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 [ASK]Escape Meter pada Atoa ATB

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[ASK]Escape Meter pada Atoa ATB Empty
PostSubyek: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-11-19, 10:55

saya ingin bertanya dan memohon pertolongan untuk menyelesaikan masalah pada Escape meter untuk Atoa ATB.
ketika tombol untuk memproses escape ditekan, muncul pesan error sebagai berikut

[ASK]Escape Meter pada Atoa ATB Ask10

pada script, error tersebut merujuk pada line 929 yang berbunyi sebagai berikut

Code:

escape_rate = Escape_Time * enemies_agi / (actors_agi * Speed)

dimana script Atoa ATB secara keseluruhan adalah sebagai berikut

Code:

#==============================================================================
# Atoa's Active Time Battle Version
# By Atoa
#==============================================================================
# This Script adds a time bar system to the game
# The configurations are explained below
#==============================================================================

module Atoa 
  # Do not remove or change these lines
  Cast_Time = {}
  Cast_Cancel = {}
  ATB_Freeze = {}
  ATB_Delay = {}
  # Do not remove or change these lines

  # Waiting Mode
  Wait_Mode = 0
  # 0 = On Hold Battle: the bar stops to select actions, skills and itens
  # 1 = Semi On Hold Battle: the bar stop to select itens and skills.
  # 2 = 100% Active Battle: the bar will never stop.
 
  # Pause the bar when a battler is executing an action?
  Wait_Act_End = true
 
  # Stop time bar during damage animation?
  Pause_if_Damaged = true
 
  # Show individual time bars for the battlers?
  Meters = true
  # Hide individual meters toghter with the status screen?
  Hide_Meters = false

  # Show a single bar that indicates the battler's action order?
  Bars = false
  # Hide singe bar toghter with the status screen?
  Hide_Bars = false
   
  # Battle Speed
  Atb_Speed = 50.0
 
  # Initial bar value modifier
  Atb_Initial_Value = 0
 
  # Multiplication rate of the initial bar value
  Atb_Initial_Rate  = 1.0
 
  # ATB's maximum value, only change if you know what you doing.
  Max_Atb = 1000
 
  # Agility Modifier, The higher this value, the lower is the diference between
  # battlers with different agility
  Atb_Agi_Modifier = 5
   
  # Makes the bar gorws faster if no actor is active
  Faster_if_inactive = false
 
  # 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
  # 2 = By time (in frames)
 
  # If 'Custom_Turn_Count = 1', define how many actions are equal to 1 turn
  Action_Turn_Count = 10
 
  # If 'Custom_Turn_Count = 2', define how much time (in frames) are equal to 1 turn
  Time_Turn_Count = 600 # 20 frames is about 1 second
 
  # Activate a timer for the casting of magical skills?
  Magic_Skill_Cast = true
 
  # Activate a timer for the casting of physical skills?
  Physical_Skill_Cast = false
 
  # Activate a timer for the casting of itens?
  Item_Cast = false
 
  # Set the escape style
  Escape_Type = 2
  # 0 = Escape options is shown on the character's action menu
  # 1 = Keep pressed the key set in Escape_Input to escape
  #    shows a message on the screen
  # 2 = Keep pressed the key set in Escape_Input to escape
  #    shows an escape bar
 
  # Key that must be pressed to escape
  Escape_Input = Input::Y
   
  # Key that must be pressed to change the input battler
  Next_Input = Input::B
 
  # 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
 
  # Show the name for the escape option when Escape_Type = 0
  Escape_Name = 'Escape'
 
  # Escape message when Escape_Type = 1
  Escape_Message = 'Escaping...'
  Cant_Escape_Message = "Can't Escape!"
 
  # Time (in frames) needed to escape when Escape_Type > 0
  # it is affected by the agility of characters and enemies
  Escape_Time = 6000
 
  # Name of the graphic file when Escape_Type = 2
  Escape_Skin = 'ESCAPEMeter'
 
  # Position of the Fleeing Bar
  Escape_Meter_Pos_Type = 0
  # 0 = Above the characters
  # 1 = Upper-Mid of the screen
  # 2 = Custom position
 
  # Custom position of the Fleeing Bar when Escape_Meter_Pos_Type = 2
  Escape_Meter_Position = [240,64]
 
  # Time Bar configurations
  Meter_Skin  = 'ATBMeter' # Graphic file name that represents the bars
                          # must be on the Graphic/Windowskins folder
 
  # Position of the character's Time Bars
  Meter_Pos_Style = 5
  # 0 = Horizontal Pattern, not centralized
  # 1 = Horizontal Pattern, centralized
  # 2 = Vertical Bars
  # 3 = Under the characters
  # 5 = Custom
 
  # Readjust the Time Bar's position on the battle screen
  X_Meter = 10  # X position of the Bars
  Y_Meter = 440 # Y position of the Bars

  # Custom Time Bar position, only valid when Meter_Pos_Style = 5
  Meter_Position = [[380,440],[208,440],[32,440],[30,440]]

  # Coordinate 'Z' (height) of the Meter image if Meter_Pos_Style = 5
  Meter_Height = 420
 
  # Position of the enemie's Time Bars
  Enemy_Meter = 0
  # 0 = No time bars for the enemies
  # 1 = Under the enemy
  # 2 = Vertical list on the Side
 
  # Configuration of the Action Bars.
  Bar_Skin = 'ATBBar' # Name of the graphic file that represents the bar, must be
                      # on the Graphics/Windowskins folder
  X_Bar    = 128      # X position of the Bars
  Y_Bar    =  80      # Y position of the Bars
 
  # Name of the default graphic Icon for characters
  Default_Party_Icon = '050-Skill07'
  # Individual character's Icons
  # Must be configured on the following way: 'Battler file name' => 'Icon file name'
  Party_Icon = {
    '%Noa' => 'Atoa-Icon',
    '%Alpin' => 'Atoa-Icon',
    'Nanaly' => 'DarkLuar-Icon',
    'Klarth' => 'Tunicoelp-Icon',
    'Max' => 'Maranguape-Icon',
  }
 
  # Name of the default graphic Icon for enemies
  Default_Enemy_Icon = 'Shade'
  # Individual icons for enemies
  # must be configured on the following way: 'Battler file name' => 'Icon file name'
  Enemy_Icon = {}
 
  # Sound effect played when teh character's turn comes. nil for no sound
  Command_Up_SE = 'Incomingtransmission'
     
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # 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 => [500,'int'], 2 => [400,'int'], 3 => [300,'int'],
    7 => [500,'int'], 8 => [400,'int'], 9 => [300,'int'], 10 => [500,'int'],
    11 => [400,'int'], 12 => [300,'int'], 13 => [500,'int'], 14 => [400,'int'],
    15 => [300,'int'], 16 => [500,'int'], 17 => [400,'int'], 18 => [300,'int'],
    19 => [500,'int'], 20 => [400,'int'], 21 => [300,'int'], 22 => [500,'int'],
    23 => [400,'int'], 24 => [300,'int'], 25 => [500,'int'], 26 => [400,'int'],
    27 => [300,'int'], 28 => [500,'int'], 29 => [400,'int'], 30 => [300,'int']}
 
  Cast_Time['Item'] = {1 => [500,'int'], 2 => [500,'int'], 3 => [500,'int'],
    7 => [500,'int'], 8 => [500,'int'], 9 => [500,'int'], 10 => [500,'int'],
    11 => [500,'int'], 12 => [500,'int']}
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # SETTINGS OF ACTIONS THAT CHANGE THE ATB
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # Actions that may cause changes on the target ATB
 
  # 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)
 
  #--------------------------------------------------------------------------
  # Pause on the ATB bar when recive damage
  # This value is used for all actions that don't have individual definition.
  # Time in frames that the ATB bar will be stoped, increases with damage caused.
  Base_ATB_Freeze = 0
   
  # Set here the actions that will cause ATB pause
  # 
  #  Cast_Cancel[Action_Type] = {Action_ID => Pause}
  #    Action_Type = 'Skill' for skills, 'Item' for items, 'Weapon' for weapons
  #    Action_ID = ID of the skill, item or weapon
  #    Pause = ATB pause time, increases with damage caused.
  #
  # Important: if tha action is an physical skill, the weapon pause is also calculated
 
  #--------------------------------------------------------------------------
  # Delay on the ATB bar when recive damage
  # This value is used for all actions that don't have individual definition.
  Base_ATB_Delay = 0
   
  # Set here the actions that will cause ATB 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 = ATB 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 ATB'] = true

#==============================================================================
# ¦ RPG::Skill
#==============================================================================
class RPG::Skill
  #----------------------------------------------------------------------------
  include Atoa
  #----------------------------------------------------------------------------
  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
        elsif Cast_Time['Skill'][@id][1] == 'hp' or Cast_Time['Skill'][@id][1] == 'sp'
          cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") / 50) + 100
        else
          cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") / 5) + 100
        end
      end
      return (cast1 * cast2).to_i
    end
    return 0
  end
end

#==============================================================================
# ¦ RPG::Item
#==============================================================================
class RPG::Item
  #----------------------------------------------------------------------------
  include Atoa
  #----------------------------------------------------------------------------
  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
        elsif Cast_Time['Item'][@id][1] == 'hp' or Cast_Time['Item'][@id][1] == 'sp'
          cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") / 50) + 100
        else
          cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") / 5) + 100
        end
      end
      return cast1 * cast2
    end
    return 0
  end
end

#==============================================================================
# ¦ Game_Temp
#==============================================================================
class Game_Temp
  #--------------------------------------------------------------------------
  attr_accessor :max_escape_count
  attr_accessor :escape_count
  attr_accessor :hide_meters
  attr_accessor :no_active_battler
  #--------------------------------------------------------------------------
  def escape_atb_linetype
    return 2 unless @battle_can_escape
    return 1 if @battle_can_escape
  end
  #--------------------------------------------------------------------------
  def escape_atb_lineamount
    return 100 * @escape_count / @max_escape_count if @battle_can_escape
    return 100 unless @battle_can_escape
  end
  #--------------------------------------------------------------------------
  def max_escape_count
    return @max_escape_count.nil? ? @max_escape_count = 0 : @max_escape_count
  end
  #--------------------------------------------------------------------------
  def escape_count
    return @escape_count.nil? ? @escape_count = 0 : @escape_count
  end
  #--------------------------------------------------------------------------
  def max_escape_count=(n)
    @max_escape_count = n
  end
  #--------------------------------------------------------------------------
  def escape_count=(n)
    @escape_count = n
  end
end

#==============================================================================
# ¦ Game_Battler
#==============================================================================
class Game_Battler
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  attr_accessor :cast_action
  attr_accessor :casting
  attr_accessor :cast_target
  attr_accessor :turn_count
  attr_accessor :guarding
  attr_accessor :passed
  attr_accessor :atb_delay
  #--------------------------------------------------------------------------
  alias atoa_initialize_atb initialize
  def initialize
    atoa_initialize_atb
    @cast_skill = @turn_count = @atb_delay = 0
    @guarding = @passed = @casting = false
  end
  #--------------------------------------------------------------------------
  def atb_linetype
    return 4 if self.cast_action != nil and self.atb_full?
    return 3 if self.cast_action != nil
    return 2 if self.atb_full?
    return 1
  end
  #--------------------------------------------------------------------------
  def atb_lineamount
    return 0 if self.dead?
    return 100 * self.atb / self.max_atb
  end
  #--------------------------------------------------------------------------
  def casting
    return false if self.dead?
    return @casting
  end
  #--------------------------------------------------------------------------
  def max_atb
    return Max_Atb
  end
  #--------------------------------------------------------------------------
  def atb
    return @atb.nil? ? @atb = 0 : @atb
  end
  #--------------------------------------------------------------------------
  def atb=(n)
    @atb = [[n.to_i, 0].max, self.max_atb].min
  end
  #--------------------------------------------------------------------------
  def atb_preset
    percent = self.max_atb * Atb_Initial_Rate * (rand(64) + 16) * (self.agi + Atb_Agi_Modifier) / total_agi / 1000
    self.atb = Atb_Initial_Value + percent
  end
  #--------------------------------------------------------------------------
  def total_agi
    total = 0
    for battler in $game_party.actors + $game_troop.enemies
      total += battler.agi
    end
    return total
  end
  #--------------------------------------------------------------------------
  def atb_full?
    return @atb == self.max_atb
  end
  #--------------------------------------------------------------------------
  def atb_update
    if self.cast_action.nil?
      self.atb += speed_adjust * 200 * (self.agi + Atb_Agi_Modifier) / total_agi / 100.0
    else
      cast = cast_action.cast_speed(self)
      self.atb += speed_adjust * (cast + Atb_Agi_Modifier)  / total_agi / 100.0
    end
  end
  #--------------------------------------------------------------------------
  def speed_adjust
    return $game_temp.no_active_battler ? Atb_Speed + 10.0 : Atb_Speed
  end
  #--------------------------------------------------------------------------
  alias atoa_apply_damage_atb apply_damage
  def apply_damage(user, skill = nil)
    effective = atoa_apply_damage_atb(user, skill)
    action = user.now_action
    if action != nil and Cast_Cancel[action.type_name] != nil and
      Cast_Cancel[action.type_name][action.id] != nil
      cancel_cast(Cast_Cancel[action.type_name][action.id], skill)
      if action.type_name == 'Skill' and not action.magic?
        for weapon in weapons
          cancel_cast(Cast_Cancel['Weapon'][weapon.id], skill)
        end
      end
    else
      cancel_cast(Base_Cast_Cancel, skill)
    end
    if action != nil and ATB_Freeze[action.type_name] != nil and
      ATB_Freeze[action.type_name][action.id] != nil
      freeze_action(ATB_Freeze[action.type_name][action.id], skill)
      if action.type_name == 'Skill' and not action.magic?
        for weapon in weapons
          freeze_action(ATB_Freeze['Weapon'][weapon.id], skill)
        end
      end
    else
      freeze_action(Base_ATB_Freeze, skill)
    end
    if action != nil and ATB_Delay[action.type_name] != nil and
      ATB_Delay[action.type_name][action.id] != nil
      delay_action(ATB_Delay[action.type_name][action.id], skill)
      if action.type_name == 'Skill' and not action.magic?
        for weapon in weapons
          delay_action(ATB_Delay['Weapon'][weapon.id], skill)
        end
      end
    else
      delay_action(Base_ATB_Delay, skill)
    end
    return effective
  end
  #--------------------------------------------------------------------------
  def cant_cancel(skill)
    return true if check_include(skill, "NODAMAGE")
    return true if not self.damage.is_a?(Numeric)
    return true if self.damage < 0
    return false
  end
  #--------------------------------------------------------------------------
  def cancel_cast(cast, skill)
    return if cant_cancel(skill)
    rate =  cast + (cast * (self.damage * 50.0 / self.maxhp) / 100.0)
    if rate > rand(100) and self.cast_action != nil
      self.cast_action = nil
      self.atb = 0
    end
  end
  #--------------------------------------------------------------------------
  def delay_action(delay, skill)
    return if cant_cancel(skill)
    rate =  delay + (delay * (self.damage * 50.0 / self.maxhp) / 100.0)
    self.atb -= rate.to_i
  end
  #--------------------------------------------------------------------------
  def freeze_action(delay, skill)
    return if cant_cancel(skill)
    rate =  delay + (delay * (self.damage * 50.0 / self.maxhp) / 100.0)
    self.atb_delay += rate.to_i
  end
end

#==============================================================================
# ¦ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  def inputable?
    return (self.atb_full? and super)
  end
end

#==============================================================================
# ¦ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  def movable?
    return (self.atb_full? and super)
  end
  #--------------------------------------------------------------------------
  def make_action
    self.current_action.clear
    return unless self.movable?
    available_actions = []
    rating_max = 0
    for action in self.actions
      n = @turn_count
      a = action.condition_turn_a
      b = action.condition_turn_b
      next if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b))
      next if self.hp * 100.0 / self.maxhp > action.condition_hp
      next if $game_party.max_level < action.condition_level
      switch_id = action.condition_switch_id
      next if switch_id > 0 and $game_switches[switch_id] == false
      next if @sp < calc_sp_cost($data_skills[action.skill_id]) if action.kind == 1
      available_actions << action
      rating_max = action.rating if action.rating > rating_max
    end
    ratings_total = 0
    for action in available_actions
      ratings_total += action.rating - (rating_max - 3) if action.rating > rating_max - 3
    end
    if ratings_total > 0
      value = rand(ratings_total)
      for action in available_actions
        if action.rating > rating_max - 3
          if value < action.rating - (rating_max - 3)
            self.current_action.kind = action.kind
            self.current_action.basic = action.basic
            self.current_action.skill_id = action.skill_id
            self.current_action.decide_random_target_for_enemy
            return
          else
            value -= action.rating - (rating_max - 3)
          end
        end
      end
    end
  end
end

#==============================================================================
# ¦ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  attr_accessor :wait_mode
  attr_accessor :action_wait
  #--------------------------------------------------------------------------
  alias atoa_initialize_atb initialize
  def initialize
    atoa_initialize_atb
    @wait_mode = Wait_Mode
    @action_wait = Wait_Act_End
  end
end

#==============================================================================
# ¦ Scene_Battle
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  attr_accessor :no_active_battler
  #--------------------------------------------------------------------------
  alias atoa_main_atb main
  def main
    turn_count_speed 
    $game_temp.escape_count = 0
    $game_temp.hide_meters = false
    $game_temp.no_active_battler = true
    @escape_type, @escape_name = Escape_Type, Escape_Name
    @input_battlers, @action_battlers = [], []
    @input_battler, @action_battler = nil, nil
    @escaped = @update_turn_end = @action_phase = @freeze_atb = false
    atoa_main_atb
  end
  #--------------------------------------------------------------------------
  alias atoa_start_atb start
  def start
    atoa_start_atb
    for battler in $game_party.actors + $game_troop.enemies
      battler.turn_count = 0
      battler.atb = 0
      battler.atb_preset
      battler.cast_action = nil
      battler.cast_target = nil
      battler.defense_pose = false
    end
  end
  #--------------------------------------------------------------------------
  alias atoa_show_transition_atb show_transition
  def show_transition
    reset_bars
    atoa_show_transition_atb
  end
  #--------------------------------------------------------------------------
  def reset_bars
    @status_window.reset_bars
  end
  #--------------------------------------------------------------------------
  alias atoa_update_atb update
  def update
    if @phase == 1
      $game_temp.battle_main_phase = true
      @actor_command_window.opacity = 0
      @phase = 0
    elsif @phase != 5
      @phase = 0
    end
    check_active_battler
    return $scene = Scene_Gameover.new if $game_temp.gameover
    atoa_update_atb
    return update_phase5 if @phase == 5
    return if $game_system.battle_interpreter.running? and $game_temp.forcing_battler.nil?
    if @update_turn_end
      turn_ending
      @update_turn_end = false
    end
    update_escape
    return if @escaped
    atb_update
    input_battler_update
    action_battler_update
  end
  #--------------------------------------------------------------------------
  def action_battler_update
    if @action_battlers[0] != nil
      @action_battlers.flatten!
      battler = @action_battlers[0]
      battler.atb = 0 if battler.dead?
    end
    update_phase4 unless @spriteset.effect?
  end
  #--------------------------------------------------------------------------
  def check_active_battler
    no_active = (@action_battlers.empty? and @active_battlers.empty? and @input_battlers.empty?)
    $game_temp.no_active_battler = Faster_if_inactive ? no_active : false
  end
  #--------------------------------------------------------------------------
  def input_battler_update
    for battler in $game_party.actors + $game_troop.enemies
      if (battler.atb_full? or $game_temp.forcing_battler == battler) and not
        @action_battlers.include?(battler) and not
        @active_battlers.include?(battler) and not
        @input_battlers.include?(battler)
        battler_turn(battler)
      end
    end
    if @input_battlers[0] != nil and @input_battler.nil? and !wait_on and
      (($game_system.wait_mode == 0 and @active_battlers.empty?) or $game_system.wait_mode > 0)
      @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
        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.atb_update
        @input_battlers.shift
        @input_battler = nil
      end
    end
    if @input_battler != nil
      battler.defense_pose = false
      @input_battler.blink = true
      @active_battler = @input_battler
      if @actor_command_window.opacity == 0
        Audio.se_play('Audio/SE/' + Command_Up_SE) if @active_battler.cast_action.nil? and Command_Up_SE != nil
        phase3_setup_command_window
      end
      update_phase3
    end
    for battler in $game_party.actors + $game_troop.enemies
      next if battler.exist?
      @input_battlers.delete(battler)
      @action_battlers.delete(battler)
    end
  end
  #--------------------------------------------------------------------------
  def update_escape
    if Input.press?(Escape_Input) and @escape_type > 0
      if $game_temp.battle_can_escape
        $game_temp.max_escape_count = update_phase2_escape_rate
        $game_temp.escape_count += 2 unless wait_on
        @escaping = true
        if !@help_window.visible and @escape_type == 1
          @help_window.set_text('')
          @help_window.set_text(Escape_Message, 1)
        end
        if @escape_type == 2
          if @escape_atb_meters.nil?
            @escape_atb_meters = Escape_Meters.new
            @escape_meter_opacity = 0
            @escape_atb_meters.visible = true
          else @escape_atb_meters != nil
            @escape_atb_meters.opacity = 15 * @escape_meter_opacity
            @escape_meter_opacity = [@escape_meter_opacity + 1, 17].min
            @escape_atb_meters.refresh
          end
        end
        if $game_temp.escape_count >= $game_temp.max_escape_count
          $game_temp.escape_count = 0
          update_phase2_escape unless $game_party.all_dead?
        end
      else
        @help_window.set_text(Cant_Escape_Message, 1) if @escape_type == 1       
        if @escape_type == 2     
          if @escape_atb_meters.nil?
            @escape_atb_meters = Escape_Meters.new
            @escape_meter_opacity = 0
            @escape_atb_meters.visible = true
          else @escape_atb_meters != nil
            @escape_atb_meters.opacity = 15 * @escape_meter_opacity
            @escape_meter_opacity = [@escape_meter_opacity + 1, 17].min
            @escape_atb_meters.refresh
          end
        end
      end
    elsif @escape_type > 0
      if @escaping
        @escaping = false
        @help_window.visible = false
      end
      $game_temp.escape_count = [$game_temp.escape_count - 1, 0].max unless wait_on
      if @escape_atb_meters != nil and $game_temp.escape_count == 0
        @escape_atb_meters.opacity = 15 * @escape_meter_opacity
        @escape_meter_opacity = [@escape_meter_opacity - 1, 0].max
        if @escape_meter_opacity == 0
          @escape_atb_meters.dispose
          @escape_atb_meters = nil
        end
      end
      @escape_atb_meters.refresh if @escape_atb_meters != nil
    end
  end
  #--------------------------------------------------------------------------
  def battler_turn(battler)
    battler.turn_count += 1
    if battler.is_a?(Game_Actor)
      if 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
      if battler.current_action.forcing or $game_temp.forcing_battler
        battler.current_action.forcing = false
        $game_temp.forcing_battler = nil
      else
        battler.make_action
      end
      @action_battlers << battler
      @action_battlers.compact!
    end
  end
  #--------------------------------------------------------------------------
  def atb_update
    update_meters
    return if wait_on
    @atb_turn_count += 1 if Custom_Turn_Count == 2
    if @atb_turn_count >= @abt_turn_speed
      @update_turn_end = true if Slip_Damage_Pop_Time >= 2
      for index in 0...$data_troops[@troop_id].pages.size
        page = $data_troops[@troop_id].pages[index]
        $game_temp.battle_event_flags[index] = false
      end
      $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
    for battler in $game_party.actors + $game_troop.enemies
      unless battler.exist?
        battler.cast_action = nil
        battler.atb = 0
      end
      next if (@escaping and battler.actor? and @escape_type > 0)
      next if battler.restriction == 4 or @active_battlers.include?(battler)
      next unless battler.exist?
      next if Pause_if_Damaged and battler.damaged
      if battler.atb_delay > 0
        battler.atb_delay -= 1
        next
      end
      battler.atb_update
    end
  end
  #--------------------------------------------------------------------------
  def wait_on
    return true if $game_system.wait_mode == 1 and (@skill_window != nil or @item_window != nil)
    return true if $game_system.wait_mode == 0 and @input_battler != nil
    return true if ($game_system.action_wait or @freeze_atb) and not allow_next_action
    return true if @battle_start or @battle_ending or @phase == 5
    return false
  end
  #--------------------------------------------------------------------------
  def start_phase2
  end
  #--------------------------------------------------------------------------
  def update_meters
    @status_window.active_time_update
  end
  #--------------------------------------------------------------------------
  def turn_count_speed
    @atb_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
    when 2
      @abt_turn_speed = Time_Tunr_Count
    end
  end
  #--------------------------------------------------------------------------
  def update_phase2_escape
    windows_dispose
    update_phase2_escape_type1 if @escape_type == 0
    update_phase2_escape_type2 if @escape_type > 0
  end
  #--------------------------------------------------------------------------
  def update_phase2_escape_type1
    if rand(100) < set_escape_rate
      command_input_cancel
      @battle_ending = true
      $game_system.se_play($data_system.escape_se)
      $game_system.bgm_play($game_temp.map_bgm)
      battle_end(1)
    else
      @escape_ratio += 3
      phase3_next_actor
    end
  end
  #--------------------------------------------------------------------------
  def update_phase2_escape_type2
    @escaped = true
    command_input_cancel
    @battle_ending = true
    $game_system.se_play($data_system.escape_se)
    $game_system.bgm_play($game_temp.map_bgm)
    if @escape_atb_meters != nil
      @escape_atb_meters.dispose
      @escape_atb_meters = nil
    end
    battle_end(1)
  end
  #--------------------------------------------------------------------------
  def update_phase2_escape_rate
    enemies_agi = enemies_number = 0
    for enemy in $game_troop.enemies
      if enemy.exist?
        enemies_agi += enemy.agi
        enemies_number += 1
      end
    end
    enemies_agi /= [enemies_number, 1].max
    actors_agi = actors_number = 0
    for actor in $game_party.actors
      if actor.exist?
        actors_agi += actor.agi
        actors_number += 1
      end
    end
    actors_agi /= [actors_number, 1].max
    escape_rate = Escape_Time * enemies_agi / (actors_agi * Speed)
    return escape_rate
  end
  #--------------------------------------------------------------------------
  alias atoa_set_guard_action_atb set_guard_action
  def set_guard_action(battler)
    atoa_set_guard_action_atb(battler)
    battler.atb = 0
  end
  #--------------------------------------------------------------------------
  alias atoa_set_escape_action_atb set_escape_action
  def set_escape_action(battler)
    atoa_set_escape_action_atb(battler)
    battler.atb = 0
  end
  #--------------------------------------------------------------------------
  alias atoa_set_action_none_atb set_action_none
  def set_action_none(battler)
    atoa_set_action_none_atb(battler)
    battler.atb = 0
    battler.current_phase = 'Phase 6-1'
  end
  #--------------------------------------------------------------------------
  alias atoa_start_phase5_atb start_phase5
  def start_phase5
    @help_window.visible = false if @help_window != nil
    @input_battler.blink = false if @input_battler != nil
    windows_dispose
    @battle_ending = true
    update_meters
    atoa_start_phase5_atb
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase5_atb update_phase5
  def update_phase5
    windows_dispose
    atoa_update_phase5_atb
  end
  #--------------------------------------------------------------------------
  alias atoa_phase3_setup_command_window phase3_setup_command_window
  def phase3_setup_command_window
    return if @escaped
    if @active_battler != nil && @active_battler.cast_action != nil
      @active_battler.blink = false
      return   
    end
    @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 = Base_Opacity
    @actor_command_window.back_opacity = Base_Opacity
    @actor_command_window.z = 4500
    @active_battler_window.refresh(@active_battler)
    @active_battler_window.visible = Battle_Name_Window
    @active_battler_window.x = Command_Window_Custom_Position[0]
    @active_battler_window.y = Command_Window_Custom_Position[1] - 64
    @active_battler_window.z = 4500
  end
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  def phase3_switch_actor
    @input_battler.current_action.clear
    @input_battler.atb = 0 unless @input_battler.passed
    @input_battler.passed = false
    @input_battlers.delete(@input_battler)
    @action_battlers.delete(@input_battler)
    command_input_cancel
    @input_battler = nil
    @actor_index = nil
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_atb update_phase3
  def update_phase3
    if cancel_command?
      if can_act?
        if [2, 3].include?(@input_battler.restriction)
          @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
    atoa_update_phase3_atb
  end
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  def can_act?
    return true if @input_battler.current_action.forcing
    return true if @input_battler.confused?
    return false
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_basic_command_atb update_phase3_basic_command
  def update_phase3_basic_command
    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
        $game_system.se_play($data_system.decision_se)
        update_phase2_escape
        return
      end
    end
    if Input.trigger?(Input::UP) and @input_action
      $game_system.se_play($data_system.cursor_se)
      @actor_command_window.index -= 1
      if @actor_command_window.index <= -1 
        @actor_command_window.index = @actor_command_window.commands_size - 1
      end
      return
    end
    if Input.trigger?(Input::DOWN) and @input_action
      $game_system.se_play($data_system.cursor_se)
      @actor_command_window.index += 1
      if @actor_command_window.index >= @actor_command_window.commands_size - 1
        @actor_command_window.index = 0
      end
      return
    end
    if Input.trigger?(Next_Input)
      $game_system.se_play($data_system.decision_se)
      @input_battler.passed = true
      phase3_switch_actor
      return
    end
    if Input.trigger?(Cancel_Input)
      $game_system.se_play($data_system.decision_se)
      phase3_switch_actor
      return
    end
    return if Input.trigger?(Next_Input) or Input.trigger?(Cancel_Input)
    atoa_update_phase3_basic_command_atb
  end
  #--------------------------------------------------------------------------
  def command_input_cancel
    windows_dispose
    @input_battler.blink = false
    @input_battlers.delete(@input_battler)
    @input_battler = nil
  end
  #--------------------------------------------------------------------------
  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_multi_arrow
      @enemy_arrow_all = nil
    end
    if @actor_arrow_all != nil
      @actor_arrow_all.dispose_multi_arrow
      @actor_arrow_all = nil
    end
    if @battler_arrow_all != nil
      @battler_arrow_all.dispose_multi_arrow
      @battler_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
    @status_window.visible = true
  end
  #-------------------------------------------------------------------------- 
  alias atoa_step2_part1_atb step2_part1
  def step2_part1(battler)
    battler.defense_pose = 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 = battler.cast_action.id
      elsif active_cast.is_a?(RPG::Item) 
        battler.current_action.kind = 2
        battler.current_action.item_id = battler.cast_action.id
      end
    end
    atoa_step2_part1_atb(battler)
    if (battler.now_action.is_a?(RPG::Skill) or battler.now_action.is_a?(RPG::Item)) and
      battler.cast_action.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
      unless cast_speed == 0
        battler.movement = false
        battler.current_phase = 'Phase 6-1'
      end
    end
    if cant_use_action(battler) and battler.cast_action != nil
      battler.cast_action = nil
      battler.moviment = false
      battler.current_phase = 'Phase 6-1'
    end
    battler.atb = 0 unless battler.passed
    battler.passed = false
  end
  #--------------------------------------------------------------------------
  alias atoa_step3_part1_atb step3_part1
  def step3_part1(battler)
    atoa_step3_part1_atb(battler)
    battler.cast_action = nil
    @freeze_atb = check_include(battler_action(battler), 'FREEZEATB')
  end
  #--------------------------------------------------------------------------
  alias atoa_step6_part5_atb step6_part5
  def step6_part5(battler)
    atoa_step6_part5_atb(battler)
    @atb_turn_count += 1 unless Custom_Turn_Count == 2
    @input_battlers.delete(battler)
    @action_battlers.delete(battler)
    @action_battler = nil
    @freeze_atb = false
    update_meters
    judge
  end
end

#==============================================================================
# ¦ Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  alias atoa_set_pose_atb set_pose
  def set_pose
    pose = atoa_set_pose_atb
    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

#==============================================================================
# ¦ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  attr_accessor :commands
  #--------------------------------------------------------------------------
  def commands_size
    return @item_max
  end
end

#==============================================================================
# Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  alias atb_battle_status_initialize initialize
  def initialize
    @atb_meters = ATB_Meters.new if Meters
    @enm_meters = Enemy_Meters.new if Enemy_Meter > 0
    @atb_bars = ATB_Bars.new if Bars
    @alive_enemies = enemies_alive
    @old_party = $game_party.actors
    atb_battle_status_initialize
  end
  #--------------------------------------------------------------------------
  alias atb_battle_status_refresh refresh
  def refresh
    atb_battle_status_refresh
    active_time_update
  end
  #--------------------------------------------------------------------------
  alias face_anim_visible visible=
  def visible=(n)
    face_anim_visible(n)
    need_reset
    @atb_meters.visible = n  if Hide_Meters and @atb_meters != nil
    @enm_meters.visible = n if Hide_Meters and @enm_meters != nil
    @atb_bars.visible = n if Hide_Bars and @atb_bars != nil
  end
  #--------------------------------------------------------------------------
  alias atb_battle_status_dispose dispose
  def dispose
    atb_battle_status_dispose
    @atb_meters.dispose if @atb_meters != nil
    @enm_meters.dispose if @enm_meters != nil
    @atb_bars.dispose if @atb_bars != nil
  end
  #--------------------------------------------------------------------------
  def active_time_update
    need_reset
    @atb_meters.refresh if @atb_meters != nil
    @enm_meters.refresh if @enm_meters != nil
    @atb_bars.refresh if @atb_bars != nil
  end
  #--------------------------------------------------------------------------
  def need_reset
    if (@alive_enemies != enemies_alive) or (@old_party != $game_party.actors)
      @alive_enemies = enemies_alive
      @old_party = $game_party.actors
      reset_bars
    end
  end
  #--------------------------------------------------------------------------
  def enemies_alive
    alive = 0
    for i in 0...$game_troop.enemies.size
      alive += 1 unless $game_troop.enemies[i].dead?
    end
    return alive
  end
  #--------------------------------------------------------------------------
  def reset_bars
    @atb_meters.dispose if @atb_meters != nil
    @enm_meters.dispose if @enm_meters != nil
    @atb_bars.dispose if @atb_bars != nil
    @atb_meters = ATB_Meters.new if Meters
    @enm_meters = Enemy_Meters.new if Enemy_Meter > 0
    @atb_bars = ATB_Bars.new if Bars
  end
end

#==============================================================================
# ¦ ATB_Meters
#==============================================================================
class ATB_Meters
  #--------------------------------------------------------------------------
  attr_accessor :meters
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  def initialize
    @meters = []
    @skin = RPG::Cache.windowskin(Meter_Skin)
    i = 0
    for actor in $game_party.actors
      @meter = MeterSprite.new(@skin, 5)
      refresh_meter(i)
      i += 1
    end
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    i = 0
    for actor in $game_party.actors
      @meters[i].line = actor.atb_linetype
      @meters[i].amount = actor.atb_lineamount
      @meters[i].atb_visible = true
      i += 1
    end
  end
  #--------------------------------------------------------------------------
  def refresh_meter(i)
    actor = $game_party.actors[i]
    case Meter_Pos_Style
    when 0
      @meter.x = i * (624 / Max_Party) + 4 + X_Meter
      @meter.y = Y_Meter
      @meter.z = 1000
    when 1
      @meter.x = X_Meter + ((624 / Max_Party) * ((4 - $game_party.actors.size)/2.0 + i)).floor
      @meter.y = Y_Meter
      @meter.z = 1000
    when 2
      @meter.x = X_Meter
      @meter.y = i * 32 + Y_Meter
      @meter.z = 1000
    when 3
      @meter.x = actor.base_x - @skin.width / 2
      @meter.y = actor.base_y - @skin.height / 5
      @meter.z = @meter.y
    when 4
      @meter.x = actor.base_x - @skin.width / 2
      @meter.y = actor.base_y - @skin.height / 5 - 64
      @meter.z = 2500
    when 5
      base = Meter_Position[i]
      @meter.x = base[0]
      @meter.y = base[1]
      @meter.z = 2500
    end
    @meters[i] = @meter
  end
  #--------------------------------------------------------------------------
  def visible=(b)
    @meters.each{|sprite| sprite.visible = b }
  end
  #--------------------------------------------------------------------------
  def opacity=(b)
    @meters.each{|sprite| sprite.opacity = b }
  end
  #--------------------------------------------------------------------------
  def dispose
    @meters.each{|sprite| sprite.dispose }
  end
end

#==============================================================================
# ¦ Enemy_Meters
#==============================================================================
class Enemy_Meters
  #--------------------------------------------------------------------------
  attr_accessor :meters
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  def initialize
    @meters = {}
    @skin = RPG::Cache.windowskin(Meter_Skin)
    for enemy in $game_troop.enemies
      next if enemy.dead?
      @meter = MeterSprite.new(@skin, 5)
      refresh_meter(enemy)
    end
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    for enemy in $game_troop.enemies
      next if enemy.dead?
      @meters[enemy].line = enemy.atb_linetype
      @meters[enemy].amount = enemy.atb_lineamount
      @meters[enemy].atb_visible = true
    end
  end
  #--------------------------------------------------------------------------
  def refresh_meter(enemy)
    case Enemy_Meter
    when 1
      @meter.x = enemy.base_x - @skin.width / 2
      @meter.y = enemy.base_y - @skin.height / 5
      @meter.z = @meter.y
    when 2
      @meter.x = enemy.base_x - @skin.width / 2
      @meter.y = enemy.base_y - @skin.height / 5 - 64
      @meter.z = 1000
    when 3
      @meter.x = 32
      @meter.y = 80 + enemy.index * 32
      @meter.z = 3000
    end
    @meters[enemy] = @meter
  end
  #--------------------------------------------------------------------------
  def visible=(b)
    @meters.keys.each{|sprite| @meters[sprite].visible = b }
  end
  #--------------------------------------------------------------------------
  def opacity=(b)
    @meters.keys.each{|sprite| @meters[sprite].opacity = b }
  end
  #--------------------------------------------------------------------------
  def dispose
    @meters.keys.each{|sprite| @meters[sprite].dispose }
  end
end

#==============================================================================
# ¦ ATB_Bars
#==============================================================================
class ATB_Bars
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  def initialize
    @base = Sprite.new
    @base.bitmap = RPG::Cache.windowskin(Bar_Skin).dup
    @base.x = X_Bar
    @base.y = Y_Bar
    @base.z = 3000
    @width  = @base.bitmap.width
    @height = @base.bitmap.height
    @iconset = []
    @base.opacity = self.opacity = 255
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    return @base.opacity = self.opacity = 0 unless Bars
    need_refresh = []
    for battler in $game_party.actors + $game_troop.enemies
      exist = false
      for set in @iconset
        exist |= (set[1] == battler)
      end
      need_refresh << battler unless exist
    end
    for battler in need_refresh
      iconname = nil
      if battler.is_a?(Game_Actor)
        iconname = Party_Icon[battler.battler_name]
      else
        iconname = Enemy_Icon[battler.battler_name]
      end
      if iconname.nil?
        if battler.is_a?(Game_Actor)
          iconname = Default_Party_Icon
        else
          iconname = Default_Enemy_Icon
        end
      end
      icon = Sprite.new
      icon.bitmap = RPG::Cache.icon(iconname).dup
      icon.y = Y_Bar + @height / 2 - 12
      @iconset << [icon, battler] unless @iconset.include?([icon, battler])
    end
    for icon in @iconset
      icon[0].x = X_Bar + @width * icon[1].atb / icon[1].max_atb - 12
      icon[0].z = 3001
      icon[0].visible = icon[1].exist?
      icon[0].opacity = icon[1].exist? ? 255 : 0
    end
    self.visible = $game_temp.hide_windows ? false : true
  end
  #--------------------------------------------------------------------------
  def visible=(n)
    @base.visible = n
    for icon in @iconset
      icon[0].visible = n
    end
  end
  #--------------------------------------------------------------------------
  def opacity=(n)
    @base.opacity = n
    for icon in @iconset
      icon[0].opacity = n
    end
  end
  #--------------------------------------------------------------------------
  def dispose
    @base.dispose
    for icon in @iconset
      icon[0].dispose
    end
  end
end

#==============================================================================
# ¦ Escape_Meters
#==============================================================================
class Escape_Meters
  #--------------------------------------------------------------------------
  attr_accessor :meters
  attr_reader  :meters
  attr_accessor :enemy_meters
  attr_reader  :enemy_meters
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  def initialize
    @skin = RPG::Cache.windowskin(Escape_Skin)
    @escape_meter = MeterSprite.new(@skin, 3)
    refresh_meter
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    @escape_meter.line  = $game_temp.escape_atb_linetype
    @escape_meter.amount = $game_temp.escape_atb_lineamount
    @escape_meter.z = 5000
  end
  #--------------------------------------------------------------------------
  def refresh_meter
    case Escape_Meter_Pos_Type
    when 0
      @escape_meter.x = 608 - @skin.width
      @escape_meter.y = 80
    when 1
      @escape_meter.x = 320 - skin.width
      @escape_meter.y = 64
    when 2
      @escape_meter.x = Escape_Meter_Position[0]
      @escape_meter.y = Escape_Meter_Position[1]
    end
    @escape_meter.z = 5000
  end
  #--------------------------------------------------------------------------
  def visible=(n)
    @escape_meter.visible = n
  end
  #--------------------------------------------------------------------------
  def opacity=(n)
    @escape_meter.opacity = n
  end
  #--------------------------------------------------------------------------
  def dispose
    @escape_meter.dispose
  end
end

#==============================================================================
# ¦ MeterSprite
#==============================================================================
class MeterSprite < Sprite
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  def initialize(skin, line_height)
    @line_height = line_height
    @skin  = skin
    @width  = @skin.width
    @height = @skin.height / @line_height
    @line  = 1
    @amount = 0
    @atb_visible = false
    @base_sprite.dispose if @base_sprite != nil
    viewport = [3,4].include?(Meter_Pos_Style) ? $game_temp.battlers_viweport : nil
    @base_sprite = Sprite.new(viewport)
    @base_sprite.bitmap = @skin
    @base_sprite.src_rect.set(0, 0, @width, @height)
    super(viewport)
    self.bitmap = @skin
    self.line = 1
    self.opacity = 0 if @line_height == 3
  end
  #--------------------------------------------------------------------------
  def line=(n)
    @line = n
    refresh
  end
  #--------------------------------------------------------------------------
  def amount=(n)
    @amount = n
    refresh
  end
  #--------------------------------------------------------------------------
  def visible=(n)
    @base_sprite.visible = n
    super
  end
  #--------------------------------------------------------------------------
  def opacity=(n)
    @base_sprite.opacity = n
    super
  end
  #--------------------------------------------------------------------------
  def atb_visible=(n)
    @atb_visible = n
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.src_rect.set(0, @line * @height, @width * @amount / 100, @height)
  end
  #--------------------------------------------------------------------------
  def x=(n)
    super
    @base_sprite.x = n
  end
  #--------------------------------------------------------------------------
  def y=(n)
    super
    @base_sprite.y = n
  end
  #--------------------------------------------------------------------------
  def z=(n)
    super
    @base_sprite.z = z - 1
  end
  #--------------------------------------------------------------------------
  def dispose
    @base_sprite.dispose
    super
  end
end

pertanyaan :
1. apakah kiranya yang membuat script tersebut error? (nilai 40)
2. apakah yang harus dilakukan untuk membuat script berjalan dengan lancar, dan bagian mana sajakah yang harus ditambah atau di ubah? (nilai 60)
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[ASK]Escape Meter pada Atoa ATB Empty
PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-11-19, 11:05

1. Kemungkinan Constant Speed tidak termasuk/terhapus didalam module Atoa. :hmm:
2. Buat Constant Speed dan isi dengan integer :hmm:

Cara diatas belum dicoba/diuji, kerusakan atau hal lainnya ditanggung masing-masing :kabur:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-11-19, 11:07

caranya? :hammer:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-11-19, 11:10

pada module Atoa, tambahkan
Code:
Speed = 5 #Integer value, coba" aja berapa
:hmm:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-11-19, 14:43

@ om kudit : Seperti kata om Dhoom.. Memang sepertinya masalahnya seperti itu...
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 13:20

@dok dan loli yg itu udah bisa, tapi muncul masalah baru :hammer:

munculnya gini
[ASK]Escape Meter pada Atoa ATB Esc10

saya sudah coba ngasal kyk cara yg speed tadi, tapi tetep gk bisa :swt:

harus diapain nih??

:sembah:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 13:32

ada variable yang belum terdefinisi tuh :hmm:
dan variable nya yang sebelum command "blink="
kalo yg ini musti ditelusuri dulu tuh apa yg seharusnya ada pada variable tersebut :hmm:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 13:44

@dok : merujuknya ke line 1100 sih...

isinya :
Code:
@input_battler.blink = false

tadi konsultasi sama hart katanya ada bagian @input_battlernya belom ada value..
udah ngikutin saran2 dari beliau tapi masih error di line yg sama :hammer:

kalo punya solusi mohon bantuannya :sembah:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 13:52

kayaknya nya @input_battler bakal diisi sama Game_Battler :hmm:
ga tau jga sih, aku blum prnah pke script ini... Tpi coba aja di isi ke @active_battler :hmm:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 13:58

diisi @active_battler dimananya? banyak ini :hammer:
bukannya itu juga diisi sama @input_battler?
Code:
@active_battler = @input_battler

tadi ada yg kuubah nill nya jadi nilai 100, cuma error juga..

sotoy level up :hammer:


arrrgghhh!!!!! :jedug
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 14:49

wah, kalo gitu seharusnya @input_battler nya ga bakalan nil :hmm:
coba tambahin dibaris yang error nya jadi
Code:
@input_battler.blink=false if @input_battler != nil
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 16:34

Kayanya dulu udah pernah dibahas deh beginian :swt:
Kasusanya sama persis, perasaan gwa udah ngasih tau ke si Atoa dan di update-an berikutnya bakal di fix kok.

Atau ngga, dulu perasaan gwa pernah delete bagian "* speed", dan sisanya berjalan lancar, cobain aja dulu :hammer:

Btw
ATOA MO PINDAH VXAAAAAAAAAAAAAAAA :cry:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 18:08

@dok : oke dicoba dulu =w=b
@nis: wtha :o
o pindah VX??? damn!!

btw.. masa dah pernah?
dulu apus yg speed malah muncul error baru :swt:
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PostSubyek: Re: [ASK]Escape Meter pada Atoa ATB   [ASK]Escape Meter pada Atoa ATB Empty2011-12-27, 18:21

tanda asterix (*) juga diapus, biar formulanya cuma speed lawan dibagi speed kita :hammer:
Tapi ga tau juga ding, gwa dulu gitu kaloga salah :doh:
Coba aja post error barunya kalo dah dicoba
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