?
battler.current_action.kind = @parameters[2]
if battler.current_action.kind == 0
battler.current_action.basic = @parameters[3]
else
battler.current_action.skill_id = @parameters[3]
end
if @parameters[4] == -2
if battler.is_a?(Game_Enemy)
battler.current_action.decide_last_target_for_enemy
else
battler.current_action.decide_last_target_for_actor
end
elsif @parameters[4] == -1
if battler.is_a?(Game_Enemy)
battler.current_action.decide_random_target_for_enemy
else
battler.current_action.decide_random_target_for_actor
end
elsif @parameters[4] >= 0
battler.current_action.target_index = @parameters[4]
end
battler.current_action.forcing = true
if battler.current_action.valid? and @parameters[5] == 1
$game_temp.forcing_battler = battler
@index += 1
return false
end
end
end
return true
end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias main_ctb main
def main
turn_count_speed
@escape_ratio = Escape_Base_Rate
$game_temp.escape_count = 0
@escape_type = 0
@escape_name = Escape_Name
@input_battlers = []
@action_battlers = []
@all_battlers_ctb = []
@all_ctb = []
@input_battler = nil
@update_turn_end = false
$game_temp.battle_start = true
$game_temp.action_phase = false
$game_temp.active_battler = false
$game_temp.selection_phase = false
$game_temp.battle_end = false
$game_temp.next_battlers = []
main_ctb
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias start_ctb start
def start
start_ctb
for battler in $game_party.actors + $game_troop.enemies
battler.turn_count = 0
battler.ctb = 0
battler.ctb_preset
battler.cast_action = nil
battler.cast_target = nil
battler.set_battler_all_ctb
end
@ctb_window = Window_Ctb.new
update_all_ctb
@ctb_window.old_order = @all_battlers_ctb.dup
@ctb_window.current_order = @all_battlers_ctb.dup
@ctb_window.refresh
@ctb_window.update
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias terminate_ctb terminate
def terminate
terminate_ctb
@ctb_window.dispose
$game_temp.next_battlers.clear
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias update_ctb update
def update
update_battle_phases
update_ctb
update_temp_info
return $scene = Scene_Gameover.new if $game_temp.gameover
return if @phase == 5
return if $game_system.battle_interpreter.running? and $game_temp.forcing_battler.nil?
update_turn_ending if @update_turn_end
ctb_update
input_battler_update
action_battler_update
end
#--------------------------------------------------------------------------
# * Battle phases update
#--------------------------------------------------------------------------
def update_battle_phases
if @phase == 1
$game_temp.battle_main_phase = true
@actor_command_window.opacity = 0
@phase = 0
elsif @phase != 5
@phase = 0
end
end
#--------------------------------------------------------------------------
# * Update Graphics
#--------------------------------------------------------------------------
alias update_graphics_ctb update_graphics
def update_graphics
update_graphics_ctb
ctb_window_update
end
#--------------------------------------------------------------------------
# * Update CTB Window
#--------------------------------------------------------------------------
def ctb_window_update
return if @ctb_window.nil?
if $game_temp.battle_start or $game_temp.battle_end or Ctb_Order_Style == 3 or
($game_temp.action_phase and Hide_During_Action)
@ctb_window.visible = false
else
@ctb_window.visible = true
end
@ctb_window.update if (@ctb_window.visible and @ctb_window.animation_count > 0) or @ctb_window.forced_update
end
#--------------------------------------------------------------------------
# * Action battler update
#--------------------------------------------------------------------------
def action_battler_update
if @action_battlers[0] != nil
@action_battlers.flatten!
battler = @action_battlers[0]
battler.ctb = 0 if battler.dead?
end
update_phase4
end
#--------------------------------------------------------------------------
# * Update battler inupt
#--------------------------------------------------------------------------
def input_battler_update
check_battler_turn
set_input_battle
command_window_setup_update
clear_disabled_battler
end
#--------------------------------------------------------------------------
# * Check battler turn
#--------------------------------------------------------------------------
def check_battler_turn
for battler in $game_party.actors + $game_troop.enemies
if battler.ctb_full? and not @action_battlers.include?(battler) and not
@active_battlers.include?(battler)
battler_turn(battler)
break
end
end
end
#--------------------------------------------------------------------------
# * Set battler input
#--------------------------------------------------------------------------
def set_input_battle
if @input_battlers[0] != nil and @input_battler.nil? and !wait_on
@input_battlers.flatten!
@input_battler = @input_battlers[0]
if @input_battler.current_action.forcing or @input_battler.confused?
if @input_battler.confused?
@input_battler.current_action.kind = 0
@input_battler.current_action.basic = 0
end
@input_battler.defense_pose = false
@action_battlers << @input_battlers.shift
@action_battlers.compact!
@input_battler = nil
elsif @input_battler.inputable?
@actor_index = $game_party.actors.index(@input_battler)
@input_battler.current_action.clear
else
@input_battler.current_cost = no_action_cost(@input_battler)
@input_battlers.shift
@input_battler = nil
@ctb_window.refresh
end
end
end
#--------------------------------------------------------------------------
# * Update command window
#--------------------------------------------------------------------------
def command_window_setup_update
if @input_battler != nil
@input_battler.defense_pose = false
@input_battler.blink = true
@active_battler = @input_battler
if @actor_command_window.opacity == 0
$game_system.se_play(RPG::AudioFile.new(Command_Up_SE)) if @active_battler.cast_action.nil? and Command_Up_SE != nil
phase3_setup_command_window
end
update_phase3
end
end
#--------------------------------------------------------------------------
# * Clear disbled battlers
#--------------------------------------------------------------------------
def clear_disabled_battler
for battler in $game_party.actors + $game_troop.enemies
next if battler.exist?
@input_battlers.delete(battler)
@action_battlers.delete(battler)
end
end
#--------------------------------------------------------------------------
# * Start battler turn
# battler : battler
#--------------------------------------------------------------------------
def battler_turn(battler)
return if @input_battlers.include?(battler)
battler.turn_count += 1
if battler.is_a?(Game_Actor)
if battler.ctb_full? and battler.inputable? and battler.cast_action.nil?
@input_battlers << battler
@input_battlers.compact!
else
if battler.confused?
battler.current_action.kind = 0
battler.current_action.basic = 0
end
battler.defense_pose = false
@action_battlers << battler
@action_battlers.compact!
end
else
set_enemy_action(battler)
end
end
#--------------------------------------------------------------------------
# * Set enemy action
# battler : battler
#--------------------------------------------------------------------------
def set_enemy_action(battler)
if battler.current_action.forcing or $game_temp.forcing_battler
battler.current_action.forcing = false
$game_temp.forcing_battler = nil
else
battler.make_action
end
@action_battlers << battler
@action_battlers.compact!
end
#--------------------------------------------------------------------------
# * Turn Ending
#--------------------------------------------------------------------------
def turn_ending
end
#--------------------------------------------------------------------------
# * Update Turn Ending
#--------------------------------------------------------------------------
def update_turn_ending
slip_damage_all if Slip_Damage_Pop_Time == 2
@update_turn_end = false
end
#--------------------------------------------------------------------------
# * Update CTB
#--------------------------------------------------------------------------
def ctb_update
@wait_on = wait_on
return if wait_on
if @ctb_turn_count >= @abt_turn_speed
for index in 0...$data_troops[@troop_id].pages.size
page = $data_troops[@troop_id].pages[index]
$game_temp.battle_event_flags[index] = false if page.span == 1
end
@update_turn_end = true if Slip_Damage_Pop_Time >= 2
$game_temp.battle_turn += 1
turn_count_speed
for battler in $game_party.actors + $game_troop.enemies
battler.remove_states_auto if battler.exist?
end
setup_battle_event
end
update_all_ctb if @input_battler.nil? and @action_battlers.empty?
end
#--------------------------------------------------------------------------
# * Same CTB adjus
# battler : battler
#--------------------------------------------------------------------------
def not_same_ctb(battler)
for target in $game_party.actors + $game_troop.enemies
next if target == battler
battler.ctb -= 1 if battler.ctb == target.ctb
end
end
#--------------------------------------------------------------------------
# * Update all CTB values
#--------------------------------------------------------------------------
def update_all_ctb
@all_ctb.clear
for battler in $game_party.actors + $game_troop.enemies
unless battler.exist?
battler.cast_action = nil
battler.ctb = battler.ctb_preset
end
battler.cast_action = nil unless battler.exist?
@all_ctb << battler.max_ctb - battler.ctb if battler.exist?
end
@all_ctb.sort!{|a,b| a <=> b}
for battler in $game_party.actors + $game_troop.enemies
if battler.exist? and not battler.restriction == 4
battler.ctb += @all_ctb[0]
not_same_ctb(battler)
battler.set_battler_all_ctb
end
end
update_next_ctb
end
#--------------------------------------------------------------------------
# * Update next CTB values
#--------------------------------------------------------------------------
def update_next_ctb
@old_battler_ctb = @all_battlers_ctb.dup
@all_battlers_ctb.clear
for battler in $game_party.actors + $game_troop.enemies
if battler.exist? and not battler.restriction == 4
@all_battlers_ctb = @all_battlers_ctb | battler.all_ctb
end
end
if @old_battler_ctb != @all_battlers_ctb
@all_battlers_ctb.sort!{|a,b| b[0] <=> a[0]}
@all_battlers_ctb.delete_if {|ctb| @all_battlers_ctb.index(ctb) > Show_Ctb_Turn}
else
@all_battlers_ctb = @old_battler_ctb.dup
end
@ctb_window.order_window = @all_battlers_ctb.dup
@ctb_window.refresh
end
#--------------------------------------------------------------------------
# * Wait flag
#--------------------------------------------------------------------------
def wait_on
return true if $game_temp.battle_end or not allow_next_action
return false
end
#--------------------------------------------------------------------------
# * Start Party Command Phase
#--------------------------------------------------------------------------
def start_phase2
end
#--------------------------------------------------------------------------
# * Set turn speed
#--------------------------------------------------------------------------
def turn_count_speed
@ctb_turn_count = @abt_turn_speed = 0
case Custom_Turn_Count
when 0
for battler in $game_party.actors + $game_troop.enemies
@abt_turn_speed += 1 if battler.exist?
end
when 1
@abt_turn_speed = Action_Turn_Count
end
end
#--------------------------------------------------------------------------
# * Frame Update (party command phase: escape)
#--------------------------------------------------------------------------
def update_phase2_escape
windows_dispose
update_phase2_escape_part2
end
#--------------------------------------------------------------------------
# * Frame Update (party command phase: escape part2)
#--------------------------------------------------------------------------
def update_phase2_escape_part2
@party_command_window.visible = false
@party_command_window.active = false
wait(2)
if rand(100) < set_escape_rate
$game_temp.battle_end = true
$game_system.se_play($data_system.escape_se)
battle_end(1)
for battler in $game_party.actors
battler.escape_attempt = false
end
play_map_bmg
else
@escape_ratio += 3
phase3_next_actor
@escape_failed = true
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
alias start_phase5_ctb start_phase5
def start_phase5
if @input_battler != nil
@help_window.visible = false if @help_window != nil
windows_dispose
@input_battler.blink = false if @input_battler != nil
end
start_phase5_ctb
update_all_ctb
@ctb_window.refresh
end
#--------------------------------------------------------------------------
# * Frame Update (after battle phase)
#--------------------------------------------------------------------------
alias update_phase5_ctb update_phase5
def update_phase5
windows_dispose
update_phase5_ctb
end
#--------------------------------------------------------------------------
# * Update temporary info
#--------------------------------------------------------------------------
def update_temp_info
$game_temp.action_phase = @input_battler.nil?
$game_temp.selection_phase = @input_battler != nil
$game_temp.active_battler = @active_battler
$game_temp.action_battler = @active_battlers.first
end
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window
$game_temp.battle_start = false
update_temp_info
if @active_battler != nil and @active_battler.cast_action != nil
@active_battler.blink = false
return
end
@active_battler.defense_pose = false
@party_command_window.active = false
@party_command_window.visible = false
@actor_command_window.dispose if @actor_command_window != nil
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.item
s4 = $data_system.words.guard
s5 = @escape_name
if @escape_type == 0
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
else
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
end
command_window_position
@actor_command_window.back_opacity = Ctb_Window_Back_Opacity
@actor_command_window.z = 4500
@active_battler_window.refresh(@active_battler)
@active_battler_window.visible = Battle_Name_Window
command_window_position
set_name_window_position
@active_battler_window.z = 4500
@ctb_window.refresh
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : skill selection)
#--------------------------------------------------------------------------
alias update_phase3_skill_select_ctb update_phase3_skill_select
def update_phase3_skill_select
@active_battler.selected_action = @skill_window.skill
if @curent_index != @skill_window.index or
(Ctb_Order_Style == 0 and Graphics.frame_count % 3 == 0)
update_all_ctb
@ctb_window.refresh
@curent_index = @skill_window.index
@curent_command_index = nil
end
update_phase3_skill_select_ctb
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection)
#--------------------------------------------------------------------------
alias update_phase3_item_select_ctb update_phase3_item_select
def update_phase3_item_select
@active_battler.selected_action = @item_window.item
if @curent_index != @item_window.index or
(Ctb_Order_Style == 0 and Graphics.frame_count % 3 == 0)
update_all_ctb
@ctb_window.refresh
@curent_index = @item_window.index
@curent_command_index = nil
end
update_phase3_item_select_ctb
end
#--------------------------------------------------------------------------
# * Go to Command Input for Next Actor
#--------------------------------------------------------------------------
def phase3_next_actor
action_battler = @input_battlers.shift
@action_battlers << action_battler
@action_battlers.compact!
command_input_cancel
@input_battler = nil
@actor_index = nil
@active_battler = nil
end
#--------------------------------------------------------------------------
# * Go to Command Input of Previous Actor
#--------------------------------------------------------------------------
def phase3_switch_actor
@input_battler.current_action.clear
@active_battler.current_cost = no_action_cost(@active_battler)
@active_battler.ctb_update(@active_battler.current_cost)
@input_battlers.delete(@input_battler)
@action_battlers.delete(@input_battler)
command_input_cancel
@input_battler = nil
@actor_index = nil
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
alias update_phase3_ctb update_phase3
def update_phase3
if cancel_command?
if can_act?
if @input_battler.confused?
@input_battler.current_action.kind = 0
@input_battler.current_action.basic = 0
end
@action_battlers << @input_battler
@action_battlers.compact!
end
command_input_cancel
return
end
update_phase3_ctb
end
#--------------------------------------------------------------------------
# * Command cancel flag
#--------------------------------------------------------------------------
def cancel_command?
return false if @input_battler.nil?
return true if @input_battler.current_action.forcing
return true if @input_battler.confused?
return true if @input_battler.restriction == 4
return true if not $game_party.actors.include?(@input_battler)
return false
end
#--------------------------------------------------------------------------
# * Can't act flag
#--------------------------------------------------------------------------
def can_act?
return true if @input_battler.current_action.forcing
return true if @input_battler.confused?
return false
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
alias update_phase3_basic_command_ctb update_phase3_basic_command
def update_phase3_basic_command
@curent_index = nil
case @actor_command_window.commands[@actor_command_window.index]
when $data_system.words.attack
@active_battler.selected_action = $data_weapons[@active_battler.weapon_id].nil? ?
'Attack' : $data_weapons[@active_battler.weapon_id]
when $data_system.words.guard
@active_battler.selected_action = 'Defend'
when @escape_name
@active_battler.selected_action = 'Escape'
else
@active_battler.selected_action = ''
end
if @curent_command_index != @actor_command_window.index or
(Ctb_Order_Style == 0 and Graphics.frame_count % 3 == 0)
update_all_ctb
@ctb_window.refresh
@curent_command_index = @actor_command_window.index
@curent_index = nil
end
if Cancel_Input != nil and Input.trigger?(Cancel_Input)
$game_system.se_play($data_system.decision_se)
@selection_phase = false
phase3_switch_actor
return
end
if Input.trigger?(Input::C)
case @actor_command_window.commands[@actor_command_window.index]
when @escape_name
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
@active_battler.escape_attempt = true
$game_system.se_play($data_system.decision_se)
@selection_phase = false
update_phase2_escape
return
end
end
return if Cancel_Input != nil and Input.trigger?(Cancel_Input)
update_phase3_basic_command_ctb
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
alias end_actor_select_ctb end_actor_select
def end_actor_select
update_temp_info
end_actor_select_ctb
end
#--------------------------------------------------------------------------
# * End Enemy Selection
#--------------------------------------------------------------------------
alias end_enemy_select_ctb end_enemy_select
def end_enemy_select
update_temp_info
end_enemy_select_ctb
end
#--------------------------------------------------------------------------
# * End All Enemies Selection
#--------------------------------------------------------------------------
alias end_select_all_enemies_ctb end_select_all_enemies
def end_select_all_enemies
update_temp_info
end_select_all_enemies_ctb
end
#--------------------------------------------------------------------------
# * End All Actors Selection
#--------------------------------------------------------------------------
alias end_select_all_actors_ctb end_select_all_actors
def end_select_all_actors
update_temp_info
end_select_all_actors_ctb
end
#--------------------------------------------------------------------------
# * End All Battlers Selection
#--------------------------------------------------------------------------
alias end_select_all_battlers_ctb end_select_all_battlers
def end_select_all_battlers
update_temp_info
end_select_all_battlers_ctb
end
#--------------------------------------------------------------------------
# * End Self Selection
#--------------------------------------------------------------------------
alias end_select_self_ctb end_select_self
def end_select_self
update_temp_info
end_select_self_ctb
end
#--------------------------------------------------------------------------
# * Cancel command input
#--------------------------------------------------------------------------
def command_input_cancel
windows_dispose
@input_battler.blink = false
@input_battlers.delete(@input_battler)
@input_battler = nil
end
#--------------------------------------------------------------------------
# * Dispose windows
#--------------------------------------------------------------------------
def windows_dispose
@help_window.visible = false if !@escaping
if @enemy_arrow != nil
@enemy_arrow.dispose
@enemy_arrow = nil
end
if @actor_arrow != nil
@actor_arrow.dispose
@actor_arrow = nil
end
if @actor_arrow != nil
@actor_arrow.dispose
@actor_arrow = nil
end
if @skill_window != nil
@skill_window.dispose
@skill_window = nil
end
if @item_window != nil
@item_window.dispose
@item_window = nil
end
if @enemy_arrow_all != nil
@enemy_arrow_all.dispose
@enemy_arrow_all = nil
end
if @actor_arrow_all != nil
@actor_arrow_all.dispose
@actor_arrow_all = nil
end
if @battler_arrow_all != nil
@enemy_arrow_all.dispose
@enemy_arrow_all = nil
end
if @actor_command_window != nil
@actor_command_window.active = false
@actor_command_window.visible = false
@active_battler_window.visible = false
@actor_command_window.opacity = 0
end
@selection_phase = false
@status_window.visible = true
end
#--------------------------------------------------------------------------
# * Update battler phase 2 (part 1)
# battler : active battler
#--------------------------------------------------------------------------
alias step2_part1_ctb step2_part1
def step2_part1(battler)
@ctb_window.refresh
battler.defense_pose = false
battler.casting = false
if battler.cast_action != nil
active_cast = battler.cast_action
if active_cast.scope == 1 or active_cast.scope == 3 or active_cast.scope == 5
battler.current_action.target_index = battler.cast_target
end
if active_cast.is_a?(RPG::Skill)
battler.current_action.kind = 1
battler.current_action.skill_id = active_cast.id
elsif active_cast.is_a?(RPG::Item)
battler.current_action.kind = 2
battler.current_action.item_id = active_cast.id
end
battler.cast_action = nil
end
step2_part1_ctb(battler)
if (battler.now_action.is_a?(RPG::Skill) or battler.now_action.is_a?(RPG::Item)) and
battler.cast_action.nil? and active_cast.nil?
battler.cast_action = battler.now_action
battler.cast_target = battler.current_action.target_index
cast_speed = battler.now_action.cast_speed(battler)
battler.cast_action = nil if cast_speed == 0
battler.casting = cast_speed != 0
unless cast_speed == 0
battler.movement = false
battler.current_phase = 'Phase 5-1'
end
end
if cant_use_action(battler) and battler.cast_action != nil
battler.cast_action = nil
battler.moviment = false
battler.current_phase = 'Phase 5-1'
end
set_action_cost(battler)
end
#--------------------------------------------------------------------------
# * Get no action cost
# battler : battler
#--------------------------------------------------------------------------
def no_action_cost(battler)
return battler.actor? ? No_Action_Cost : Attack_Default_Cost
end
#--------------------------------------------------------------------------
# * Set action cost
# battler : battler
#--------------------------------------------------------------------------
def set_action_cost(battler)
battler.current_cost = no_action_cost(battler)
if battler.attack? or battler.skip?
if battler.current_action.basic == 0
if Action_Cost['Attack'] != nil and Action_Cost['Attack'][now_id(battler)] != nil and
battler.now_action.is_a?(RPG::Weapon)
battler.curre


Attached Files
.rar   ACBS ATOA BATTLE.rar (Size: 2.5 MB / Downloads: 0)
}


Messages In This Thread
Continue even when Loser doesnt work - by Djigit - 10-12-2014, 02:12 PM

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