=begin਀吀栀椀猀 椀猀 琀栀攀 昀甀氀氀 猀椀搀攀 瘀椀攀眀 戀愀琀琀氀攀 猀挀爀椀瀀琀⸀ To use it:਀䄀㨀 䄀搀搀 琀栀攀 猀挀爀椀瀀琀 琀漀 愀 渀攀眀 猀攀挀琀椀漀渀㨀 1. Open the script editor਀   ㈀⸀ 䤀渀 琀栀攀 氀攀昀琀 氀椀猀琀Ⰰ 猀挀爀漀氀氀 搀漀眀渀 琀漀 琀栀攀 攀渀搀 漀昀 琀栀攀 氀椀猀琀 3. Right-click the Main section (last thing in the lest) then choose 'insert' from the menu਀   㐀⸀ 夀漀甀✀氀氀 渀漀眀 栀愀瘀攀 愀渀 攀洀瀀琀礀 猀攀挀琀椀漀渀Ⰰ 礀漀甀 挀愀渀 渀愀洀攀 椀琀 眀栀愀琀攀瘀攀爀 礀漀甀 氀椀欀攀 5. Copy the entire script (in this text file) and paste it in the empty script page਀   㘀⸀ 刀攀洀攀洀戀攀爀Ⰰ 椀琀 洀甀猀琀 戀攀 搀椀爀攀挀琀氀礀 漀瘀攀爀 䴀愀椀渀 愀渀搀 甀渀搀攀爀 愀氀氀 漀琀栀攀爀 挀氀愀猀猀攀猀 B: Add the animated sprite class:਀   ㄀⸀ 䤀渀 琀栀攀 搀攀洀漀✀猀 昀漀氀搀攀爀 ⠀眀栀攀爀攀 琀栀椀猀 昀椀氀攀 椀猀 氀漀挀愀琀攀搀⤀Ⰰ 琀栀攀爀攀✀猀 愀 昀椀氀攀 挀愀氀氀攀搀 愀渀椀洀愀琀攀搀开猀瀀爀椀琀攀⸀琀砀琀Ⰰ 漀瀀攀渀 椀琀 2. Follow the same steps to add a new section, however, your section should be added anywhere above Sprite_Battler (important)਀   ㌀⸀ 䨀甀猀琀 挀漀瀀礀 愀渀搀 瀀愀猀琀攀 琀栀攀 猀琀甀昀昀 椀渀 愀渀椀洀愀琀攀搀开猀瀀爀椀琀攀⸀琀砀琀 琀漀 琀栀攀 渀攀眀 猀攀挀琀椀漀渀 4. Make sure the new section is above the Sprite_Battler section਀䌀㨀 䄀搀樀甀猀琀 匀瀀爀椀琀攀开䈀愀琀琀氀攀爀✀猀 䤀渀栀攀爀椀琀愀渀挀攀㨀 1. Go to the section Sprite_Battler਀   ㈀⸀ 䄀琀 琀栀攀 琀漀瀀 漀昀 琀栀攀 瀀愀最攀Ⰰ 礀漀甀✀氀氀 猀攀攀㨀 挀氀愀猀猀 匀瀀爀椀琀攀开䈀愀琀琀氀攀爀 㰀 刀倀䜀㨀㨀匀瀀爀椀琀攀 3. Change it to: class Sprite_Battler < Animated_Sprite਀䐀㨀 吀栀愀琀✀猀 愀氀氀⸀ 刀攀昀攀爀 琀漀 爀攀愀搀洀攀⸀琀砀琀 昀漀爀 椀渀昀漀爀洀愀琀椀漀渀 愀戀漀甀琀 琀栀攀 愀挀琀甀愀氀 猀挀爀椀瀀琀⸀ =end਀ class Game_System਀  愀琀琀爀开愀挀挀攀猀猀漀爀 㨀愀渀椀洀愀琀攀搀开攀渀攀洀礀           ⌀ 䄀爀攀 琀栀攀 攀渀攀洀椀攀猀 愀渀椀洀愀琀攀搀㼀 #--------------------------------------------------------------------------਀  ⌀ 케‥ꨀ혰렰ꜰ꼰젰ᴰὒᙧS #--------------------------------------------------------------------------਀  愀氀椀愀猀 漀氀搀开椀渀椀琀椀愀氀椀稀攀 椀渀椀琀椀愀氀椀稀攀 def initialize਀    漀氀搀开椀渀椀琀椀愀氀椀稀攀 # By default, enemies aren't animated. Feel free to਀    ⌀ 挀栀愀渀最攀 椀琀 琀漀 琀爀甀攀 椀昀 礀漀甀爀 最愀洀攀 猀甀瀀瀀漀爀琀猀 愀渀椀洀愀琀攀搀 # enemies.਀    䀀愀渀椀洀愀琀攀搀开攀渀攀洀礀 㴀 昀愀氀猀攀 end਀攀渀搀 ਀挀氀愀猀猀 䜀愀洀攀开䄀挀琀漀爀 㰀 䜀愀洀攀开䈀愀琀琀氀攀爀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● バトル画面 X 座標の取得਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ   def screen_x਀    椀昀 猀攀氀昀⸀椀渀搀攀砀 ℀㴀 渀椀氀 # Change this to control the placement of actors in battle਀      爀攀琀甀爀渀 猀攀氀昀⸀椀渀搀攀砀 ⨀ 㐀㠀 ⬀ 㐀   else਀      爀攀琀甀爀渀 㐀   end਀  攀渀搀 #--------------------------------------------------------------------------਀  ⌀ 케‥퀀젰㬰扵ₗ夀 ꜀ᥞ湪혰靓_ #--------------------------------------------------------------------------਀  搀攀昀 猀挀爀攀攀渀开礀 if self.index != nil਀      ⌀ 䌀栀愀渀最攀 琀栀椀猀 琀漀 挀漀渀琀爀漀氀 琀栀攀 瀀氀愀挀攀洀攀渀琀 漀昀 愀挀琀漀爀猀 椀渀 戀愀琀琀氀攀 return self.index * 48 + 160਀    攀氀猀攀 return 0਀    攀渀搀 end਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● バトル画面 Z 座標の取得਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ def screen_z਀    ⌀ 吀栀椀猀 挀漀渀琀爀漀氀猀 琀栀攀 ✀瀀爀椀漀爀椀琀礀✀ 漀昀 猀瀀爀椀琀攀猀 if self.index != nil਀      爀攀琀甀爀渀 猀攀氀昀⸀椀渀搀攀砀 else਀      爀攀琀甀爀渀   end਀  攀渀搀 end਀ class Sprite_Battler < Animated_Sprite਀  愀琀琀爀开愀挀挀攀猀猀漀爀 㨀昀爀愀洀攀开眀椀搀琀栀              ⌀ 圀椀搀琀栀 漀昀 愀渀椀洀愀琀椀漀渀 昀爀愀洀攀 #--------------------------------------------------------------------------਀  ⌀ 케‥ꨀ혰렰ꜰ꼰젰ᴰὒᙧS # viewport : ビューポート ਀  ⌀     戀愀琀琀氀攀爀  㨀 퀀젰ﰰ‰⠀䜀愀洀攀开䈀愀琀琀氀攀爀⤀ #--------------------------------------------------------------------------਀  愀氀椀愀猀 漀氀搀开椀渀椀琀椀愀氀椀稀攀 椀渀椀琀椀愀氀椀稀攀 def initialize(viewport, battler = nil)਀    漀氀搀开椀渀椀琀椀愀氀椀稀攀⠀瘀椀攀眀瀀漀爀琀Ⰰ 戀愀琀琀氀攀爀⤀ # Is the battler dead?਀    䀀搀攀愀搀 㴀 昀愀氀猀攀 # Defines the width and height of each animation frame (cell),਀    ⌀ 昀攀攀氀 昀爀攀攀 琀漀 挀栀愀渀最攀 琀栀攀 渀甀洀戀攀爀猀 ⠀㤀㘀⤀ 琀漀 愀渀礀 猀椀稀攀 琀栀愀琀 昀椀琀猀 # your game.਀    䀀昀爀愀洀攀开眀椀搀琀栀Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 㴀 㤀㘀Ⰰ 㤀㘀 # Number of frames in each actor pose਀    䀀昀爀愀洀攀猀 㴀 ㌀ # Number of frames in each enemy pose਀    䀀攀渀攀洀礀开昀爀愀洀攀猀 㴀 ㌀ # Number of enemy poses in the enemy bitmap,਀    ⌀ 琀栀椀猀 椀猀 甀猀攀搀 琀漀 昀椀渀搀 琀栀攀 昀爀愀洀攀 猀椀稀攀 漀昀 琀栀攀 攀渀攀洀礀 # bitmap by dividing the height of the bitmap by਀    ⌀ 琀栀攀 渀甀洀戀攀爀 漀昀 攀渀攀洀礀 瀀漀猀攀猀⸀ @enemy_poses = 4਀    ⌀ 䌀漀渀琀爀漀氀猀 琀栀攀 愀渀椀洀愀琀椀漀渀 猀瀀攀攀搀Ⰰ 爀攀瀀爀攀猀攀渀琀猀 搀攀氀愀礀 ⠀椀渀 洀猀⤀ # between each animation frame.਀    䀀搀攀氀愀礀 㴀 ㄀  # Setup the 'base pose' depending on type of enemy਀    䀀戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䔀渀攀洀礀⤀ 㼀 攀渀攀洀礀开瀀漀猀攀⠀ ⤀ 㨀 瀀漀猀攀⠀ ⤀ end਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # - Change the battle pose for an actor (hero)਀  ⌀   渀甀洀戀攀爀 㨀 瀀漀猀攀✀ 渀甀洀戀攀爀 #--------------------------------------------------------------------------਀  搀攀昀 瀀漀猀攀⠀渀甀洀戀攀爀⤀ # Check the Animated Spritre class to know more about਀    ⌀ 琀栀攀 挀栀愀渀最攀 洀攀琀栀漀搀⸀ 䄀搀搀 礀漀甀爀 漀眀渀 瀀漀猀攀猀 戀礀 愀搀搀椀渀最 愀 # 'when', and fixing the parameters of the change਀    ⌀ 洀攀琀栀漀搀 琀漀 猀甀椀琀 琀栀攀 瀀漀猀椀琀椀漀渀 漀昀 琀栀攀 瀀漀猀攀 椀渀 琀栀攀 戀愀琀琀氀攀爀 # bitmap. The FAQ section in readme.txt can provide you਀    ⌀ 眀椀琀栀 洀漀爀攀 椀渀昀漀爀洀愀琀椀漀渀 case number਀    眀栀攀渀    ⌀ 一漀爀洀愀氀 猀琀愀渀挀攀Ⰰ 氀漀漀瀀猀 change(@frames, @delay, 0, 0, 0)਀    眀栀攀渀 ㄀  ⌀ 䄀琀琀愀挀欀Ⰰ 渀漀 氀漀漀瀀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀Ⰰ  Ⰰ 琀爀甀攀⤀ when 2 # Skill, loops਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ ㈀⤀ when 3 # Hurt, loops਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ ㌀⤀ when 4 # Defend, loops਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ 㐀⤀ when 5 # Death, loops਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ 㔀⤀ when 6 # Victory, loops਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ 㘀⤀ when 7 # Walk, loops਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ 㜀⤀ when 8 # Item, no loop਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ 㠀Ⰰ  Ⰰ 琀爀甀攀⤀ when 9 # Injured਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ 㤀⤀ when 10 # Sick਀      挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ ㄀ ⤀ #when 11਀    ⌀ 挀栀愀渀最攀⠀䀀昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ ㄀㄀⤀ # ...etc.਀    攀氀猀攀 change(@frames, @delay, 0, 0, 0)਀    攀渀搀 end਀   #--------------------------------------------------------------------------਀  ⌀ ⴀ 䌀栀愀渀最攀 琀栀攀 戀愀琀琀氀攀 瀀漀猀攀 昀漀爀 愀渀 攀渀攀洀礀 # number : pose' number਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ def enemy_pose(number)਀    爀攀琀甀爀渀 甀渀氀攀猀猀 ␀最愀洀攀开猀礀猀琀攀洀⸀愀渀椀洀愀琀攀搀开攀渀攀洀礀 # Pretty much like the normal pose method.਀    挀愀猀攀 渀甀洀戀攀爀 when 0 # Normal stance, loops਀      挀栀愀渀最攀⠀䀀攀渀攀洀礀开昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ  Ⰰ  ⤀ when 1 # Attack, no loop਀      挀栀愀渀最攀⠀䀀攀渀攀洀礀开昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀Ⰰ  Ⰰ 琀爀甀攀⤀ when 2 # Skill, loops਀      挀栀愀渀最攀⠀䀀攀渀攀洀礀开昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ ㈀⤀ when 3 # Hurt, loops਀      挀栀愀渀最攀⠀䀀攀渀攀洀礀开昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ ㌀⤀ #when 4਀    ⌀ 挀栀愀渀最攀⠀䀀攀渀攀洀礀开昀爀愀洀攀猀Ⰰ 䀀搀攀氀愀礀Ⰰ  Ⰰ 䀀昀爀愀洀攀开栀攀椀最栀琀 ⨀ 㐀⤀ # ...etc.਀    攀氀猀攀 change(@enemy_frames, @delay, 0, 0, 0)਀    攀渀搀 end਀   #--------------------------------------------------------------------------਀  ⌀ ⴀ 䐀攀昀椀渀攀猀 琀栀攀 搀攀昀愀甀氀琀 瀀漀猀攀 昀漀爀 愀渀 愀挀琀漀爀 #--------------------------------------------------------------------------਀  搀攀昀 搀攀昀愀甀氀琀开瀀漀猀攀 # The idea behind default pose is that the main pose਀    ⌀ ⠀眀栀攀渀 渀漀琀 琀愀欀椀渀最 愀渀礀 愀挀琀椀漀渀猀⤀ 椀猀渀✀琀 猀琀愀琀椀挀⸀ 䘀漀爀 攀砀愀洀瀀氀攀Ⰰ # the battler could be hurt or poisoned. We need to਀    ⌀ 挀栀攀挀欀 昀漀爀 瘀愀爀椀漀甀猀 琀栀椀渀最猀 琀漀 最攀琀 琀栀攀 搀攀昀愀甀氀琀 瀀漀猀攀 愀渀搀 # this method is where we do the checking. Then we make਀    ⌀ 挀愀氀氀猀 琀漀 琀栀攀 瀀漀猀攀 眀攀 眀愀渀琀⸀ 䄀昀琀攀爀 攀愀挀栀 琀甀爀渀 椀渀 戀愀琀琀氀攀Ⰰ 琀栀椀猀 # method is called for all actors. Sickness takes਀    ⌀ 瀀爀椀漀爀椀琀礀 漀瘀攀爀 椀渀樀甀爀礀 ⠀愀渀搀 椀渀樀甀爀礀 漀瘀攀爀 渀漀爀洀愀氀⤀⸀ # First, call the normal pose਀    瀀漀猀攀⠀ ⤀ # If HP is too low (- 25%)਀    椀昀 ⠀䀀戀愀琀琀氀攀爀⸀栀瀀 ⨀ ㄀  ⤀ ⼀䀀戀愀琀琀氀攀爀⸀洀愀砀栀瀀  㰀 ㈀㔀 # Change pose to injured਀      瀀漀猀攀⠀㤀⤀ end਀    ⌀ 䤀昀 琀栀攀 戀愀琀琀氀攀爀 椀猀 椀渀昀氀椀挀琀攀搀 眀椀琀栀 愀 猀琀愀琀甀猀 攀昀昀攀挀琀 if @battler.states.size > 0਀      ⌀ 䌀栀愀渀最攀 瀀漀猀攀 琀漀 猀椀挀欀 pose(10)਀    攀渀搀 ਀    ⌀ 䤀搀攀愀 ㄀㨀 # To have more than one pose for injury਀    ⌀ ⠀昀漀爀 攀砀愀洀瀀氀攀 愀琀 䠀倀 㜀㔀─Ⰰ 㔀 ─Ⰰ ㈀㔀─⤀ 樀甀猀琀 # copy and paste the if statement for HP਀    ⌀ 愀渀搀 挀栀愀渀最攀 琀栀攀 渀甀洀戀攀爀 氀椀欀攀㨀 # if (@battler.hp * 100) /@battler.maxhp < 75਀    ⌀   瀀漀猀攀⠀⌀⤀ # end਀    ⌀ 圀栀攀爀攀 ⌀ 椀猀 琀栀攀 瀀攀爀挀攀渀琀 琀栀愀琀 琀栀攀 䠀倀 椀猀 戀攀氀漀眀⸀ # Note that in order for this to work you should਀    ⌀ 猀琀愀爀琀 眀椀琀栀 琀栀攀 猀洀愀氀氀攀猀琀 渀甀洀戀攀爀 愀琀 琀栀攀 昀椀爀猀琀 椀昀 # and the largest at last. Or you could use an elsif.਀     # Idea 2:਀    ⌀ 䤀昀 礀漀甀 眀愀渀琀 琀漀 栀愀瘀攀 搀椀昀昀攀爀攀渀琀 瀀漀猀攀猀 昀漀爀 搀椀昀昀攀爀攀渀琀 # states (like closed eyes for sleeping). After creating਀    ⌀ 琀栀攀 瀀漀猀攀猀 ⠀爀攀昀攀爀 琀漀 爀攀愀搀洀攀⸀琀砀琀⤀ 愀搀搀 猀漀洀攀琀栀椀渀最 氀椀欀攀㨀 # for state in @battler.states਀    ⌀   椀昀 猀琀愀琀攀⸀渀愀洀攀 㴀 ∀猀氀攀攀瀀∀ # pose(#)਀    ⌀   攀氀猀椀昀 猀琀愀琀攀⸀渀愀洀攀 㴀 ∀瀀漀椀猀漀渀∀ # pose(##)਀    ⌀   攀渀搀 # end਀    ⌀ 夀漀甀 挀愀渀 甀猀攀 愀 挀愀猀攀 猀琀愀琀攀洀攀渀琀 椀渀猀琀攀愀搀⸀ # # and ## would be the numbers of your status effect,਀    ⌀ 礀漀甀 挀愀渀 挀栀愀渀最攀 猀氀攀攀瀀 愀渀搀 瀀漀椀猀漀渀 搀攀瀀攀渀搀椀渀最 漀渀 礀漀甀爀 攀昀昀攀挀琀 # name, you can add stuff the same way. Note that a਀    ⌀ 挀栀愀爀愀挀琀攀爀 洀椀最栀琀 栀愀瘀攀 猀攀瘀攀爀愀氀 猀琀愀琀甀猀 攀昀昀攀挀琀 愀渀搀 椀渀 琀栀椀猀 # case 'sleep' would take priority.਀  攀渀搀 ਀   #--------------------------------------------------------------------------਀  ⌀ 케‥픀ﰰ끦e #--------------------------------------------------------------------------਀  搀攀昀 甀瀀搀愀琀攀 super਀    ⌀ 퀀젰ﰰ䰰‰渀椀氀 渀㐰ࡘT if @battler == nil਀      猀攀氀昀⸀戀椀琀洀愀瀀 㴀 渀椀氀 loop_animation(nil)਀      爀攀琀甀爀渀 end਀    ⌀ 픀ꄰꐰ吰か色相が現在のものと異なる場合਀    椀昀 䀀戀愀琀琀氀攀爀⸀戀愀琀琀氀攀爀开渀愀洀攀 ℀㴀 䀀戀愀琀琀氀攀爀开渀愀洀攀 漀爀 @battler.battler_hue != @battler_hue਀      ⌀ 팀쌰젰쌰휰鈰혰靓şⴰ骊[ @battler_name = @battler.battler_name਀      䀀戀愀琀琀氀攀爀开栀甀攀 㴀 䀀戀愀琀琀氀攀爀⸀戀愀琀琀氀攀爀开栀甀攀 self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)਀      䀀眀椀搀琀栀 㴀 戀椀琀洀愀瀀⸀眀椀搀琀栀 @height = bitmap.height਀      猀攀氀昀⸀漀砀 㴀 䀀昀爀愀洀攀开眀椀搀琀栀 ⼀ ㈀ self.oy = @frame_height਀      椀昀 䀀戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䔀渀攀洀礀⤀ 愀渀搀 ␀最愀洀攀开猀礀猀琀攀洀⸀愀渀椀洀愀琀攀搀开攀渀攀洀礀 # The frame (cell) size of enemy animation is calculated਀        䀀昀爀愀洀攀开眀椀搀琀栀 㴀 猀攀氀昀⸀戀椀琀洀愀瀀⸀眀椀搀琀栀 ⼀ 䀀攀渀攀洀礀开昀爀愀洀攀猀 @frame_height = self.bitmap.height / @enemy_poses਀        猀攀氀昀⸀漀砀 㴀 䀀昀爀愀洀攀开眀椀搀琀栀 ⼀ ㈀ self.oy = @frame_height਀        攀渀攀洀礀开瀀漀猀攀⠀ ⤀ elsif @battler.is_a?(Game_Enemy)਀        ⌀ 䤀昀 琀栀攀 攀渀攀洀礀 椀猀渀✀琀 愀渀椀洀愀琀攀搀Ⰰ 琀栀攀爀攀 椀猀 漀渀氀礀 漀渀攀 昀爀愀洀攀⸀⸀⸀ @frame_width, @frame_height = bitmap.width, bitmap.height਀        挀栀愀渀最攀 self.ox = @width / 2਀        猀攀氀昀⸀漀礀 㴀 䀀栀攀椀最栀琀      攀渀搀 # 戦闘﵎纀弰漰ꀰ貖똰䭲橡褰丰透明度を 0 にする਀      椀昀 䀀戀愀琀琀氀攀爀⸀搀攀愀搀㼀 漀爀 䀀戀愀琀琀氀攀爀⸀栀椀搀搀攀渀 self.opacity = 0਀      攀渀搀 # The coordinates are only set once, this gives us਀      ⌀ 洀漀爀攀 挀漀渀琀爀漀氀 漀渀 琀栀攀 瀀漀猀椀琀椀漀渀 漀昀 琀栀攀 猀瀀爀椀琀攀⸀ self.x = @battler.screen_x਀      猀攀氀昀⸀礀 㴀  䀀戀愀琀琀氀攀爀⸀猀挀爀攀攀渀开礀 self.z = @battler.screen_z਀    攀渀搀 # アニメーション ID が現在のものと異なる場合਀    椀昀 䀀戀愀琀琀氀攀爀⸀搀愀洀愀最攀 㴀㴀 渀椀氀 愀渀搀 @battler.state_animation_id != @state_animation_id਀      䀀猀琀愀琀攀开愀渀椀洀愀琀椀漀渀开椀搀 㴀 䀀戀愀琀琀氀攀爀⸀猀琀愀琀攀开愀渀椀洀愀琀椀漀渀开椀搀 loop_animation($data_animations[@state_animation_id])਀    攀渀搀 # 表示されるべきアクターの場合਀    椀昀 䀀戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ 愀渀搀 䀀戀愀琀琀氀攀爀开瘀椀猀椀戀氀攀 # メインフェーズでないときはཎຐꙦ鉞萰萰ର剎謰0 if $game_temp.battle_main_phase਀        猀攀氀昀⸀漀瀀愀挀椀琀礀 ⬀㴀 ㌀ 椀昀 猀攀氀昀⸀漀瀀愀挀椀琀礀 㰀 ㈀㔀㔀 else਀        猀攀氀昀⸀漀瀀愀挀椀琀礀 ⴀ㴀 ㌀ 椀昀 猀攀氀昀⸀漀瀀愀挀椀琀礀 㸀 ㈀ 㜀 end਀    攀渀搀 # 明滅਀    椀昀 䀀戀愀琀琀氀攀爀⸀戀氀椀渀欀 blink_on਀    攀氀猀攀 blink_off਀    攀渀搀 # 陓溉㐰ࡘT unless @battler_visible਀      ⌀ 切﹑s if not @battler.hidden and not @battler.dead? and਀         ⠀䀀戀愀琀琀氀攀爀⸀搀愀洀愀最攀 㴀㴀 渀椀氀 漀爀 䀀戀愀琀琀氀攀爀⸀搀愀洀愀最攀开瀀漀瀀⤀ appear਀        䀀戀愀琀琀氀攀爀开瘀椀猀椀戀氀攀 㴀 琀爀甀攀 end਀      ⌀ 䔀瘀攀渀 椀昀 琀栀攀 愀挀琀漀爀 椀猀 搀攀愀搀Ⰰ 猀⼀栀攀✀搀 猀琀椀氀氀 愀瀀瀀攀愀爀 # in their "dead" pose.਀      椀昀 渀漀琀 䀀戀愀琀琀氀攀爀⸀栀椀搀搀攀渀 愀渀搀 (@battler.damage == nil or @battler.damage_pop) and਀         䀀戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ appear਀        䀀戀愀琀琀氀攀爀开瘀椀猀椀戀氀攀 㴀 琀爀甀攀 end਀    攀渀搀 # 可視の場合਀    椀昀 䀀戀愀琀琀氀攀爀开瘀椀猀椀戀氀攀 # 逃走 if @battler.hidden਀        ␀最愀洀攀开猀礀猀琀攀洀⸀猀攀开瀀氀愀礀⠀␀搀愀琀愀开猀礀猀琀攀洀⸀攀猀挀愀瀀攀开猀攀⤀ escape਀        䀀戀愀琀琀氀攀爀开瘀椀猀椀戀氀攀 㴀 昀愀氀猀攀 end਀      ⌀ 紀핶쌰뜰0 if @battler.white_flash਀        眀栀椀琀攀渀 @battler.white_flash = false਀      攀渀搀 # アニメーション਀      椀昀 䀀戀愀琀琀氀攀爀⸀愀渀椀洀愀琀椀漀渀开椀搀 ℀㴀   animation = $data_animations[@battler.animation_id]਀        愀渀椀洀愀琀椀漀渀⠀愀渀椀洀愀琀椀漀渀Ⰰ 䀀戀愀琀琀氀攀爀⸀愀渀椀洀愀琀椀漀渀开栀椀琀⤀ @battler.animation_id = 0਀      攀渀搀 # ダメージ਀      椀昀 䀀戀愀琀琀氀攀爀⸀搀愀洀愀最攀开瀀漀瀀        搀愀洀愀最攀⠀䀀戀愀琀琀氀攀爀⸀搀愀洀愀最攀Ⰰ 䀀戀愀琀琀氀攀爀⸀挀爀椀琀椀挀愀氀⤀ @battler.damage = nil਀        䀀戀愀琀琀氀攀爀⸀挀爀椀琀椀挀愀氀 㴀 昀愀氀猀攀 @battler.damage_pop = false਀      攀渀搀 # コラプス਀      椀昀 䀀戀愀琀琀氀攀爀⸀搀愀洀愀最攀 㴀㴀 渀椀氀 愀渀搀 䀀戀愀琀琀氀攀爀⸀搀攀愀搀㼀 if @battler.is_a?(Game_Enemy)਀          ␀最愀洀攀开猀礀猀琀攀洀⸀猀攀开瀀氀愀礀⠀␀搀愀琀愀开猀礀猀琀攀洀⸀攀渀攀洀礀开挀漀氀氀愀瀀猀攀开猀攀⤀ collapse਀          䀀戀愀琀琀氀攀爀开瘀椀猀椀戀氀攀 㴀 昀愀氀猀攀 else਀          ⌀ 夀漀甀 搀漀渀✀琀 眀愀渀琀 椀琀 琀漀 瀀氀愀礀 琀栀攀 挀漀氀氀愀瀀猀攀 匀䔀 昀漀爀攀瘀攀爀⸀ $game_system.se_play($data_system.actor_collapse_se) unless @dead਀          䀀搀攀愀搀 㴀 琀爀甀攀 # Death pose.਀          瀀漀猀攀⠀㔀⤀ end਀      攀氀猀攀 @dead = false਀      攀渀搀 end਀    ⌀ 뤀휰ꐰ젰渰ꜰᥞ鉪ⴰ骊[ end਀攀渀搀 ਀挀氀愀猀猀 匀瀀爀椀琀攀猀攀琀开䈀愀琀琀氀攀 attr_reader :viewport0 # Enemy viewport਀  ⌀ 圀攀 渀攀攀搀 琀漀 愀挀挀攀猀猀 猀瀀爀椀琀攀猀 眀椀琀栀椀渀 琀栀攀 戀愀琀琀氀攀 猀礀猀琀攀洀 琀漀 # move them or change their poses. For that reason਀  ⌀ 眀攀 愀氀氀漀眀 愀挀挀攀猀猀 琀漀 戀漀琀栀 愀挀琀漀爀 猀瀀爀椀琀攀猀 愀渀搀 攀渀攀洀礀 # sprite arrays, this'd allow us to access the sprites਀  ⌀ 漀昀 愀挀琀漀爀猀 氀椀欀攀㨀 # @spriteset.actor_sprites[index].pose(number)਀  愀琀琀爀开愀挀挀攀猀猀漀爀 㨀愀挀琀漀爀开猀瀀爀椀琀攀猀            ⌀ 䄀渀 愀爀爀愀礀 栀漀氀搀椀渀最 愀挀琀漀爀 猀瀀爀椀琀攀猀 attr_accessor :enemy_sprites # An array holding enemy sprites਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● オブジェクト初期化਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ def initialize਀    ⌀ 팀ﰰﰰ젰鈰尰၏b # Added a new viewport (viewport0) to hold enemies਀    䀀瘀椀攀眀瀀漀爀琀  㴀 嘀椀攀眀瀀漀爀琀⸀渀攀眀⠀ Ⰰ  Ⰰ 㘀㐀 Ⰰ 㐀㠀 ⤀ @viewport1 = Viewport.new(0, 0, 640, 320)਀    䀀瘀椀攀眀瀀漀爀琀㈀ 㴀 嘀椀攀眀瀀漀爀琀⸀渀攀眀⠀ Ⰰ  Ⰰ 㘀㐀 Ⰰ 㐀㠀 ⤀ @viewport3 = Viewport.new(0, 0, 640, 480)਀    䀀瘀椀攀眀瀀漀爀琀㐀 㴀 嘀椀攀眀瀀漀爀琀⸀渀攀眀⠀ Ⰰ  Ⰰ 㘀㐀 Ⰰ 㐀㠀 ⤀ # Having a separate viewport for enemy = control਀    ⌀ 漀瘀攀爀 琀栀攀椀爀 稀 ⠀瀀爀椀漀爀椀琀礀⤀ @viewport0.z = 100਀    䀀瘀椀攀眀瀀漀爀琀㈀⸀稀 㴀 ㄀ ㄀ @viewport3.z = 200਀    䀀瘀椀攀眀瀀漀爀琀㐀⸀稀 㴀 㔀    # バトルバックスプライトを作成਀    䀀戀愀琀琀氀攀戀愀挀欀开猀瀀爀椀琀攀 㴀 匀瀀爀椀琀攀⸀渀攀眀⠀䀀瘀椀攀眀瀀漀爀琀㄀⤀ # エネミースプライトを作成਀    䀀攀渀攀洀礀开猀瀀爀椀琀攀猀 㴀 嬀崀 for enemy in $game_troop.enemies਀      ⌀ 䄀搀搀 攀渀攀洀椀攀猀 琀漀 瘀椀攀眀瀀漀爀琀  @enemy_sprites.push(Sprite_Battler.new(@viewport0, enemy))਀    攀渀搀 # アクタースプライトを作成਀    䀀愀挀琀漀爀开猀瀀爀椀琀攀猀 㴀 嬀崀 @actor_sprites.push(Sprite_Battler.new(@viewport2))਀    䀀愀挀琀漀爀开猀瀀爀椀琀攀猀⸀瀀甀猀栀⠀匀瀀爀椀琀攀开䈀愀琀琀氀攀爀⸀渀攀眀⠀䀀瘀椀攀眀瀀漀爀琀㈀⤀⤀ @actor_sprites.push(Sprite_Battler.new(@viewport2))਀    䀀愀挀琀漀爀开猀瀀爀椀琀攀猀⸀瀀甀猀栀⠀匀瀀爀椀琀攀开䈀愀琀琀氀攀爀⸀渀攀眀⠀䀀瘀椀攀眀瀀漀爀琀㈀⤀⤀ # 天候を作成਀    䀀眀攀愀琀栀攀爀 㴀 刀倀䜀㨀㨀圀攀愀琀栀攀爀⸀渀攀眀⠀䀀瘀椀攀眀瀀漀爀琀㄀⤀ # ピクチャスプライトを作成਀    䀀瀀椀挀琀甀爀攀开猀瀀爀椀琀攀猀 㴀 嬀崀 for i in 51..100਀      䀀瀀椀挀琀甀爀攀开猀瀀爀椀琀攀猀⸀瀀甀猀栀⠀匀瀀爀椀琀攀开倀椀挀琀甀爀攀⸀渀攀眀⠀䀀瘀椀攀眀瀀漀爀琀㌀Ⰰ $game_screen.pictures[i]))਀    攀渀搀 # タイマースプライトを作成਀    䀀琀椀洀攀爀开猀瀀爀椀琀攀 㴀 匀瀀爀椀琀攀开吀椀洀攀爀⸀渀攀眀 # フレーム更新਀    甀瀀搀愀琀攀 end਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● 解放਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ alias old_dispose dispose਀  搀攀昀 搀椀猀瀀漀猀攀 old_dispose਀    䀀瘀椀攀眀瀀漀爀琀 ⸀搀椀猀瀀漀猀攀 end਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● フレーム更新਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ alias old_update update਀  搀攀昀 甀瀀搀愀琀攀 old_update਀    ⌀ 唀瀀搀愀琀攀 瘀椀攀眀瀀漀爀琀  @viewport0.update਀  攀渀搀 end਀ class Window_Help < Window_Base਀  愀氀椀愀猀 漀氀搀开椀渀椀琀椀愀氀椀稀攀 椀渀椀琀椀愀氀椀稀攀 def initialize਀    漀氀搀开椀渀椀琀椀愀氀椀稀攀 # Just fixed the z coordinates so that the window਀    ⌀ 椀猀渀✀琀 搀爀愀眀渀 甀渀搀攀爀 琀栀攀 戀愀琀琀氀攀爀猀⸀ self.z = 102਀  攀渀搀 end਀ class Window_Item < Window_Selectable਀  愀氀椀愀猀 漀氀搀开椀渀椀琀椀愀氀椀稀攀 椀渀椀琀椀愀氀椀稀攀 def initialize਀    漀氀搀开椀渀椀琀椀愀氀椀稀攀 # Just fixed the z coordinates so that the window਀    ⌀ 椀猀渀✀琀 搀爀愀眀渀 甀渀搀攀爀 琀栀攀 戀愀琀琀氀攀爀猀⸀ self.z = 102਀  攀渀搀 end਀ class Window_Skill < Window_Selectable਀  愀氀椀愀猀 漀氀搀开椀渀椀琀椀愀氀椀稀攀 椀渀椀琀椀愀氀椀稀攀 def initialize(actor)਀    漀氀搀开椀渀椀琀椀愀氀椀稀攀⠀愀挀琀漀爀⤀ # Just fixed the z coordinates so that the window਀    ⌀ 椀猀渀✀琀 搀爀愀眀渀 甀渀搀攀爀 琀栀攀 戀愀琀琀氀攀爀猀⸀ self.z = 102਀  攀渀搀 end਀ class Window_PartyCommand < Window_Selectable਀  愀氀椀愀猀 漀氀搀开椀渀椀琀椀愀氀椀稀攀 椀渀椀琀椀愀氀椀稀攀 def initialize਀    漀氀搀开椀渀椀琀椀愀氀椀稀攀 # Just fixed the z coordinates so that the window਀    ⌀ 椀猀渀✀琀 搀爀愀眀渀 甀渀搀攀爀 琀栀攀 戀愀琀琀氀攀爀猀⸀ self.z = 102਀  攀渀搀 end਀ class Window_BattleResults < Window_Base਀  愀氀椀愀猀 漀氀搀开椀渀椀琀椀愀氀椀稀攀 椀渀椀琀椀愀氀椀稀攀 def initialize(exp, gold, treasures)਀    漀氀搀开椀渀椀琀椀愀氀椀稀攀⠀攀砀瀀Ⰰ 最漀氀搀Ⰰ 琀爀攀愀猀甀爀攀猀⤀ # Just fixed the z coordinates so that the window਀    ⌀ 椀猀渀✀琀 搀爀愀眀渀 甀渀搀攀爀 琀栀攀 戀愀琀琀氀攀爀猀⸀ self.z = 102਀  攀渀搀 end਀ class Scene_Battle਀  愀氀椀愀猀 漀氀搀开甀瀀搀愀琀攀 甀瀀搀愀琀攀 def update਀    ⌀ 䘀椀砀攀搀 琀栀攀 稀 挀漀漀爀搀椀渀愀琀攀猀 猀漀 琀栀愀琀 琀栀攀 眀椀渀搀漀眀 # isn't drawn under the battlers.਀    䀀愀挀琀漀爀开挀漀洀洀愀渀搀开眀椀渀搀漀眀⸀稀 㴀 ㄀ ㈀ @help_window.update਀    䀀瀀愀爀琀礀开挀漀洀洀愀渀搀开眀椀渀搀漀眀⸀甀瀀搀愀琀攀 @actor_command_window.update਀    䀀猀琀愀琀甀猀开眀椀渀搀漀眀⸀甀瀀搀愀琀攀 @message_window.update਀    䀀猀瀀爀椀琀攀猀攀琀⸀甀瀀搀愀琀攀 # The following two for loops check if an਀    ⌀ 愀挀琀漀爀 漀爀 攀渀攀洀礀 愀爀攀 洀漀瘀椀渀最 愀渀搀 栀愀氀琀猀 琀栀攀 # battle until they reach their destination਀    昀漀爀 愀挀琀漀爀 椀渀 䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀 if actor.moving਀        爀攀琀甀爀渀 end਀    攀渀搀 for enemy in @spriteset.enemy_sprites਀      椀昀 攀渀攀洀礀⸀洀漀瘀椀渀最 愀渀搀 ␀最愀洀攀开猀礀猀琀攀洀⸀愀渀椀洀愀琀攀搀开攀渀攀洀礀 return਀      攀渀搀 end਀    漀氀搀开甀瀀搀愀琀攀 end਀   #--------------------------------------------------------------------------਀  ⌀ 케‥ꈀ픰뼰ﰰ퀰젰픰ꜰﰰ먰謰쮕Y #--------------------------------------------------------------------------਀  愀氀椀愀猀 漀氀搀开猀琀愀爀琀开瀀栀愀猀攀㔀 猀琀愀爀琀开瀀栀愀猀攀㔀 def start_phase5਀    漀氀搀开猀琀愀爀琀开瀀栀愀猀攀㔀 for i in 0...$game_party.actors.size਀      愀挀琀漀爀 㴀 ␀最愀洀攀开瀀愀爀琀礀⸀愀挀琀漀爀猀嬀椀崀 # Change each actor's pose to victory (6) unless dead਀      䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀椀崀⸀瀀漀猀攀⠀㘀⤀ 甀渀氀攀猀猀 愀挀琀漀爀⸀搀攀愀搀㼀 end਀  攀渀搀 ਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● エネミー選択開始਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ def start_enemy_select਀    ⌀ ꠀ촰ﰰꈰﰰ鈰尰၏b # The arrows' viewport should be 0 (enemies)਀    䀀攀渀攀洀礀开愀爀爀漀眀 㴀 䄀爀爀漀眀开䔀渀攀洀礀⸀渀攀眀⠀䀀猀瀀爀椀琀攀猀攀琀⸀瘀椀攀眀瀀漀爀琀 ⤀ # ヘルプウィンドウを関連付け਀    䀀攀渀攀洀礀开愀爀爀漀眀⸀栀攀氀瀀开眀椀渀搀漀眀 㴀 䀀栀攀氀瀀开眀椀渀搀漀眀 # アクターコマンドウィンドウを無効化਀    䀀愀挀琀漀爀开挀漀洀洀愀渀搀开眀椀渀搀漀眀⸀愀挀琀椀瘀攀 㴀 昀愀氀猀攀 @actor_command_window.visible = false਀  攀渀搀 ਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● フレーム更新 (メインフェーズ ステップ 1 : アクション準備)਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ alias old_update_phase4_step1 update_phase4_step1਀  搀攀昀 甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㄀ # Change all actor poses to default਀    昀漀爀 椀 椀渀  ⸀⸀⸀␀最愀洀攀开瀀愀爀琀礀⸀愀挀琀漀爀猀⸀猀椀稀攀 actor = $game_party.actors[i]਀      䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀椀崀⸀搀攀昀愀甀氀琀开瀀漀猀攀 甀渀氀攀猀猀 愀挀琀漀爀⸀搀攀愀搀㼀 end਀    漀氀搀开甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㄀ if @active_battler.is_a?(Game_Enemy)਀      䀀猀瀀爀椀琀攀猀攀琀⸀瘀椀攀眀瀀漀爀琀㈀⸀稀 㴀 㤀㤀 else਀      䀀猀瀀爀椀琀攀猀攀琀⸀瘀椀攀眀瀀漀爀琀㈀⸀稀 㴀 ㄀ ㄀ end਀  攀渀搀 ਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● 基本アクション 結果作成਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ def make_basic_action_result਀    ⌀ 㬀荥湤㐰ࡘT if @active_battler.current_action.basic == 0਀      ⌀ ꈀ쬰ﰰ뜰‰䤀䐀 鈀ⴰ骊[ @animation1_id = @active_battler.animation1_id਀      䀀愀渀椀洀愀琀椀漀渀㈀开椀搀 㴀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀愀渀椀洀愀琀椀漀渀㈀开椀搀 # 行動側バトラーがエネミーの場合਀      椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䔀渀攀洀礀⤀ if @active_battler.restriction == 3਀          琀愀爀最攀琀 㴀 ␀最愀洀攀开琀爀漀漀瀀⸀爀愀渀搀漀洀开琀愀爀最攀琀开攀渀攀洀礀 elsif @active_battler.restriction == 2਀          琀愀爀最攀琀 㴀 ␀最愀洀攀开瀀愀爀琀礀⸀爀愀渀搀漀洀开琀愀爀最攀琀开愀挀琀漀爀 else਀          椀渀搀攀砀 㴀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀挀甀爀爀攀渀琀开愀挀琀椀漀渀⸀琀愀爀最攀琀开椀渀搀攀砀 target = $game_party.smooth_target_actor(index)਀        攀渀搀 if $game_system.animated_enemy਀          ⌀ 䤀昀 琀栀攀 攀渀攀洀椀攀猀 愀爀攀 愀渀椀洀愀琀攀搀 愀渀搀 琀栀攀 攀渀攀洀礀 # is to attack, we set the x and y variables਀          ⌀ 爀攀氀愀琀椀瘀攀 琀漀 琀栀攀 瀀漀猀椀琀椀漀渀 漀昀 琀栀攀 琀愀爀最攀琀 ⠀愀挀琀漀爀⤀ # and call the move method. The move method਀          ⌀ 琀愀欀攀猀 琀栀攀 砀 愀渀搀 礀 挀漀漀爀搀椀渀愀琀攀猀 愀猀 眀攀氀氀 愀猀 琀栀攀 猀瀀攀攀搀 # of movement as parameters. To change the movement਀          ⌀ 猀瀀攀攀搀 樀甀猀琀 挀栀愀渀最攀 琀栀攀 ✀㈀ ✀ 椀渀 琀栀攀 洀漀瘀攀 洀攀琀栀漀搀 挀愀氀氀 x = target.screen_x - 32਀          砀ⴀ㴀 䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀琀愀爀最攀琀⸀椀渀搀攀砀崀⸀昀爀愀洀攀开眀椀搀琀栀 ⼀ ㈀ @spriteset.enemy_sprites[@active_battler.index]\਀          ⸀洀漀瘀攀⠀砀Ⰰ 琀愀爀最攀琀⸀猀挀爀攀攀渀开礀Ⰰ ㈀ ⤀ end਀      攀渀搀 # 行動側バトラーがアクターの場合਀      椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ if @active_battler.restriction == 3਀          琀愀爀最攀琀 㴀 ␀最愀洀攀开瀀愀爀琀礀⸀爀愀渀搀漀洀开琀愀爀最攀琀开愀挀琀漀爀 elsif @active_battler.restriction == 2਀          琀愀爀最攀琀 㴀 ␀最愀洀攀开琀爀漀漀瀀⸀爀愀渀搀漀洀开琀愀爀最攀琀开攀渀攀洀礀 else਀          椀渀搀攀砀 㴀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀挀甀爀爀攀渀琀开愀挀琀椀漀渀⸀琀愀爀最攀琀开椀渀搀攀砀 target = $game_troop.smooth_target_enemy(index)਀        攀渀搀 x = target.screen_x + 32਀        甀渀氀攀猀猀 ␀最愀洀攀开猀礀猀琀攀洀⸀愀渀椀洀愀琀攀搀开攀渀攀洀礀 x += RPG::Cache.battler(target.battler_name, 0).width / 2਀        攀氀猀攀 x += @spriteset.enemy_sprites[target.index].frame_width / 2਀        攀渀搀 # If a hero is to attack, we set the x and y variables਀        ⌀ 爀攀氀愀琀椀瘀攀 琀漀 琀栀攀 瀀漀猀椀琀椀漀渀 漀昀 琀栀攀 琀愀爀最攀琀 ⠀攀渀攀洀礀⤀ # and call the move method. The move method਀        ⌀ 琀愀欀攀猀 琀栀攀 砀 愀渀搀 礀 挀漀漀爀搀椀渀愀琀攀猀 愀猀 眀攀氀氀 愀猀 琀栀攀 猀瀀攀攀搀 # of movement as parameters. We also set the pose to਀        ⌀ 洀漀瘀椀渀最 戀攀昀漀爀攀 搀漀椀渀最 琀栀愀琀⸀ 吀漀 挀栀愀渀最攀 琀栀攀 洀漀瘀攀洀攀渀琀 # speed just change the '20' in the move method call਀        䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀渀搀攀砀崀⸀瀀漀猀攀⠀㜀⤀ @spriteset.actor_sprites[@active_battler.index]\਀        ⸀洀漀瘀攀⠀砀Ⰰ 琀愀爀最攀琀⸀猀挀爀攀攀渀开礀Ⰰ ㈀ ⤀ end਀      ⌀ ︀慛璌큐젰ﰰ渰䴰ទ鉒ⴰ骊[ @target_battlers = [target]਀       # 通常攻撃の効果を適用਀      昀漀爀 琀愀爀最攀琀 椀渀 䀀琀愀爀最攀琀开戀愀琀琀氀攀爀猀 target.attack_effect(@active_battler)਀      攀渀搀 return਀    攀渀搀 # 防御の場合਀    椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀挀甀爀爀攀渀琀开愀挀琀椀漀渀⸀戀愀猀椀挀 㴀㴀 ㄀ # ヘルプウィンドウに "防御" を表示਀    椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ # Change pose to defending਀      䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀渀搀攀砀崀⸀瀀漀猀攀⠀㐀⤀ end਀      䀀栀攀氀瀀开眀椀渀搀漀眀⸀猀攀琀开琀攀砀琀⠀␀搀愀琀愀开猀礀猀琀攀洀⸀眀漀爀搀猀⸀最甀愀爀搀Ⰰ ㄀⤀ return਀    攀渀搀 # 逃げるの場合਀    椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䔀渀攀洀礀⤀ 愀渀搀 @active_battler.current_action.basic == 2਀      ⌀ 휰꘰ꌰ줰꘰欰‰∀̀劐謰∰ 鈀栰㪈y @help_window.set_text("Enemy escaped", 1)਀      ⌀ ̀劐謰0 @active_battler.escape਀      爀攀琀甀爀渀 end਀    ⌀ 唀艏地樰䐰渰㐰ࡘT if @active_battler.current_action.basic == 3਀      ⌀ ꈀ꼰뜰㜰㙟﹒慛溌퀰젰ﰰ鈰꼰ꈰ0 $game_temp.forcing_battler = nil਀      ⌀ 뤀옰쌰휰‰㄀ 欀אּ䱹ˆ @phase4_step = 1਀      爀攀琀甀爀渀 end਀  攀渀搀 ਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● スキルアクション 結果作成਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ alias old_make_skill_action_result make_skill_action_result਀  搀攀昀 洀愀欀攀开猀欀椀氀氀开愀挀琀椀漀渀开爀攀猀甀氀琀 old_make_skill_action_result਀    砀 㴀   for target in @target_battlers਀      ⌀ 䌀愀氀挀甀氀愀琀攀 攀渀攀洀礀 砀 瀀漀猀椀琀椀漀渀 x = target.screen_x + 32਀      甀渀氀攀猀猀 ␀最愀洀攀开猀礀猀琀攀洀⸀愀渀椀洀愀琀攀搀开攀渀攀洀礀 x += RPG::Cache.battler(target.battler_name, 0).width / 2਀      攀氀猀攀 x += @spriteset.enemy_sprites[target.index].frame_width / 2਀      攀渀搀 end਀    ⌀ 䤀昀 琀栀攀 琀愀爀最攀琀 椀猀 愀渀 愀挀琀漀爀 漀爀 愀渀 攀渀攀洀礀Ⰰ 挀栀愀渀最攀 琀栀攀椀爀 瀀漀猀攀猀 # to skill using. We need to check if it's a physical skill਀    ⌀ 昀椀爀猀琀⸀ 䄀 瀀栀礀猀椀挀愀氀 猀欀椀氀氀 椀猀 漀渀攀 眀椀琀栀 琀栀攀 愀琀琀爀椀戀甀琀攀 ⠀攀氀攀洀攀渀琀⤀ # named "physical" checked, the hero would move near the enemy਀    ⌀ 琀漀 甀猀攀 琀栀愀琀 猀欀椀氀氀 愀渀搀 眀漀甀氀搀 愀氀猀漀 甀猀攀 栀椀猀⼀栀攀爀 渀漀爀洀愀氀 愀琀琀愀挀欀 # animation.਀    椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ if @skill.element_set.include?($data_system.elements.index("physical"))਀        ⌀ 䤀琀✀猀 愀 瀀栀礀猀椀挀愀氀 猀欀椀氀氀℀ @physical = true਀        ⌀ 圀攀 挀愀氀氀 琀栀攀 洀漀瘀攀 洀攀琀栀漀搀⸀ 吀栀攀 洀漀瘀攀 洀攀琀栀漀搀 # takes the x and y coordinates as well as the speed਀        ⌀ 漀昀 洀漀瘀攀洀攀渀琀 愀猀 瀀愀爀愀洀攀琀攀爀猀⸀ 圀攀 愀氀猀漀 猀攀琀 琀栀攀 瀀漀猀攀 琀漀 # moving before doing that. To change the movement਀        ⌀ 猀瀀攀攀搀 樀甀猀琀 挀栀愀渀最攀 琀栀攀 ✀㈀ ✀ 椀渀 琀栀攀 洀漀瘀攀 洀攀琀栀漀搀 挀愀氀氀 @spriteset.actor_sprites[@active_battler.index].pose(7)਀        䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀渀搀攀砀崀尀 .move(x, target.screen_y, 20)਀      攀氀猀攀 # Normal (magic) skill਀        䀀瀀栀礀猀椀挀愀氀 㴀 昀愀氀猀攀 @spriteset.actor_sprites[@active_battler.index].pose(2)਀      攀渀搀 else਀        ⌀ 䔀渀攀洀礀 猀欀椀氀氀Ⰰ 愀琀 琀栀攀 琀椀洀攀 漀昀 眀爀椀琀椀渀最 攀渀攀洀椀攀猀 搀漀渀✀琀 # have physical skills. It's easy to add so expect਀        ⌀ 琀漀 猀攀攀 椀琀 椀渀 昀甀琀甀爀攀 瘀攀爀猀椀漀渀猀⸀ @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)਀    攀渀搀 end਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● アイテムアクション 結果作成਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ alias old_make_item_action_result make_item_action_result def make_item_action_result਀    椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ # Change the pose to item using਀      䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀渀搀攀砀崀⸀瀀漀猀攀⠀㠀⤀ end਀    漀氀搀开洀愀欀攀开椀琀攀洀开愀挀琀椀漀渀开爀攀猀甀氀琀 end਀ #--------------------------------------------------------------------------਀  ⌀ 케‥픀ﰰ끦⁥⠀ꐰ픰ꜰﰰ먰‰뤀옰쌰휰‰㌀ 㨀 䰀했瑒ꉐ쬰ﰰ뜰⤰ #--------------------------------------------------------------------------਀  愀氀椀愀猀 漀氀搀开甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㌀ 甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㌀ def update_phase4_step3਀    椀昀 ⠀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀挀甀爀爀攀渀琀开愀挀琀椀漀渀⸀欀椀渀搀 㴀㴀   愀渀搀 尀 @active_battler.current_action.basic == 0) or਀       䀀瀀栀礀猀椀挀愀氀 㴀㴀 琀爀甀攀 # In this method the attacking animation is played਀       ⌀ 愀渀搀 眀攀 猀攀琀 琀栀攀 瀀漀猀攀 琀漀 ㄀ ⠀愀琀琀愀挀欀椀渀最 戀攀昀漀爀攀 琀栀愀琀⤀ if @active_battler.is_a?(Game_Actor)਀        䀀瀀栀礀猀椀挀愀氀 㴀 昀愀氀猀攀 @spriteset.actor_sprites[@active_battler.index].pose(1)਀      攀氀猀攀 @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)਀      攀渀搀 end਀    漀氀搀开甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㌀ end਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ # ● フレーム更新 (メインフェーズ ステップ 4 : 対象側アニメーション)਀  ⌀ⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀⴀ alias old_update_phase4_step4 update_phase4_step4਀  搀攀昀 甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㐀 # Change all the 'targets' poses to 3 (being hit)਀    昀漀爀 琀愀爀最攀琀 椀渀 䀀琀愀爀最攀琀开戀愀琀琀氀攀爀猀 if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)਀          䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀琀愀爀最攀琀⸀椀渀搀攀砀崀⸀瀀漀猀攀⠀㌀⤀ elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)਀          䀀猀瀀爀椀琀攀猀攀琀⸀攀渀攀洀礀开猀瀀爀椀琀攀猀嬀琀愀爀最攀琀⸀椀渀搀攀砀崀⸀攀渀攀洀礀开瀀漀猀攀⠀㌀⤀ end਀    攀渀搀 old_update_phase4_step4਀  攀渀搀 #--------------------------------------------------------------------------਀  ⌀ 케‥픀ﰰ끦⁥⠀ꐰ픰ꜰﰰ먰‰뤀옰쌰휰‰㘀 㨀 픰쌰뜰⤰ #--------------------------------------------------------------------------਀  愀氀椀愀猀 漀氀搀开甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㘀 甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㘀 def update_phase4_step6਀    ⌀ 䔀渀搀 漀昀 琀甀爀渀Ⰰ 洀漀瘀攀 琀栀攀 戀愀琀琀氀攀爀 戀愀挀欀 琀漀 琀栀攀椀爀 瀀漀猀椀琀椀漀渀⸀ # Mirror flips the battler sprite਀    椀昀 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ 愀渀搀 ℀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀搀攀愀搀㼀 愀渀搀 ((@active_battler.current_action.kind == 0 and \਀       䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀挀甀爀爀攀渀琀开愀挀琀椀漀渀⸀戀愀猀椀挀 㴀㴀  ⤀ 漀爀 @physical == true)਀      䀀瀀栀礀椀猀挀愀氀 㴀 昀愀氀猀攀 椀昀 䀀瀀栀礀猀椀挀愀氀 @spriteset.actor_sprites[@active_battler.index].mirror = true਀      䀀猀瀀爀椀琀攀猀攀琀⸀愀挀琀漀爀开猀瀀爀椀琀攀猀嬀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀渀搀攀砀崀⸀瀀漀猀攀⠀㜀⤀ @spriteset.actor_sprites[@active_battler.index]\਀      ⸀洀漀瘀攀⠀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀猀挀爀攀攀渀开砀Ⰰ 䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀猀挀爀攀攀渀开礀Ⰰ ㈀ ⤀ elsif @active_battler.is_a?(Game_Enemy) and਀      ℀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀搀攀愀搀㼀 愀渀搀 ␀最愀洀攀开猀礀猀琀攀洀⸀愀渀椀洀愀琀攀搀开攀渀攀洀礀 @spriteset.enemy_sprites[@active_battler.index].mirror = true਀      䀀猀瀀爀椀琀攀猀攀琀⸀攀渀攀洀礀开猀瀀爀椀琀攀猀嬀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀渀搀攀砀崀尀 .move(@active_battler.screen_x, @active_battler.screen_y, 20)਀      䀀猀瀀爀椀琀攀猀攀琀⸀攀渀攀洀礀开猀瀀爀椀琀攀猀嬀䀀愀挀琀椀瘀攀开戀愀琀琀氀攀爀⸀椀渀搀攀砀崀⸀攀渀攀洀礀开瀀漀猀攀⠀ ⤀ end ਀    ⌀ 䄀渀搀 挀栀愀渀最攀 琀栀攀 琀愀爀最攀琀猀 瀀漀猀攀猀 琀漀 搀攀昀愀甀氀琀 for target in @target_battlers਀      椀昀 琀愀爀最攀琀⸀椀猀开愀㼀⠀䜀愀洀攀开䄀挀琀漀爀⤀ 愀渀搀 ℀琀愀爀最攀琀⸀搀攀愀搀㼀 @spriteset.actor_sprites[target.index].default_pose਀        攀氀猀椀昀 ℀琀愀爀最攀琀⸀搀攀愀搀㼀 @spriteset.enemy_sprites[target.index].enemy_pose(0)਀      攀渀搀 end਀    漀氀搀开甀瀀搀愀琀攀开瀀栀愀猀攀㐀开猀琀攀瀀㘀 end਀ end਀