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			<title><![CDATA[HP&#x26;P Przeciwników]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-HP-MP-Przeciwnik%C3%B3w</link>
			<pubDate>Wed, 13 Jun 2018 15:40:54 +0200</pubDate>
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			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ HP&amp;MP przeciwników poprawione przez Ozzma ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt wyświetla punkty życia <span style="font-style: italic;">(HP)</span> oraz punkty many <span style="font-style: italic;">(MP)</span> przeciwników podczas walki. Niżej zamieszczona jest też opcja wyświetlająca same punkty życia <span style="font-style: italic;">(HP)</span>.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Jens009, Ozzma<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code># HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA <br />
#====================================================================== <br />
module OZZMA <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;ALWAYS_UPDATE = true&nbsp;&nbsp;# BIEŻĄCA AKTUALIZACJA KONDYCJI PRZECIWNIKA&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_X = 80&nbsp;&nbsp;&nbsp;&nbsp;# WOLNA PRZESTRZEŃ MIĘDZY BARAMI (POZIOM)&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_Y = 40&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp; WOLNA PRZESTRZEŃ MIĘDZY BARAMI (PION) <br />
&nbsp;&nbsp;COLUMNS = 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # LICZBA KOLUMN Z HP PRZECIWNIKA <br />
&nbsp;&nbsp;SHOW_STATES = true&nbsp;&nbsp;&nbsp;&nbsp; # POKAZUJE STATUSY PRZECIWNIKA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
end <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#====================================================================== <br />
# Start Game_System Edit <br />
#====================================================================== <br />
class Game_System <br />
&nbsp;&nbsp;attr_accessor :enemy_hp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Show enemy HP on battle <br />
&nbsp;&nbsp;attr_accessor :enemy_mp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Show enemy HP on battle <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias flower_system_initialize_enemy_hp initialize <br />
#============================================= <br />
# Initialize Values <br />
#============================================= <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Initialize enemy hp window to true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_hp = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_mp = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Call previous methods <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_system_initialize_enemy_hp <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end # END Game system Edit <br />
&nbsp;&nbsp;<br />
<br />
class Window_Base <br />
#==================================== <br />
# Define Enemy Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#==================================== <br />
&nbsp;&nbsp;def draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text (x, y, 120, 32, enemy.name) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
#========================== <br />
# Define Enemy State <br />
#======================== <br />
&nbsp;&nbsp;def draw_enemy_state(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;count = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;for state in enemy.states <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(state.icon_index, x + 24 * count, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;count += 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break if (24 * count &gt; width - 24) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
#-------------------------------------------------------------------------- <br />
# * Draw Enemy HP <br />
#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp_gauge(enemy, x, y, width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a) <br />
&nbsp;&nbsp;&nbsp;&nbsp;last_font_size = self.contents.font.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;xr = x + width <br />
&nbsp;&nbsp;&nbsp;&nbsp;if width &lt; 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw HP gauge <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp_gauge(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = width * enemy.hp / enemy.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = hp_gauge_color1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = hp_gauge_color2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw Enemy MP <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_mp(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_mp_gauge(enemy, x, y, width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) <br />
&nbsp;&nbsp;&nbsp;&nbsp;last_font_size = self.contents.font.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;xr = x + width <br />
&nbsp;&nbsp;&nbsp;&nbsp;if width &lt; 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.mp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 99, y, 44, WLH, enemy.mp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxmp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw MP gauge <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_mp_gauge(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = enemy.maxmp &gt; 0 ? width * enemy.mp / enemy.maxmp : 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = mp_gauge_color1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = mp_gauge_color2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end #End of Window_Base Class <br />
<br />
<br />
#=====================================# <br />
# Window_EnemyHP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# <br />
# Class handles window for Enemy's HP # <br />
#=====================================# <br />
class Window_EnemyHP &lt; Window_Selectable <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;super (0, 0, 545, 300) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, height - 32) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = OZZMA::COLUMNS <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear <br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...&#36;game_troop.members.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[i] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = i % @column_max * (OZZMA::SPACING_X + @spacing)&nbsp;&nbsp;&nbsp;&nbsp;<br />
if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * (OZZMA::SPACING_Y + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * ((OZZMA::SPACING_Y - 34) + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp; #======================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Game_Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================= <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +44) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Script Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.enemy_hp == true # Start check if Window Flag is On <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp(enemy, x, y+20, 90) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_mp(enemy, x, y+40, 90) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +64) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end # END CHECK <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end #End flag check <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end #End Refresh <br />
<br />
end #End of Window_EnemyHP Class <br />
<br />
#====================================# <br />
# Scene_Battle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # <br />
# New methods that were aliased:&nbsp;&nbsp;&nbsp;&nbsp; # <br />
#====================================# <br />
class Scene_Battle <br />
&nbsp;&nbsp;<br />
alias flower_create_info_viewport create_info_viewport <br />
alias flower_dispose_info_viewport dispose_info_viewport <br />
alias flower_start_item_selection start_item_selection <br />
alias flower_start_skill_selection start_skill_selection <br />
alias flower_end_item_selection end_item_selection <br />
alias flower_end_skill_selection end_skill_selection <br />
alias flower_process_victory process_victory <br />
<br />
alias flower_update_info_viewport update_info_viewport <br />
<br />
alias flower_start_party_command_selection start_party_command_selection <br />
alias flower_execute_action execute_action <br />
alias flower_turn_end turn_end <br />
<br />
# Create Information <br />
def create_info_viewport <br />
&nbsp;&nbsp; flower_create_info_viewport <br />
&nbsp;&nbsp; @enemy_window = Window_EnemyHP.new <br />
end <br />
# Dispose Information <br />
def dispose_info_viewport <br />
&nbsp;&nbsp; flower_dispose_info_viewport <br />
&nbsp;&nbsp; @enemy_window.dispose <br />
end <br />
<br />
#============================================= <br />
# Always Update Window <br />
#============================================ <br />
def update_info_viewport <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================= <br />
# Update Only When Turn starts and ends <br />
#============================================ <br />
def start_party_command_selection <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def execute_action <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def turn_end <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;end <br />
end <br />
#============================================ <br />
# END OF UPDATE CHECK <br />
#=========================================== <br />
<br />
#===================================== <br />
# Remove Window During Selection <br />
def start_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_item_selection <br />
end <br />
# Remove Window During Selection <br />
def start_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_skill_selection <br />
end <br />
# True Visibility after slection <br />
def end_item_selection <br />
&nbsp;&nbsp; flower_end_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# True Visibility after selection <br />
def end_skill_selection <br />
&nbsp;&nbsp; flower_end_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# Refresh When Victorious <br />
def process_victory <br />
&nbsp;&nbsp; @enemy_window.refresh <br />
&nbsp;&nbsp; flower_process_victory <br />
&nbsp;&nbsp;end <br />
<br />
#=====================================# <br />
# End of Scene_Battle Method Edits&nbsp;&nbsp;&nbsp;&nbsp;# <br />
#=====================================# <br />
<br />
end <br />
<br />
# HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA</code></div></div>
</div></div>
<span style="color: red;"><span style="font-weight: bold;">Skrypt (wersja bez MP):</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>Wersja bez MP:<br />
[code]# HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA <br />
# Autor: Jens009 <br />
#====================================================================== <br />
module OZZMA <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;ALWAYS_UPDATE = true&nbsp;&nbsp;# BIEŻĄCA AKTUALIZACJA KONDYCJI PRZECIWNIKA&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_X = 80&nbsp;&nbsp;&nbsp;&nbsp;# WOLNA PRZESTRZEŃ MIĘDZY BARAMI (POZIOM)&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_Y = 40&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp; WOLNA PRZESTRZEŃ MIĘDZY BARAMI (PION) <br />
&nbsp;&nbsp;COLUMNS = 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # LICZBA KOLUMN Z HP PRZECIWNIKA <br />
&nbsp;&nbsp;SHOW_STATES = true&nbsp;&nbsp;&nbsp;&nbsp; # POKAZUJE STATUSY PRZECIWNIKA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
end <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#====================================================================== <br />
# Start Game_System Edit <br />
#====================================================================== <br />
class Game_System <br />
&nbsp;&nbsp;attr_accessor :enemy_hp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Show enemy HP on battle <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias flower_system_initialize_enemy_hp initialize <br />
#============================================= <br />
# Initialize Values <br />
#============================================= <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Initialize enemy hp window to true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_hp = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Call previous methods <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_system_initialize_enemy_hp <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end # END Game system Edit <br />
&nbsp;&nbsp;<br />
<br />
class Window_Base <br />
#==================================== <br />
# Define Enemy Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#==================================== <br />
&nbsp;&nbsp;def draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text (x, y, 120, 32, enemy.name) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
#========================== <br />
# Define Enemy State <br />
#======================== <br />
&nbsp;&nbsp;def draw_enemy_state(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;count = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;for state in enemy.states <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(state.icon_index, x + 24 * count, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;count += 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break if (24 * count &gt; width - 24) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
#-------------------------------------------------------------------------- <br />
# * Draw Enemy HP <br />
#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp_gauge(enemy, x, y, width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a) <br />
&nbsp;&nbsp;&nbsp;&nbsp;last_font_size = self.contents.font.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;xr = x + width <br />
&nbsp;&nbsp;&nbsp;&nbsp;if width &lt; 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw HP gauge <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp_gauge(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = width * enemy.hp / enemy.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = hp_gauge_color1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = hp_gauge_color2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end #End of Window_Base Class <br />
<br />
<br />
#=====================================# <br />
# Window_EnemyHP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;<br />
# Class handles window for Enemy's HP # <br />
#=====================================# <br />
class Window_EnemyHP &lt; Window_Selectable <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;super ( 0, 0, 545, 300) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, height - 32) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = OZZMA::COLUMNS <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear <br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...&#36;game_troop.members.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[i] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = i % @column_max * (OZZMA::SPACING_X + @spacing) <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * (OZZMA::SPACING_Y + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * ((OZZMA::SPACING_Y - 34) + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp; #======================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Game_Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================= <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +44) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Script Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.enemy_hp == true # Start check if Window Flag is On <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp(enemy, x, y+20, 90) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +44) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end # END CHECK <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end #End flag check <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end #End Refresh <br />
<br />
end #End of Window_EnemyHP Class <br />
<br />
#====================================# <br />
# Scene_Battle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # <br />
# New methods that were aliased:&nbsp;&nbsp;&nbsp;&nbsp; # <br />
#====================================# <br />
class Scene_Battle <br />
&nbsp;&nbsp;<br />
alias flower_create_info_viewport create_info_viewport <br />
alias flower_dispose_info_viewport dispose_info_viewport <br />
alias flower_start_item_selection start_item_selection <br />
alias flower_start_skill_selection start_skill_selection <br />
alias flower_end_item_selection end_item_selection <br />
alias flower_end_skill_selection end_skill_selection <br />
alias flower_process_victory process_victory <br />
<br />
alias flower_update_info_viewport update_info_viewport <br />
<br />
alias flower_start_party_command_selection start_party_command_selection <br />
alias flower_execute_action execute_action <br />
alias flower_turn_end turn_end <br />
<br />
# Create Information <br />
def create_info_viewport <br />
&nbsp;&nbsp; flower_create_info_viewport <br />
&nbsp;&nbsp; @enemy_window = Window_EnemyHP.new <br />
end <br />
# Dispose Information <br />
def dispose_info_viewport <br />
&nbsp;&nbsp; flower_dispose_info_viewport <br />
&nbsp;&nbsp; @enemy_window.dispose <br />
end <br />
<br />
#============================================= <br />
# Always Update Window <br />
#============================================ <br />
def update_info_viewport <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================= <br />
# Update Only When Turn starts and ends <br />
#============================================ <br />
def start_party_command_selection <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def execute_action <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def turn_end <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;end <br />
end <br />
#============================================ <br />
# END OF UPDATE CHECK <br />
#=========================================== <br />
<br />
#===================================== <br />
# Remove Window During Selection&nbsp;&nbsp;<br />
def start_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_item_selection <br />
end <br />
# Remove Window During Selection <br />
def start_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_skill_selection <br />
end <br />
# True Visibility after slection <br />
def end_item_selection <br />
&nbsp;&nbsp; flower_end_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# True Visibility after selection <br />
def end_skill_selection <br />
&nbsp;&nbsp; flower_end_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# Refresh When Victorious <br />
def process_victory <br />
&nbsp;&nbsp; @enemy_window.refresh <br />
&nbsp;&nbsp; flower_process_victory <br />
&nbsp;&nbsp;end <br />
<br />
#=====================================# <br />
# End of Scene_Battle Method Edits&nbsp;&nbsp;&nbsp;&nbsp;# <br />
#=====================================# <br />
<br />
end <br />
<br />
# HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA</code></div></div>
<br />
Skrypt należy umieścić w edytorze skryptów, pod "Materials".[/code]</div></div>
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Ozzma<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="https://i.imgur.com/b65J2EQ.png" border="0" alt="[Obrazek: b65J2EQ.png]" /><br />
<img class="postimage" src="https://i.imgur.com/ZxDZGfX.png" border="0" alt="[Obrazek: ZxDZGfX.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Skrypt należy umieścić w edytorze skryptów, pod "Materials".]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ HP&amp;MP przeciwników poprawione przez Ozzma ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt wyświetla punkty życia <span style="font-style: italic;">(HP)</span> oraz punkty many <span style="font-style: italic;">(MP)</span> przeciwników podczas walki. Niżej zamieszczona jest też opcja wyświetlająca same punkty życia <span style="font-style: italic;">(HP)</span>.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Jens009, Ozzma<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code># HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA <br />
#====================================================================== <br />
module OZZMA <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;ALWAYS_UPDATE = true&nbsp;&nbsp;# BIEŻĄCA AKTUALIZACJA KONDYCJI PRZECIWNIKA&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_X = 80&nbsp;&nbsp;&nbsp;&nbsp;# WOLNA PRZESTRZEŃ MIĘDZY BARAMI (POZIOM)&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_Y = 40&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp; WOLNA PRZESTRZEŃ MIĘDZY BARAMI (PION) <br />
&nbsp;&nbsp;COLUMNS = 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # LICZBA KOLUMN Z HP PRZECIWNIKA <br />
&nbsp;&nbsp;SHOW_STATES = true&nbsp;&nbsp;&nbsp;&nbsp; # POKAZUJE STATUSY PRZECIWNIKA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
end <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#====================================================================== <br />
# Start Game_System Edit <br />
#====================================================================== <br />
class Game_System <br />
&nbsp;&nbsp;attr_accessor :enemy_hp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Show enemy HP on battle <br />
&nbsp;&nbsp;attr_accessor :enemy_mp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Show enemy HP on battle <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias flower_system_initialize_enemy_hp initialize <br />
#============================================= <br />
# Initialize Values <br />
#============================================= <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Initialize enemy hp window to true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_hp = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_mp = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Call previous methods <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_system_initialize_enemy_hp <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end # END Game system Edit <br />
&nbsp;&nbsp;<br />
<br />
class Window_Base <br />
#==================================== <br />
# Define Enemy Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#==================================== <br />
&nbsp;&nbsp;def draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text (x, y, 120, 32, enemy.name) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
#========================== <br />
# Define Enemy State <br />
#======================== <br />
&nbsp;&nbsp;def draw_enemy_state(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;count = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;for state in enemy.states <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(state.icon_index, x + 24 * count, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;count += 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break if (24 * count &gt; width - 24) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
#-------------------------------------------------------------------------- <br />
# * Draw Enemy HP <br />
#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp_gauge(enemy, x, y, width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a) <br />
&nbsp;&nbsp;&nbsp;&nbsp;last_font_size = self.contents.font.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;xr = x + width <br />
&nbsp;&nbsp;&nbsp;&nbsp;if width &lt; 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw HP gauge <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp_gauge(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = width * enemy.hp / enemy.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = hp_gauge_color1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = hp_gauge_color2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw Enemy MP <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_mp(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_mp_gauge(enemy, x, y, width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) <br />
&nbsp;&nbsp;&nbsp;&nbsp;last_font_size = self.contents.font.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;xr = x + width <br />
&nbsp;&nbsp;&nbsp;&nbsp;if width &lt; 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.mp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 99, y, 44, WLH, enemy.mp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxmp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw MP gauge <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_mp_gauge(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = enemy.maxmp &gt; 0 ? width * enemy.mp / enemy.maxmp : 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = mp_gauge_color1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = mp_gauge_color2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end #End of Window_Base Class <br />
<br />
<br />
#=====================================# <br />
# Window_EnemyHP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# <br />
# Class handles window for Enemy's HP # <br />
#=====================================# <br />
class Window_EnemyHP &lt; Window_Selectable <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;super (0, 0, 545, 300) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, height - 32) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = OZZMA::COLUMNS <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear <br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...&#36;game_troop.members.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[i] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = i % @column_max * (OZZMA::SPACING_X + @spacing)&nbsp;&nbsp;&nbsp;&nbsp;<br />
if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * (OZZMA::SPACING_Y + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * ((OZZMA::SPACING_Y - 34) + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp; #======================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Game_Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================= <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +44) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Script Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.enemy_hp == true # Start check if Window Flag is On <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp(enemy, x, y+20, 90) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_mp(enemy, x, y+40, 90) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +64) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end # END CHECK <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end #End flag check <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end #End Refresh <br />
<br />
end #End of Window_EnemyHP Class <br />
<br />
#====================================# <br />
# Scene_Battle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # <br />
# New methods that were aliased:&nbsp;&nbsp;&nbsp;&nbsp; # <br />
#====================================# <br />
class Scene_Battle <br />
&nbsp;&nbsp;<br />
alias flower_create_info_viewport create_info_viewport <br />
alias flower_dispose_info_viewport dispose_info_viewport <br />
alias flower_start_item_selection start_item_selection <br />
alias flower_start_skill_selection start_skill_selection <br />
alias flower_end_item_selection end_item_selection <br />
alias flower_end_skill_selection end_skill_selection <br />
alias flower_process_victory process_victory <br />
<br />
alias flower_update_info_viewport update_info_viewport <br />
<br />
alias flower_start_party_command_selection start_party_command_selection <br />
alias flower_execute_action execute_action <br />
alias flower_turn_end turn_end <br />
<br />
# Create Information <br />
def create_info_viewport <br />
&nbsp;&nbsp; flower_create_info_viewport <br />
&nbsp;&nbsp; @enemy_window = Window_EnemyHP.new <br />
end <br />
# Dispose Information <br />
def dispose_info_viewport <br />
&nbsp;&nbsp; flower_dispose_info_viewport <br />
&nbsp;&nbsp; @enemy_window.dispose <br />
end <br />
<br />
#============================================= <br />
# Always Update Window <br />
#============================================ <br />
def update_info_viewport <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================= <br />
# Update Only When Turn starts and ends <br />
#============================================ <br />
def start_party_command_selection <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def execute_action <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def turn_end <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;end <br />
end <br />
#============================================ <br />
# END OF UPDATE CHECK <br />
#=========================================== <br />
<br />
#===================================== <br />
# Remove Window During Selection <br />
def start_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_item_selection <br />
end <br />
# Remove Window During Selection <br />
def start_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_skill_selection <br />
end <br />
# True Visibility after slection <br />
def end_item_selection <br />
&nbsp;&nbsp; flower_end_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# True Visibility after selection <br />
def end_skill_selection <br />
&nbsp;&nbsp; flower_end_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# Refresh When Victorious <br />
def process_victory <br />
&nbsp;&nbsp; @enemy_window.refresh <br />
&nbsp;&nbsp; flower_process_victory <br />
&nbsp;&nbsp;end <br />
<br />
#=====================================# <br />
# End of Scene_Battle Method Edits&nbsp;&nbsp;&nbsp;&nbsp;# <br />
#=====================================# <br />
<br />
end <br />
<br />
# HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA</code></div></div>
</div></div>
<span style="color: red;"><span style="font-weight: bold;">Skrypt (wersja bez MP):</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>Wersja bez MP:<br />
[code]# HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA <br />
# Autor: Jens009 <br />
#====================================================================== <br />
module OZZMA <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;ALWAYS_UPDATE = true&nbsp;&nbsp;# BIEŻĄCA AKTUALIZACJA KONDYCJI PRZECIWNIKA&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_X = 80&nbsp;&nbsp;&nbsp;&nbsp;# WOLNA PRZESTRZEŃ MIĘDZY BARAMI (POZIOM)&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;SPACING_Y = 40&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp; WOLNA PRZESTRZEŃ MIĘDZY BARAMI (PION) <br />
&nbsp;&nbsp;COLUMNS = 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # LICZBA KOLUMN Z HP PRZECIWNIKA <br />
&nbsp;&nbsp;SHOW_STATES = true&nbsp;&nbsp;&nbsp;&nbsp; # POKAZUJE STATUSY PRZECIWNIKA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
end <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#====================================================================== <br />
# Start Game_System Edit <br />
#====================================================================== <br />
class Game_System <br />
&nbsp;&nbsp;attr_accessor :enemy_hp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Show enemy HP on battle <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias flower_system_initialize_enemy_hp initialize <br />
#============================================= <br />
# Initialize Values <br />
#============================================= <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Initialize enemy hp window to true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_hp = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Call previous methods <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_system_initialize_enemy_hp <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end # END Game system Edit <br />
&nbsp;&nbsp;<br />
<br />
class Window_Base <br />
#==================================== <br />
# Define Enemy Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
#==================================== <br />
&nbsp;&nbsp;def draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text (x, y, 120, 32, enemy.name) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
#========================== <br />
# Define Enemy State <br />
#======================== <br />
&nbsp;&nbsp;def draw_enemy_state(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;count = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;for state in enemy.states <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(state.icon_index, x + 24 * count, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;count += 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break if (24 * count &gt; width - 24) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
#-------------------------------------------------------------------------- <br />
# * Draw Enemy HP <br />
#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp_gauge(enemy, x, y, width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a) <br />
&nbsp;&nbsp;&nbsp;&nbsp;last_font_size = self.contents.font.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;xr = x + width <br />
&nbsp;&nbsp;&nbsp;&nbsp;if width &lt; 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Draw HP gauge <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; width : Width <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def draw_enemy_hp_gauge(enemy, x, y, width = 120) <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = width * enemy.hp / enemy.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = hp_gauge_color1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = hp_gauge_color2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end #End of Window_Base Class <br />
<br />
<br />
#=====================================# <br />
# Window_EnemyHP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#&nbsp;&nbsp;<br />
# Class handles window for Enemy's HP # <br />
#=====================================# <br />
class Window_EnemyHP &lt; Window_Selectable <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;super ( 0, 0, 545, 300) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, height - 32) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = OZZMA::COLUMNS <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear <br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...&#36;game_troop.members.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[i] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = i % @column_max * (OZZMA::SPACING_X + @spacing) <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * (OZZMA::SPACING_Y + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = (i / @column_max * ((OZZMA::SPACING_Y - 34) + WLH) ) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp; #======================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Game_Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================= <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +44) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If Using Script Switch <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#========================================== <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.enemy_hp == true # Start check if Window Flag is On <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp(enemy, x, y+20, 90) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_name(enemy, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if OZZMA::SHOW_STATES <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_state(enemy, x, y +44) <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end # END CHECK <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end #End flag check <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end #End Refresh <br />
<br />
end #End of Window_EnemyHP Class <br />
<br />
#====================================# <br />
# Scene_Battle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # <br />
# New methods that were aliased:&nbsp;&nbsp;&nbsp;&nbsp; # <br />
#====================================# <br />
class Scene_Battle <br />
&nbsp;&nbsp;<br />
alias flower_create_info_viewport create_info_viewport <br />
alias flower_dispose_info_viewport dispose_info_viewport <br />
alias flower_start_item_selection start_item_selection <br />
alias flower_start_skill_selection start_skill_selection <br />
alias flower_end_item_selection end_item_selection <br />
alias flower_end_skill_selection end_skill_selection <br />
alias flower_process_victory process_victory <br />
<br />
alias flower_update_info_viewport update_info_viewport <br />
<br />
alias flower_start_party_command_selection start_party_command_selection <br />
alias flower_execute_action execute_action <br />
alias flower_turn_end turn_end <br />
<br />
# Create Information <br />
def create_info_viewport <br />
&nbsp;&nbsp; flower_create_info_viewport <br />
&nbsp;&nbsp; @enemy_window = Window_EnemyHP.new <br />
end <br />
# Dispose Information <br />
def dispose_info_viewport <br />
&nbsp;&nbsp; flower_dispose_info_viewport <br />
&nbsp;&nbsp; @enemy_window.dispose <br />
end <br />
<br />
#============================================= <br />
# Always Update Window <br />
#============================================ <br />
def update_info_viewport <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_update_info_viewport <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================= <br />
# Update Only When Turn starts and ends <br />
#============================================ <br />
def start_party_command_selection <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_start_party_command_selection <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def execute_action <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.visible = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_execute_action <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
def turn_end <br />
&nbsp;&nbsp;if OZZMA::ALWAYS_UPDATE == true <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemy_window.refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;flower_turn_end <br />
&nbsp;&nbsp;end <br />
end <br />
#============================================ <br />
# END OF UPDATE CHECK <br />
#=========================================== <br />
<br />
#===================================== <br />
# Remove Window During Selection&nbsp;&nbsp;<br />
def start_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_item_selection <br />
end <br />
# Remove Window During Selection <br />
def start_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = false <br />
&nbsp;&nbsp; flower_start_skill_selection <br />
end <br />
# True Visibility after slection <br />
def end_item_selection <br />
&nbsp;&nbsp; flower_end_item_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# True Visibility after selection <br />
def end_skill_selection <br />
&nbsp;&nbsp; flower_end_skill_selection <br />
&nbsp;&nbsp; @enemy_window.visible = true <br />
end <br />
# Refresh When Victorious <br />
def process_victory <br />
&nbsp;&nbsp; @enemy_window.refresh <br />
&nbsp;&nbsp; flower_process_victory <br />
&nbsp;&nbsp;end <br />
<br />
#=====================================# <br />
# End of Scene_Battle Method Edits&nbsp;&nbsp;&nbsp;&nbsp;# <br />
#=====================================# <br />
<br />
end <br />
<br />
# HP/MP PRZECIWNIKÓW POPRAWIONE PRZEZ OZZMA</code></div></div>
<br />
Skrypt należy umieścić w edytorze skryptów, pod "Materials".[/code]</div></div>
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Ozzma<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="https://i.imgur.com/b65J2EQ.png" border="0" alt="[Obrazek: b65J2EQ.png]" /><br />
<img class="postimage" src="https://i.imgur.com/ZxDZGfX.png" border="0" alt="[Obrazek: ZxDZGfX.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Skrypt należy umieścić w edytorze skryptów, pod "Materials".]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game_Interpreter FIX]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Game-Interpreter-FIX</link>
			<pubDate>Sat, 03 Feb 2018 00:07:23 +0100</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Game-Interpreter-FIX</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Game_Interpreter ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
VX nie pozwala na przyporządkowanie niektórych statystyk bohaterów do zmiennych. Ten FIX to naprawia. Przydatne, gdy chcemy mieć warunki oparte o poziom czy statystyki bohatera. <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Lunarea<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
# ** Game_Interpreter<br />
#------------------------------------------------------------------------------<br />
#&nbsp;&nbsp;An interpreter for executing event commands. This class is used within the<br />
# Game_Map, Game_Troop, and Game_Event classes.<br />
#==============================================================================<br />
<br />
class Game_Interpreter<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Object Initialization<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; depth : nest depth<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; main&nbsp;&nbsp;: main flag<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def initialize(depth = 0, main = false)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@depth = depth<br />
&nbsp;&nbsp;&nbsp;&nbsp;@main = main<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @depth &gt; 100<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;print("Common event call has exceeded maximum limit.")<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;exit<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;clear<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Clear<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@map_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Map ID when starting up<br />
&nbsp;&nbsp;&nbsp;&nbsp;@original_event_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Event ID when starting up<br />
&nbsp;&nbsp;&nbsp;&nbsp;@event_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Event ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Execution content<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Index<br />
&nbsp;&nbsp;&nbsp;&nbsp;@message_waiting = false&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Waiting for message to end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moving_character = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Moving character<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Wait count<br />
&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Child interpreter<br />
&nbsp;&nbsp;&nbsp;&nbsp;@branch = {}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Branch data<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Event Setup<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; list&nbsp;&nbsp;&nbsp;&nbsp; : list of event commands<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; event_id : event ID<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup(list, event_id = 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;clear&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Clear internal interpreter state<br />
&nbsp;&nbsp;&nbsp;&nbsp;@map_id = &#36;game_map.map_id&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Memorize map ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@original_event_id = event_id&nbsp;&nbsp;&nbsp;&nbsp; # Memorize event ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@event_id = event_id&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Memorize event ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = list&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Memorize execution contents<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Initialize index<br />
&nbsp;&nbsp;&nbsp;&nbsp;cancel_menu_call&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Cancel menu call<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Cancel Menu Call<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;Handles the situation when a player is moving and the cancel button<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;is pushed,&nbsp;&nbsp;starting an event in the state where a menu call was<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;reserved.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def cancel_menu_call<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @main and &#36;game_temp.next_scene == "menu" and &#36;game_temp.menu_beep<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.menu_beep = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Determine if Running<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def running?<br />
&nbsp;&nbsp;&nbsp;&nbsp;return @list != nil<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Starting Event Setup<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup_starting_event<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_map.need_refresh&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If necessary, refresh the map<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.common_event_id &gt; 0&nbsp;&nbsp;&nbsp;&nbsp; # Common event call reserved?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup(&#36;data_common_events[&#36;game_temp.common_event_id].list)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.common_event_id = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;for event in &#36;game_map.events.values&nbsp;&nbsp;# Map event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if event.starting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If a starting event is found<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;event.clear_starting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Clear starting flag<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup(event.list, event.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set up event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;for event in &#36;data_common_events.compact&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Common event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if event.trigger == 1 and&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If autorun and<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;game_switches[event.switch_id] == true&nbsp;&nbsp;# condition switch is ON<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup(event.list)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set up event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Frame Update<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_map.map_id != @map_id&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Map is different?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@event_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Make event ID 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @child_interpreter != nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If child interpreter exists<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter.update&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Update child interpreter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @child_interpreter.running?&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If running<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# After execution has finished<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Erase child interpreter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Waiting for message finish<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @moving_character != nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Waiting for move to finish<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @moving_character.move_route_forcing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moving_character = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @wait_count &gt; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Waiting<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@wait_count -= 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_troop.forcing_battler != nil # Forcing battle action<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.next_scene != nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Opening screens<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list == nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If content list is empty<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_starting_event if @main&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set up starting event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return if @list == nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Nothing was set up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return if execute_command == false&nbsp;&nbsp;&nbsp;&nbsp;# Execute event command<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Advance index<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Actor iterator (ID)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 1 or more, ID. If 0, all<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_actor_id(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if param == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for actor in &#36;game_party.members do yield actor end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# One<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yield actor unless actor == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Actor iterator (index)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 0 or more, index. If -1, all.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_actor_index(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if param == -1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for actor in &#36;game_party.members do yield actor end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# One<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_party.members[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yield actor unless actor == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy iterator (index)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 0 or more, index. If -1, all.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_enemy_index(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if param == -1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for enemy in &#36;game_troop.members do yield enemy end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# One<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yield enemy unless enemy == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Battler iterator (for entire troop, entire party)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param1 : If 0, enemy. If 1, actor.<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 0 or more, index. If -1, all.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_battler(param1, param2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if param1 == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Enemy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(param2) do |enemy| yield enemy end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Actor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_index(param2) do |enemy| yield enemy end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get Screen Command Target<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return &#36;game_troop.screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return &#36;game_map.screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Event Command Execution<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def execute_command<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @index &gt;= @list.size-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;command_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@params = @list[@index].parameters<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@indent = @list[@index].indent<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @list[@index].code<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 101&nbsp;&nbsp;# Show Text<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_101<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 102&nbsp;&nbsp;# Show Choices<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_102<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 402&nbsp;&nbsp;# When [**]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_402<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 403&nbsp;&nbsp;# When Cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_403<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 103&nbsp;&nbsp;# Input Number<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_103<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 111&nbsp;&nbsp;# Conditional Branch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_111<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 411&nbsp;&nbsp;# Else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_411<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 112&nbsp;&nbsp;# Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_112<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 413&nbsp;&nbsp;# Repeat Above<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_413<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 113&nbsp;&nbsp;# Break Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_113<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 115&nbsp;&nbsp;# Exit Event Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_115<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 117&nbsp;&nbsp;# Call Common Event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_117<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 118&nbsp;&nbsp;# Label<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_118<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 119&nbsp;&nbsp;# Jump to Label<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_119<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 121&nbsp;&nbsp;# Control Switches<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_121<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 122&nbsp;&nbsp;# Control Variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_122<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 123&nbsp;&nbsp;# Control Self Switch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_123<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 124&nbsp;&nbsp;# Control Timer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_124<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 125&nbsp;&nbsp;# Change Gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_125<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 126&nbsp;&nbsp;# Change Items<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_126<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 127&nbsp;&nbsp;# Change Weapons<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_127<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 128&nbsp;&nbsp;# Change Armor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_128<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 129&nbsp;&nbsp;# Change Party Member<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_129<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 132&nbsp;&nbsp;# Change Battle BGM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_132<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 133&nbsp;&nbsp;# Change Battle End ME<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_133<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 134&nbsp;&nbsp;# Change Save Access<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_134<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 135&nbsp;&nbsp;# Change Menu Access<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 136&nbsp;&nbsp;# Change Encounter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_136<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 201&nbsp;&nbsp;# Transfer Player<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_201<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 202&nbsp;&nbsp;# Set Vehicle Location<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_202<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 203&nbsp;&nbsp;# Set Event Location<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_203<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 204&nbsp;&nbsp;# Scroll Map<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_204<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 205&nbsp;&nbsp;# Set Move Route<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_205<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 206&nbsp;&nbsp;# Get on/off Vehicle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_206<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 211&nbsp;&nbsp;# Change Transparency<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_211<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 212&nbsp;&nbsp;# Show Animation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_212<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 213&nbsp;&nbsp;# Show Balloon Icon<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_213<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 214&nbsp;&nbsp;# Erase Event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_214<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 221&nbsp;&nbsp;# Fadeout Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_221<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 222&nbsp;&nbsp;# Fadein Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_222<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 223&nbsp;&nbsp;# Tint Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_223<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 224&nbsp;&nbsp;# Flash Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_224<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 225&nbsp;&nbsp;# Shake Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_225<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 230&nbsp;&nbsp;# Wait<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_230<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 231&nbsp;&nbsp;# Show Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_231<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 232&nbsp;&nbsp;# Move Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_232<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 233&nbsp;&nbsp;# Rotate Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_233<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 234&nbsp;&nbsp;# Tint Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_234<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 235&nbsp;&nbsp;# Erase picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_235<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 236&nbsp;&nbsp;# Set Weather Effects<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_236<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 241&nbsp;&nbsp;# Play BGM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_241<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 242&nbsp;&nbsp;# Fadeout BGM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_242<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 245&nbsp;&nbsp;# Play BGS<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_245<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 246&nbsp;&nbsp;# Fadeout BGS<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_246<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 249&nbsp;&nbsp;# Play ME<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_249<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 250&nbsp;&nbsp;# Play SE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_250<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 251&nbsp;&nbsp;# Stop SE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_251<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 301&nbsp;&nbsp;# Battle Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_301<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 601&nbsp;&nbsp;# If Win<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_601<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 602&nbsp;&nbsp;# If Escape<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_602<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 603&nbsp;&nbsp;# If Lose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_603<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 302&nbsp;&nbsp;# Shop Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_302<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 303&nbsp;&nbsp;# Name Input Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_303<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 311&nbsp;&nbsp;# Change HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_311<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 312&nbsp;&nbsp;# Change MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_312<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 313&nbsp;&nbsp;# Change State<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_313<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 314&nbsp;&nbsp;# Recover All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_314<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 315&nbsp;&nbsp;# Change EXP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_315<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 316&nbsp;&nbsp;# Change Level<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_316<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 317&nbsp;&nbsp;# Change Parameters<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_317<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 318&nbsp;&nbsp;# Change Skills<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_318<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 319&nbsp;&nbsp;# Change Equipment<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_319<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 320&nbsp;&nbsp;# Change Name<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_320<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 321&nbsp;&nbsp;# Change Class<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_321<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 322&nbsp;&nbsp;# Change Actor Graphic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_322<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 323&nbsp;&nbsp;# Change Vehicle Graphic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_323<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 331&nbsp;&nbsp;#&nbsp;&nbsp;Change Enemy HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_331<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 332&nbsp;&nbsp;#&nbsp;&nbsp;Change Enemy MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_332<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 333&nbsp;&nbsp;# Change Enemy State<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_333<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 334&nbsp;&nbsp;# Enemy Recover All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_334<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 335&nbsp;&nbsp;# Enemy Appear<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_335<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 336&nbsp;&nbsp;# Enemy Transform<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_336<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 337&nbsp;&nbsp;# Show Battle Animation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_337<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 339&nbsp;&nbsp;# Force Action<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_339<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 340&nbsp;&nbsp;# Abort Battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_340<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 351&nbsp;&nbsp;# Open Menu Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_351<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 352&nbsp;&nbsp;# Open Save Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_352<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 353&nbsp;&nbsp;# Game Over<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_353<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 354&nbsp;&nbsp;# Return to Title Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_354<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 355&nbsp;&nbsp;# Script<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_355<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Other<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * End Event<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Clear execution content list<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @main and @event_id &gt; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If main map event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.events[@event_id].unlock&nbsp;&nbsp;&nbsp;&nbsp;# Clear event lock<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Command Skip<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_skip<br />
&nbsp;&nbsp;&nbsp;&nbsp;while @list[@index+1].indent &gt; @indent&nbsp;&nbsp;# Next indent is deeper<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Advance index<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get Character<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : if -1, player. If 0, this event. Otherwise, event ID.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def get_character(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;case param<br />
&nbsp;&nbsp;&nbsp;&nbsp;when -1&nbsp;&nbsp; # Player<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return &#36;game_player<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;&nbsp;&nbsp;# This event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;events = &#36;game_map.events<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return events == nil ? nil : events[@event_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Particular event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;events = &#36;game_map.events<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return events == nil ? nil : events[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Calculate Operated Value<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; operation&nbsp;&nbsp;&nbsp;&nbsp;: operation (0: increase, 1: decrease)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; operand_type : operand type (0: invariable 1: variable)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; operand&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: operand (number or variable ID)<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def operate_value(operation, operand_type, operand)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if operand_type == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = operand<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_variables[operand]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if operation == 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = -value<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return value<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Text<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_101<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;game_message.busy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.face_name = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.face_index = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.background = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.position = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while @list[@index].code == 401&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Text data<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.texts.push(@list[@index].parameters[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index].code == 102&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Show choices<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_choices(@list[@index].parameters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @list[@index].code == 103&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Number input processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_num_input(@list[@index].parameters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set_message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set to message wait state<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set message wait flag and callback<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def set_message_waiting<br />
&nbsp;&nbsp;&nbsp;&nbsp;@message_waiting = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.main_proc = Proc.new { @message_waiting = false }<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Choices<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_102<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;game_message.busy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_choices(@params)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Setup<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set_message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set to message wait state<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Setup Choices<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup_choices(params)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.texts.size &lt;= 4 - params[0].size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_start = &#36;game_message.texts.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_max = params[0].size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for s in params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.texts.push(s)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_cancel_type = params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * When [**]<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_402<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == @params[0]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If matching choice<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Erase branching data<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Continue<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If doesn't match condition<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_skip&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Command skip<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * When Cancel<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_403<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If canceling choice<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Erase branching data<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Continue<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If doesn't match condition<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_skip&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Command skip<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Input Number<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_103<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;game_message.busy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_num_input(@params)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Setup<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set_message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set to message wait state<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Number Input Setup<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup_num_input(params)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.texts.size &lt; 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.num_input_variable_id = params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.num_input_digits_max = params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Conditional Branch<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_111<br />
&nbsp;&nbsp;&nbsp;&nbsp;result = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Switch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_switches[@params[1]] == (@params[2] == 0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Variable<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value1 = &#36;game_variables[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value2 = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value2 = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# value1 is equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 == value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# value1 is greater than or equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &gt;= value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# value1 is less than or equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &lt;= value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# value1 is greater than value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &gt; value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# value1 is less than value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &lt; value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# value1 is not equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 != value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Self switch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @original_event_id &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;key = [@map_id, @original_event_id, @params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_self_switches[key] == true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_self_switches[key] != true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Timer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.timer_working<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sec = &#36;game_system.timer / Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (sec &gt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (sec &lt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Actor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# in party<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_party.members.include?(actor))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# name<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.name == @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# skill<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.skill_learn?(&#36;data_skills[@params[3]]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# weapon<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.weapons.include?(&#36;data_weapons[@params[3]]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# armor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.armors.include?(&#36;data_armors[@params[3]]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# state<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.state?(@params[3]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Enemy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# appear<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (enemy.exist?)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# state<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (enemy.state?(@params[3]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Character<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (character.direction == @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_party.gold &gt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_party.gold &lt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 8&nbsp;&nbsp;# Item<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = &#36;game_party.has_item?(&#36;data_items[@params[1]])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 9&nbsp;&nbsp;# Weapon<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = &#36;game_party.has_item?(&#36;data_weapons[@params[1]], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 10&nbsp;&nbsp;# Armor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = &#36;game_party.has_item?(&#36;data_armors[@params[1]], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 11&nbsp;&nbsp;# Button<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = Input.press?(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 12&nbsp;&nbsp;# Script<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = eval(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 13&nbsp;&nbsp;# Vehicle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_player.vehicle_type == @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@branch[@indent] = result&nbsp;&nbsp;&nbsp;&nbsp; # Store determination results in hash<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Else<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_411<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Loop<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_112<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Repeat Above<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_413<br />
&nbsp;&nbsp;&nbsp;&nbsp;begin<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index -= 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end until @list[@index].indent == @indent<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Break Loop<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_113<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @index &gt;= @list.size-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index].code == 413 and&nbsp;&nbsp;&nbsp;&nbsp;# Command [Repeat Above]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @list[@index].indent &lt; @indent&nbsp;&nbsp; # Indent is shallow<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Exit Event Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_115<br />
&nbsp;&nbsp;&nbsp;&nbsp;command_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Call Common Event<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_117<br />
&nbsp;&nbsp;&nbsp;&nbsp;common_event = &#36;data_common_events[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if common_event != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter = Game_Interpreter.new(@depth + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter.setup(common_event.list, @event_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Label<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_118<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Jump to Label<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_119<br />
&nbsp;&nbsp;&nbsp;&nbsp;label_name = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@list.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[i].code == 118 and @list[i].parameters[0] == label_name<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index = i<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Switches<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_121<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in @params[0] .. @params[1]&nbsp;&nbsp; # Batch control<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_switches[i] = (@params[2] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Variables<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_122<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @params[3]&nbsp;&nbsp;# Operand<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Constant<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Variable<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Random<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = @params[4] + rand(@params[5] - @params[4] + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Item<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.item_number(&#36;data_items[@params[4]])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 4 # Actor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Level<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.level<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Experience<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.exp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.hp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.mp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Maximum HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.maxhp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Maximum MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.maxmp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Attack<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.atk<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Defense<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.def<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 8&nbsp;&nbsp;# Spirit<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.spi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 9&nbsp;&nbsp;# Agility<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.agi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Enemy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.hp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.mp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Maximum HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.maxhp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Maximum MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.maxmp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Attack<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.atk<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Defense<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.def<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Spirit<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.spi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Agility<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.agi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Character<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# x-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# y-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# direction<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.direction<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# screen x-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.screen_x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# screen y-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.screen_y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Other<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# map ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_map.map_id<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# number of party members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.members.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# steps<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.steps<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# play time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = Graphics.frame_count / Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# timer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_system.timer / Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# save count<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_system.save_count<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in @params[0] .. @params[1]&nbsp;&nbsp; # Batch control<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[2]&nbsp;&nbsp;# Operation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Set<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] = value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Add<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Sub<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] -= value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Mul<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] *= value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Div<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] /= value if value != 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Mod<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] %= value if value != 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_variables[i] &gt; 99999999&nbsp;&nbsp;&nbsp;&nbsp;# Maximum limit check<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] = 99999999<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_variables[i] &lt; -99999999&nbsp;&nbsp; # Minimum limit check<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] = -99999999<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Self Switch<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_123<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @original_event_id &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;key = [@map_id, @original_event_id, @params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_self_switches[key] = (@params[1] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Timer<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_124<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;# Start<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.timer = @params[1] * Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.timer_working = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 1&nbsp;&nbsp;# Stop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.timer_working = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Gold<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_125<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_gold(value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Items<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_126<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_item(&#36;data_items[@params[0]], value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Weapons<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_127<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_item(&#36;data_weapons[@params[0]], value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Armor<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_128<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_item(&#36;data_armors[@params[0]], value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Party Member<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_129<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0&nbsp;&nbsp;&nbsp;&nbsp;# Add<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 1&nbsp;&nbsp;# Initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_actors[@params[0]].setup(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.add_actor(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Remove<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.remove_actor(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Battle BGM<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_132<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.battle_bgm = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Battle End ME<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_133<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.battle_end_me = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Save Access<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_134<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.save_disabled = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Menu Access<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.menu_disabled = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Encounter<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_136<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.encounter_disabled = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.make_encounter_count<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Transfer Player<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_201<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_player.transfer? or&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Transferring Player<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;game_message.visible&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Displaying a message<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;direction = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = &#36;game_variables[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[2]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;direction = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.reserve_transfer(map_id, x, y, direction)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Vehicle Location<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_202<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = &#36;game_variables[@params[2]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Boat<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.boat.set_location(map_id, x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[0] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Ship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.ship.set_location(map_id, x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Airship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.airship.set_location(map_id, x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Event Location<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_203<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.moveto(@params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[1] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;new_x = &#36;game_variables[@params[2]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;new_y = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.moveto(new_x, new_y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Exchange with another event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;old_x = character.x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;old_y = character.y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character2 = get_character(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if character2 != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.moveto(character2.x, character2.y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character2.moveto(old_x, old_y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[4]&nbsp;&nbsp; # Direction<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 8&nbsp;&nbsp;# Up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Down<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_down<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Left<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_left<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Scroll Map<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_204<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false if &#36;game_map.scrolling?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.start_scroll(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Move Route<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_205<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_map.need_refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.force_move_route(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moving_character = character if @params[1].wait<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get on/off Vehicle<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_206<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.get_on_off_vehicle<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Transparency<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_211<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.transparent = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Animation<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_212<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.animation_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Balloon Icon<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_213<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.balloon_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Erase Event<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_214<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @event_id &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.events[@event_id].erase<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadeout Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_221<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;screen.start_fadeout(30)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = 30<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadein Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_222<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;screen.start_fadein(30)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = 30<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Tint Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_223<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.start_tone_change(@params[0], @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[1] if @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Screen Flash<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_224<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.start_flash(@params[0], @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[1] if @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Screen Shake<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_225<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.start_shake(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[2] if @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Wait<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_230<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_231<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[3] == 0&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[5]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].show(@params[1], @params[2],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x, y, @params[6], @params[7], @params[8], @params[9])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Move Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_232<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[3] == 0&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[5]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].move(@params[2], x, y, @params[6],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@params[7], @params[8], @params[9], @params[10])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[10] if @params[11]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Rotate Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_233<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].rotate(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Tint Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_234<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].start_tone_change(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[2] if @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Erase Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_235<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].erase<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Weather Effects<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_236<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.weather(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[2] if @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play BGM<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_241<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadeout BGM<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_242<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGM.fade(@params[0] * 1000)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play BGS<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_245<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadeout BGS<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_246<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGS.fade(@params[0] * 1000)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play ME<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_249<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play SE<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_250<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Stop SE<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_251<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::SE.stop<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Battle Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_301<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;troop_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;troop_id = &#36;game_variables[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;data_troops[troop_id] != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.setup(troop_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.can_escape = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.can_lose = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.battle_proc = Proc.new { |n| @branch[@indent] = n }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "battle"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * If Win<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_601<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * If Escape<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_602<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * If Lose<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_603<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Shop Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_302<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "shop"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.shop_goods = [@params]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.shop_purchase_only = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index].code == 605&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Shop second line or after<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.shop_goods.push(@list[@index].parameters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Name Input Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_303<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;data_actors[@params[0]] != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "name"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.name_actor_id = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.name_max_char = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change HP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_311<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;next if actor.dead?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[4] == false and actor.hp + value &lt;= 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.hp = 1&nbsp;&nbsp;&nbsp;&nbsp;# If incapacitation is not allowed, make 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.hp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.all_dead?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "gameover"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change MP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_312<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.mp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change State<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_313<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.add_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.remove_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Recover All<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_314<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.recover_all<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change EXP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_315<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.change_exp(actor.exp + value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Level<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_316<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.change_level(actor.level + value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Parameters<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_317<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[2], @params[3], @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Maximum HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.maxhp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Maximum MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.maxmp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Attack<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.atk += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Defense<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.def += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Spirit<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.spi += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Agility<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.agi += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Skills<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_318<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.learn_skill(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.forget_skill(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Equipment<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_319<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.change_equip_by_id(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Name<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_320<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.name = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Class<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_321<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil and &#36;data_classes[@params[1]] != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.class_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Actor Graphic<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_322<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.set_graphic(@params[1], @params[2], @params[3], @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Vehicle Graphic<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_323<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Boat<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.boat.set_graphic(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[0] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Ship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.ship.set_graphic(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Airship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.airship.set_graphic(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Enemy HP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_331<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if enemy.hp &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[4] == false and enemy.hp + value &lt;= 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.hp = 1&nbsp;&nbsp;&nbsp;&nbsp;# If incapacitation is not allowed, make 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.hp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Enemy MP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_332<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.mp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Enemy State<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_333<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If change of incapacitation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.immortal = false&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Clear immortal flag<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.add_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.remove_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy Recover All<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_334<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.recover_all<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy Appear<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_335<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil and enemy.hidden<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.hidden = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.make_unique_names<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy Transform<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_336<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.transform(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.make_unique_names<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Battle Animation<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_337<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_battler(0, @params[0]) do |battler|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;next unless battler.exist?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.animation_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Force Action<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_339<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_battler(@params[0], @params[1]) do |battler|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;next unless battler.exist?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.kind = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if battler.action.kind == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.basic = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.skill_id = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[4] == -2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Last target<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.decide_last_target<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[4] == -1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Random<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.decide_random_target<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[4] &gt;= 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Index designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.target_index = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.forcing = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.forcing_battler = battler<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Abort Battle<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_340<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "map"<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Open Menu Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_351<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "menu"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.menu_beep = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Open Save Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_352<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "save"<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Game Over<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_353<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "gameover"<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Return to Title Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_354<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "title"<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Script<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_355<br />
&nbsp;&nbsp;&nbsp;&nbsp;script = @list[@index].parameters[0] + "&#92;n"<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index+1].code == 655&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Second line of script and after<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;script += @list[@index+1].parameters[0] + "&#92;n"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;eval(script)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Należy podmienić <span style="font-style: italic;">Game_Interpreter</span> w skryptach, na ten.]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Game_Interpreter ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
VX nie pozwala na przyporządkowanie niektórych statystyk bohaterów do zmiennych. Ten FIX to naprawia. Przydatne, gdy chcemy mieć warunki oparte o poziom czy statystyki bohatera. <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Lunarea<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
# ** Game_Interpreter<br />
#------------------------------------------------------------------------------<br />
#&nbsp;&nbsp;An interpreter for executing event commands. This class is used within the<br />
# Game_Map, Game_Troop, and Game_Event classes.<br />
#==============================================================================<br />
<br />
class Game_Interpreter<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Object Initialization<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; depth : nest depth<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; main&nbsp;&nbsp;: main flag<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def initialize(depth = 0, main = false)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@depth = depth<br />
&nbsp;&nbsp;&nbsp;&nbsp;@main = main<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @depth &gt; 100<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;print("Common event call has exceeded maximum limit.")<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;exit<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;clear<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Clear<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@map_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Map ID when starting up<br />
&nbsp;&nbsp;&nbsp;&nbsp;@original_event_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Event ID when starting up<br />
&nbsp;&nbsp;&nbsp;&nbsp;@event_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Event ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Execution content<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Index<br />
&nbsp;&nbsp;&nbsp;&nbsp;@message_waiting = false&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Waiting for message to end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moving_character = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Moving character<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Wait count<br />
&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Child interpreter<br />
&nbsp;&nbsp;&nbsp;&nbsp;@branch = {}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Branch data<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Event Setup<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; list&nbsp;&nbsp;&nbsp;&nbsp; : list of event commands<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; event_id : event ID<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup(list, event_id = 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;clear&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Clear internal interpreter state<br />
&nbsp;&nbsp;&nbsp;&nbsp;@map_id = &#36;game_map.map_id&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Memorize map ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@original_event_id = event_id&nbsp;&nbsp;&nbsp;&nbsp; # Memorize event ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@event_id = event_id&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Memorize event ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = list&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Memorize execution contents<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Initialize index<br />
&nbsp;&nbsp;&nbsp;&nbsp;cancel_menu_call&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Cancel menu call<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Cancel Menu Call<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;Handles the situation when a player is moving and the cancel button<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;is pushed,&nbsp;&nbsp;starting an event in the state where a menu call was<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;reserved.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def cancel_menu_call<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @main and &#36;game_temp.next_scene == "menu" and &#36;game_temp.menu_beep<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.menu_beep = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Determine if Running<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def running?<br />
&nbsp;&nbsp;&nbsp;&nbsp;return @list != nil<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Starting Event Setup<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup_starting_event<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_map.need_refresh&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If necessary, refresh the map<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.common_event_id &gt; 0&nbsp;&nbsp;&nbsp;&nbsp; # Common event call reserved?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup(&#36;data_common_events[&#36;game_temp.common_event_id].list)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.common_event_id = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;for event in &#36;game_map.events.values&nbsp;&nbsp;# Map event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if event.starting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If a starting event is found<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;event.clear_starting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Clear starting flag<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup(event.list, event.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set up event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;for event in &#36;data_common_events.compact&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Common event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if event.trigger == 1 and&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If autorun and<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;game_switches[event.switch_id] == true&nbsp;&nbsp;# condition switch is ON<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup(event.list)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set up event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Frame Update<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_map.map_id != @map_id&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Map is different?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@event_id = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Make event ID 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @child_interpreter != nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If child interpreter exists<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter.update&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Update child interpreter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @child_interpreter.running?&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If running<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# After execution has finished<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Erase child interpreter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Waiting for message finish<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @moving_character != nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Waiting for move to finish<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @moving_character.move_route_forcing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moving_character = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @wait_count &gt; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Waiting<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@wait_count -= 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_troop.forcing_battler != nil # Forcing battle action<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.next_scene != nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Opening screens<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list == nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If content list is empty<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_starting_event if @main&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set up starting event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return if @list == nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Nothing was set up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return if execute_command == false&nbsp;&nbsp;&nbsp;&nbsp;# Execute event command<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Advance index<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Actor iterator (ID)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 1 or more, ID. If 0, all<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_actor_id(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if param == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for actor in &#36;game_party.members do yield actor end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# One<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yield actor unless actor == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Actor iterator (index)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 0 or more, index. If -1, all.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_actor_index(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if param == -1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for actor in &#36;game_party.members do yield actor end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# One<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_party.members[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yield actor unless actor == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy iterator (index)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 0 or more, index. If -1, all.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_enemy_index(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if param == -1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for enemy in &#36;game_troop.members do yield enemy end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# One<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;yield enemy unless enemy == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Battler iterator (for entire troop, entire party)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param1 : If 0, enemy. If 1, actor.<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : If 0 or more, index. If -1, all.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def iterate_battler(param1, param2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if param1 == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Enemy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(param2) do |enemy| yield enemy end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Actor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_index(param2) do |enemy| yield enemy end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get Screen Command Target<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return &#36;game_troop.screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return &#36;game_map.screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Event Command Execution<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def execute_command<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @index &gt;= @list.size-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;command_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@params = @list[@index].parameters<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@indent = @list[@index].indent<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @list[@index].code<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 101&nbsp;&nbsp;# Show Text<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_101<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 102&nbsp;&nbsp;# Show Choices<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_102<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 402&nbsp;&nbsp;# When [**]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_402<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 403&nbsp;&nbsp;# When Cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_403<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 103&nbsp;&nbsp;# Input Number<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_103<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 111&nbsp;&nbsp;# Conditional Branch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_111<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 411&nbsp;&nbsp;# Else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_411<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 112&nbsp;&nbsp;# Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_112<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 413&nbsp;&nbsp;# Repeat Above<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_413<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 113&nbsp;&nbsp;# Break Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_113<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 115&nbsp;&nbsp;# Exit Event Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_115<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 117&nbsp;&nbsp;# Call Common Event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_117<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 118&nbsp;&nbsp;# Label<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_118<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 119&nbsp;&nbsp;# Jump to Label<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_119<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 121&nbsp;&nbsp;# Control Switches<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_121<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 122&nbsp;&nbsp;# Control Variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_122<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 123&nbsp;&nbsp;# Control Self Switch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_123<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 124&nbsp;&nbsp;# Control Timer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_124<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 125&nbsp;&nbsp;# Change Gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_125<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 126&nbsp;&nbsp;# Change Items<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_126<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 127&nbsp;&nbsp;# Change Weapons<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_127<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 128&nbsp;&nbsp;# Change Armor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_128<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 129&nbsp;&nbsp;# Change Party Member<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_129<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 132&nbsp;&nbsp;# Change Battle BGM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_132<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 133&nbsp;&nbsp;# Change Battle End ME<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_133<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 134&nbsp;&nbsp;# Change Save Access<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_134<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 135&nbsp;&nbsp;# Change Menu Access<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 136&nbsp;&nbsp;# Change Encounter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_136<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 201&nbsp;&nbsp;# Transfer Player<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_201<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 202&nbsp;&nbsp;# Set Vehicle Location<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_202<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 203&nbsp;&nbsp;# Set Event Location<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_203<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 204&nbsp;&nbsp;# Scroll Map<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_204<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 205&nbsp;&nbsp;# Set Move Route<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_205<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 206&nbsp;&nbsp;# Get on/off Vehicle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_206<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 211&nbsp;&nbsp;# Change Transparency<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_211<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 212&nbsp;&nbsp;# Show Animation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_212<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 213&nbsp;&nbsp;# Show Balloon Icon<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_213<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 214&nbsp;&nbsp;# Erase Event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_214<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 221&nbsp;&nbsp;# Fadeout Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_221<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 222&nbsp;&nbsp;# Fadein Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_222<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 223&nbsp;&nbsp;# Tint Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_223<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 224&nbsp;&nbsp;# Flash Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_224<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 225&nbsp;&nbsp;# Shake Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_225<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 230&nbsp;&nbsp;# Wait<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_230<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 231&nbsp;&nbsp;# Show Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_231<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 232&nbsp;&nbsp;# Move Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_232<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 233&nbsp;&nbsp;# Rotate Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_233<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 234&nbsp;&nbsp;# Tint Picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_234<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 235&nbsp;&nbsp;# Erase picture<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_235<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 236&nbsp;&nbsp;# Set Weather Effects<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_236<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 241&nbsp;&nbsp;# Play BGM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_241<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 242&nbsp;&nbsp;# Fadeout BGM<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_242<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 245&nbsp;&nbsp;# Play BGS<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_245<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 246&nbsp;&nbsp;# Fadeout BGS<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_246<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 249&nbsp;&nbsp;# Play ME<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_249<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 250&nbsp;&nbsp;# Play SE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_250<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 251&nbsp;&nbsp;# Stop SE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_251<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 301&nbsp;&nbsp;# Battle Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_301<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 601&nbsp;&nbsp;# If Win<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_601<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 602&nbsp;&nbsp;# If Escape<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_602<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 603&nbsp;&nbsp;# If Lose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_603<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 302&nbsp;&nbsp;# Shop Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_302<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 303&nbsp;&nbsp;# Name Input Processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_303<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 311&nbsp;&nbsp;# Change HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_311<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 312&nbsp;&nbsp;# Change MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_312<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 313&nbsp;&nbsp;# Change State<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_313<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 314&nbsp;&nbsp;# Recover All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_314<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 315&nbsp;&nbsp;# Change EXP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_315<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 316&nbsp;&nbsp;# Change Level<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_316<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 317&nbsp;&nbsp;# Change Parameters<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_317<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 318&nbsp;&nbsp;# Change Skills<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_318<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 319&nbsp;&nbsp;# Change Equipment<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_319<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 320&nbsp;&nbsp;# Change Name<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_320<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 321&nbsp;&nbsp;# Change Class<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_321<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 322&nbsp;&nbsp;# Change Actor Graphic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_322<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 323&nbsp;&nbsp;# Change Vehicle Graphic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_323<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 331&nbsp;&nbsp;#&nbsp;&nbsp;Change Enemy HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_331<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 332&nbsp;&nbsp;#&nbsp;&nbsp;Change Enemy MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_332<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 333&nbsp;&nbsp;# Change Enemy State<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_333<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 334&nbsp;&nbsp;# Enemy Recover All<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_334<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 335&nbsp;&nbsp;# Enemy Appear<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_335<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 336&nbsp;&nbsp;# Enemy Transform<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_336<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 337&nbsp;&nbsp;# Show Battle Animation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_337<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 339&nbsp;&nbsp;# Force Action<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_339<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 340&nbsp;&nbsp;# Abort Battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_340<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 351&nbsp;&nbsp;# Open Menu Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_351<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 352&nbsp;&nbsp;# Open Save Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_352<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 353&nbsp;&nbsp;# Game Over<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_353<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 354&nbsp;&nbsp;# Return to Title Screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_354<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 355&nbsp;&nbsp;# Script<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_355<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Other<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * End Event<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = nil&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Clear execution content list<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @main and @event_id &gt; 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If main map event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.events[@event_id].unlock&nbsp;&nbsp;&nbsp;&nbsp;# Clear event lock<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Command Skip<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_skip<br />
&nbsp;&nbsp;&nbsp;&nbsp;while @list[@index+1].indent &gt; @indent&nbsp;&nbsp;# Next indent is deeper<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Advance index<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get Character<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; param : if -1, player. If 0, this event. Otherwise, event ID.<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def get_character(param)<br />
&nbsp;&nbsp;&nbsp;&nbsp;case param<br />
&nbsp;&nbsp;&nbsp;&nbsp;when -1&nbsp;&nbsp; # Player<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return &#36;game_player<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;&nbsp;&nbsp;# This event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;events = &#36;game_map.events<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return events == nil ? nil : events[@event_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Particular event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;events = &#36;game_map.events<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return events == nil ? nil : events[param]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Calculate Operated Value<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; operation&nbsp;&nbsp;&nbsp;&nbsp;: operation (0: increase, 1: decrease)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; operand_type : operand type (0: invariable 1: variable)<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; operand&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: operand (number or variable ID)<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def operate_value(operation, operand_type, operand)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if operand_type == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = operand<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_variables[operand]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if operation == 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = -value<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return value<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Text<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_101<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;game_message.busy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.face_name = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.face_index = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.background = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.position = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while @list[@index].code == 401&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Text data<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.texts.push(@list[@index].parameters[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index].code == 102&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Show choices<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_choices(@list[@index].parameters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @list[@index].code == 103&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Number input processing<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_num_input(@list[@index].parameters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set_message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set to message wait state<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set message wait flag and callback<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def set_message_waiting<br />
&nbsp;&nbsp;&nbsp;&nbsp;@message_waiting = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.main_proc = Proc.new { @message_waiting = false }<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Choices<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_102<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;game_message.busy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_choices(@params)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Setup<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set_message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set to message wait state<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Setup Choices<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup_choices(params)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.texts.size &lt;= 4 - params[0].size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_start = &#36;game_message.texts.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_max = params[0].size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for s in params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.texts.push(s)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_cancel_type = params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * When [**]<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_402<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == @params[0]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # If matching choice<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Erase branching data<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Continue<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If doesn't match condition<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_skip&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Command skip<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * When Cancel<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_403<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If canceling choice<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Erase branching data<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Continue<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If doesn't match condition<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return command_skip&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Command skip<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Input Number<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_103<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;game_message.busy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setup_num_input(@params)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Setup<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set_message_waiting&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Set to message wait state<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Number Input Setup<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def setup_num_input(params)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.texts.size &lt; 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.num_input_variable_id = params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_message.num_input_digits_max = params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Conditional Branch<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_111<br />
&nbsp;&nbsp;&nbsp;&nbsp;result = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Switch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_switches[@params[1]] == (@params[2] == 0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Variable<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value1 = &#36;game_variables[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value2 = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value2 = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# value1 is equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 == value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# value1 is greater than or equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &gt;= value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# value1 is less than or equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &lt;= value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# value1 is greater than value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &gt; value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# value1 is less than value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 &lt; value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# value1 is not equal to value2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (value1 != value2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Self switch<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @original_event_id &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;key = [@map_id, @original_event_id, @params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_self_switches[key] == true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_self_switches[key] != true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Timer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.timer_working<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sec = &#36;game_system.timer / Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (sec &gt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (sec &lt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Actor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# in party<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_party.members.include?(actor))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# name<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.name == @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# skill<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.skill_learn?(&#36;data_skills[@params[3]]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# weapon<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.weapons.include?(&#36;data_weapons[@params[3]]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# armor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.armors.include?(&#36;data_armors[@params[3]]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# state<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (actor.state?(@params[3]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Enemy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# appear<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (enemy.exist?)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# state<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (enemy.state?(@params[3]))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Character<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (character.direction == @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_party.gold &gt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_party.gold &lt;= @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 8&nbsp;&nbsp;# Item<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = &#36;game_party.has_item?(&#36;data_items[@params[1]])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 9&nbsp;&nbsp;# Weapon<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = &#36;game_party.has_item?(&#36;data_weapons[@params[1]], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 10&nbsp;&nbsp;# Armor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = &#36;game_party.has_item?(&#36;data_armors[@params[1]], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 11&nbsp;&nbsp;# Button<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = Input.press?(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 12&nbsp;&nbsp;# Script<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = eval(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 13&nbsp;&nbsp;# Vehicle<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = (&#36;game_player.vehicle_type == @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@branch[@indent] = result&nbsp;&nbsp;&nbsp;&nbsp; # Store determination results in hash<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Else<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_411<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Loop<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_112<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Repeat Above<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_413<br />
&nbsp;&nbsp;&nbsp;&nbsp;begin<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index -= 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end until @list[@index].indent == @indent<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Break Loop<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_113<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @index &gt;= @list.size-1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index].code == 413 and&nbsp;&nbsp;&nbsp;&nbsp;# Command [Repeat Above]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @list[@index].indent &lt; @indent&nbsp;&nbsp; # Indent is shallow<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Exit Event Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_115<br />
&nbsp;&nbsp;&nbsp;&nbsp;command_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Call Common Event<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_117<br />
&nbsp;&nbsp;&nbsp;&nbsp;common_event = &#36;data_common_events[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if common_event != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter = Game_Interpreter.new(@depth + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@child_interpreter.setup(common_event.list, @event_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Label<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_118<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Jump to Label<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_119<br />
&nbsp;&nbsp;&nbsp;&nbsp;label_name = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@list.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[i].code == 118 and @list[i].parameters[0] == label_name<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index = i<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Switches<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_121<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in @params[0] .. @params[1]&nbsp;&nbsp; # Batch control<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_switches[i] = (@params[2] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Variables<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_122<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @params[3]&nbsp;&nbsp;# Operand<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Constant<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Variable<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Random<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = @params[4] + rand(@params[5] - @params[4] + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Item<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.item_number(&#36;data_items[@params[4]])<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 4 # Actor<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Level<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.level<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Experience<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.exp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.hp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.mp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Maximum HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.maxhp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Maximum MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.maxmp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Attack<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.atk<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Defense<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.def<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 8&nbsp;&nbsp;# Spirit<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.spi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 9&nbsp;&nbsp;# Agility<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = actor.agi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Enemy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.hp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.mp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Maximum HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.maxhp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Maximum MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.maxmp<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Attack<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.atk<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Defense<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.def<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Spirit<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.spi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Agility<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = enemy.agi<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Character<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# x-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# y-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# direction<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.direction<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# screen x-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.screen_x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# screen y-coordinate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = character.screen_y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 7&nbsp;&nbsp;# Other<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# map ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_map.map_id<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# number of party members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.members.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.gold<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# steps<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_party.steps<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# play time<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = Graphics.frame_count / Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# timer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_system.timer / Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# save count<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = &#36;game_system.save_count<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in @params[0] .. @params[1]&nbsp;&nbsp; # Batch control<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[2]&nbsp;&nbsp;# Operation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Set<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] = value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Add<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Sub<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] -= value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Mul<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] *= value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Div<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] /= value if value != 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Mod<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] %= value if value != 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_variables[i] &gt; 99999999&nbsp;&nbsp;&nbsp;&nbsp;# Maximum limit check<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] = 99999999<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_variables[i] &lt; -99999999&nbsp;&nbsp; # Minimum limit check<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_variables[i] = -99999999<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Self Switch<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_123<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @original_event_id &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;key = [@map_id, @original_event_id, @params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_self_switches[key] = (@params[1] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Control Timer<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_124<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;# Start<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.timer = @params[1] * Graphics.frame_rate<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.timer_working = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 1&nbsp;&nbsp;# Stop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.timer_working = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Gold<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_125<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_gold(value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Items<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_126<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_item(&#36;data_items[@params[0]], value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Weapons<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_127<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_item(&#36;data_weapons[@params[0]], value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Armor<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_128<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.gain_item(&#36;data_armors[@params[0]], value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Party Member<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_129<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0&nbsp;&nbsp;&nbsp;&nbsp;# Add<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 1&nbsp;&nbsp;# Initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_actors[@params[0]].setup(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.add_actor(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Remove<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.remove_actor(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.need_refresh = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Battle BGM<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_132<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.battle_bgm = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Battle End ME<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_133<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.battle_end_me = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Save Access<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_134<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.save_disabled = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Menu Access<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_135<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.menu_disabled = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Encounter<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_136<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.encounter_disabled = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.make_encounter_count<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Transfer Player<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_201<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_player.transfer? or&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Transferring Player<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;game_message.visible&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Displaying a message<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;direction = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = &#36;game_variables[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[2]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;direction = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.reserve_transfer(map_id, x, y, direction)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Vehicle Location<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_202<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;map_id = &#36;game_variables[@params[2]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Boat<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.boat.set_location(map_id, x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[0] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Ship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.ship.set_location(map_id, x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Airship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.airship.set_location(map_id, x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Event Location<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_203<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.moveto(@params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[1] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;new_x = &#36;game_variables[@params[2]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;new_y = &#36;game_variables[@params[3]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.moveto(new_x, new_y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Exchange with another event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;old_x = character.x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;old_y = character.y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character2 = get_character(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if character2 != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.moveto(character2.x, character2.y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character2.moveto(old_x, old_y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[4]&nbsp;&nbsp; # Direction<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 8&nbsp;&nbsp;# Up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_up<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 6&nbsp;&nbsp;# Right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_right<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Down<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_down<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Left<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.turn_left<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Scroll Map<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_204<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false if &#36;game_map.scrolling?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.start_scroll(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Move Route<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_205<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_map.need_refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.force_move_route(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moving_character = character if @params[1].wait<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get on/off Vehicle<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_206<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.get_on_off_vehicle<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Transparency<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_211<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.transparent = (@params[0] == 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Animation<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_212<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.animation_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Balloon Icon<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_213<br />
&nbsp;&nbsp;&nbsp;&nbsp;character = get_character(@params[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if character != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;character.balloon_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Erase Event<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_214<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @event_id &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.events[@event_id].erase<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadeout Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_221<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;screen.start_fadeout(30)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = 30<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadein Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_222<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_message.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;screen.start_fadein(30)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = 30<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Tint Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_223<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.start_tone_change(@params[0], @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[1] if @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Screen Flash<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_224<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.start_flash(@params[0], @params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[1] if @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Screen Shake<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_225<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.start_shake(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[2] if @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Wait<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_230<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_231<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[3] == 0&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[5]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].show(@params[1], @params[2],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x, y, @params[6], @params[7], @params[8], @params[9])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Move Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_232<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[3] == 0&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = @params[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = &#36;game_variables[@params[4]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = &#36;game_variables[@params[5]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].move(@params[2], x, y, @params[6],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@params[7], @params[8], @params[9], @params[10])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[10] if @params[11]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Rotate Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_233<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].rotate(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Tint Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_234<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].start_tone_change(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[2] if @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Erase Picture<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_235<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.pictures[@params[0]].erase<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Set Weather Effects<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_236<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;screen.weather(@params[0], @params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@wait_count = @params[2] if @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play BGM<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_241<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadeout BGM<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_242<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGM.fade(@params[0] * 1000)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play BGS<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_245<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Fadeout BGS<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_246<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGS.fade(@params[0] * 1000)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play ME<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_249<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Play SE<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_250<br />
&nbsp;&nbsp;&nbsp;&nbsp;@params[0].play<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Stop SE<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_251<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::SE.stop<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Battle Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_301<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true if &#36;game_temp.in_battle<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Direct designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;troop_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Designation with variables<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;troop_id = &#36;game_variables[@params[1]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;data_troops[troop_id] != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.setup(troop_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.can_escape = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.can_lose = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.battle_proc = Proc.new { |n| @branch[@indent] = n }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "battle"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * If Win<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_601<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * If Escape<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_602<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * If Lose<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_603<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @branch[@indent] == 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@branch.delete(@indent)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return command_skip<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Shop Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_302<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "shop"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.shop_goods = [@params]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.shop_purchase_only = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index].code == 605&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Shop second line or after<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.shop_goods.push(@list[@index].parameters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Name Input Processing<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_303<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;data_actors[@params[0]] != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "name"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.name_actor_id = @params[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.name_max_char = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change HP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_311<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;next if actor.dead?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[4] == false and actor.hp + value &lt;= 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.hp = 1&nbsp;&nbsp;&nbsp;&nbsp;# If incapacitation is not allowed, make 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.hp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.all_dead?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "gameover"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change MP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_312<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.mp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change State<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_313<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.add_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.remove_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Recover All<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_314<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.recover_all<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change EXP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_315<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.change_exp(actor.exp + value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Level<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_316<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_actor_id(@params[0]) do |actor|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.change_level(actor.level + value, @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Parameters<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_317<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[2], @params[3], @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;# Maximum HP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.maxhp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1&nbsp;&nbsp;# Maximum MP<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.maxmp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2&nbsp;&nbsp;# Attack<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.atk += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;# Defense<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.def += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;# Spirit<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.spi += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp;# Agility<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.agi += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Skills<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_318<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.learn_skill(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.forget_skill(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Equipment<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_319<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.change_equip_by_id(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Name<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_320<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.name = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Class<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_321<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil and &#36;data_classes[@params[1]] != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.class_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Actor Graphic<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_322<br />
&nbsp;&nbsp;&nbsp;&nbsp;actor = &#36;game_actors[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if actor != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.set_graphic(@params[1], @params[2], @params[3], @params[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_player.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Vehicle Graphic<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_323<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @params[0] == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Boat<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.boat.set_graphic(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[0] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Ship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.ship.set_graphic(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Airship<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_map.airship.set_graphic(@params[1], @params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Enemy HP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_331<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if enemy.hp &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[4] == false and enemy.hp + value &lt;= 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.hp = 1&nbsp;&nbsp;&nbsp;&nbsp;# If incapacitation is not allowed, make 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.hp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Enemy MP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_332<br />
&nbsp;&nbsp;&nbsp;&nbsp;value = operate_value(@params[1], @params[2], @params[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.mp += value<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Change Enemy State<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_333<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[2] == 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# If change of incapacitation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.immortal = false&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Clear immortal flag<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[1] == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.add_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.remove_state(@params[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy Recover All<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_334<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_enemy_index(@params[0]) do |enemy|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.recover_all<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy Appear<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_335<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil and enemy.hidden<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.hidden = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.make_unique_names<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Enemy Transform<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_336<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;game_troop.members[@params[0]]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if enemy != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.transform(@params[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.make_unique_names<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Show Battle Animation<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_337<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_battler(0, @params[0]) do |battler|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;next unless battler.exist?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.animation_id = @params[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Force Action<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_339<br />
&nbsp;&nbsp;&nbsp;&nbsp;iterate_battler(@params[0], @params[1]) do |battler|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;next unless battler.exist?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.kind = @params[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if battler.action.kind == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.basic = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.skill_id = @params[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @params[4] == -2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Last target<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.decide_last_target<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[4] == -1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Random<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.decide_random_target<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif @params[4] &gt;= 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Index designation<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.target_index = @params[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;battler.action.forcing = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_troop.forcing_battler = battler<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Abort Battle<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_340<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "map"<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Open Menu Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_351<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "menu"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.menu_beep = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Open Save Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_352<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "save"<br />
&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Game Over<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_353<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "gameover"<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Return to Title Screen<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_354<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.next_scene = "title"<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Script<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def command_355<br />
&nbsp;&nbsp;&nbsp;&nbsp;script = @list[@index].parameters[0] + "&#92;n"<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @list[@index+1].code == 655&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Second line of script and after<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;script += @list[@index+1].parameters[0] + "&#92;n"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@index += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;eval(script)<br />
&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Należy podmienić <span style="font-style: italic;">Game_Interpreter</span> w skryptach, na ten.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Regeneracja many i życia w miarę upływu czasu]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Regeneracja-many-i-%C5%BCycia-w-miar%C4%99-up%C5%82ywu-czasu</link>
			<pubDate>Sun, 12 Feb 2017 15:25:30 +0100</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Regeneracja-many-i-%C5%BCycia-w-miar%C4%99-up%C5%82ywu-czasu</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Regeneracja many i życia ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Cześć. Od dawna szukałem takiego skryptu, jednak nic nie mogłem znaleźć. Dlatego musiałem zrobić go sam :P<br />
<br />
Skrypt ten umożliwia regenerację many oraz życia (początkowo chodziło o samą manę) w miarę upływu czasu. Odbywa się to poprzez zliczanie kroków. Skrypt jest prosty w konfiguracji. Na początku należy tylko podać co ile kroków i o jaką wartość mają się odnawiać. Nie są tutaj wykorzystywane żadne zmienne Makera oraz żadne zdarzenia (chciałem mieć wszystko w skrypcie a nie na zdarzeniach :P).<br />
<br />
Pozdrawiam<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
aron155<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
-----<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Regeneracja many i życia VX<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Autor : aron155<br />
#<br />
#&nbsp;&nbsp; Skrypt dodaje możliwość czasowego regenerowania życia oraz many. <br />
#&nbsp;&nbsp; Jest ona liczona w zależności od ilości przebytych kroków.<br />
#&nbsp;&nbsp;&nbsp;&nbsp; <br />
#<br />
#==============================================================================<br />
<br />
#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; KONFIGURACJA<br />
#==============================================================================<br />
<br />
# Co ile kroków ma być regenerowana mana<br />
MANA_KROK = 10<br />
<br />
# Co ile kroków ma być regenerowane życie<br />
ZYCIE_KROK = 0<br />
<br />
# Ile many ma być regenerowane<br />
MANA_REG = 1<br />
<br />
# Ile życia ma być regenerowane<br />
ZYCIE_REG = 0<br />
<br />
<br />
<br />
#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SKRYPT<br />
#==============================================================================<br />
<br />
&#36;licznik_mana = 0<br />
&#36;licznik_zycie = 0<br />
<br />
class Game_Party<br />
def on_player_walk<br />
&nbsp;&nbsp;&#36;licznik_mana += 1<br />
&nbsp;&nbsp;&#36;licznik_zycie += 1<br />
end<br />
<br />
alias aron155_regeneracja on_player_walk<br />
def on_player_walk<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_regeneracja<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;licznik_mana == MANA_KROK<br />
&nbsp;&nbsp;&nbsp;&nbsp;for actor in members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.mp += MANA_REG<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;licznik_mana = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;licznik_zycie == ZYCIE_KROK<br />
&nbsp;&nbsp;&nbsp;&nbsp;for actor in members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.hp += ZYCIE_REG<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;licznik_zycie = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;">[img]Niepotrzeba[/img]<br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Demo:</span></span><br />
<a href="http://Nie%20potrzeba" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Regeneracja many i życia ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Cześć. Od dawna szukałem takiego skryptu, jednak nic nie mogłem znaleźć. Dlatego musiałem zrobić go sam :P<br />
<br />
Skrypt ten umożliwia regenerację many oraz życia (początkowo chodziło o samą manę) w miarę upływu czasu. Odbywa się to poprzez zliczanie kroków. Skrypt jest prosty w konfiguracji. Na początku należy tylko podać co ile kroków i o jaką wartość mają się odnawiać. Nie są tutaj wykorzystywane żadne zmienne Makera oraz żadne zdarzenia (chciałem mieć wszystko w skrypcie a nie na zdarzeniach :P).<br />
<br />
Pozdrawiam<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
aron155<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
-----<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Regeneracja many i życia VX<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Autor : aron155<br />
#<br />
#&nbsp;&nbsp; Skrypt dodaje możliwość czasowego regenerowania życia oraz many. <br />
#&nbsp;&nbsp; Jest ona liczona w zależności od ilości przebytych kroków.<br />
#&nbsp;&nbsp;&nbsp;&nbsp; <br />
#<br />
#==============================================================================<br />
<br />
#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; KONFIGURACJA<br />
#==============================================================================<br />
<br />
# Co ile kroków ma być regenerowana mana<br />
MANA_KROK = 10<br />
<br />
# Co ile kroków ma być regenerowane życie<br />
ZYCIE_KROK = 0<br />
<br />
# Ile many ma być regenerowane<br />
MANA_REG = 1<br />
<br />
# Ile życia ma być regenerowane<br />
ZYCIE_REG = 0<br />
<br />
<br />
<br />
#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SKRYPT<br />
#==============================================================================<br />
<br />
&#36;licznik_mana = 0<br />
&#36;licznik_zycie = 0<br />
<br />
class Game_Party<br />
def on_player_walk<br />
&nbsp;&nbsp;&#36;licznik_mana += 1<br />
&nbsp;&nbsp;&#36;licznik_zycie += 1<br />
end<br />
<br />
alias aron155_regeneracja on_player_walk<br />
def on_player_walk<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_regeneracja<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;licznik_mana == MANA_KROK<br />
&nbsp;&nbsp;&nbsp;&nbsp;for actor in members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.mp += MANA_REG<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;licznik_mana = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;licznik_zycie == ZYCIE_KROK<br />
&nbsp;&nbsp;&nbsp;&nbsp;for actor in members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;actor.hp += ZYCIE_REG<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;licznik_zycie = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;">[img]Niepotrzeba[/img]<br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Demo:</span></span><br />
<a href="http://Nie%20potrzeba" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skrypt na listę potworów]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Skrypt-na-list%C4%99-potwor%C3%B3w</link>
			<pubDate>Sat, 24 Oct 2015 18:05:12 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Skrypt-na-list%C4%99-potwor%C3%B3w</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Bestiarnia V1.0 ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt tworzy w grze nowe menu, w którym wyświetla wszystkich pokonanych wrogów i związane z nimi statystyki takie jak: zdrowie, mana, siła, nagrody pieniężne i łupy. Poza tym wyświetla postęp pokonanych przeciwników w procentach oraz wylicza trudność walki na podstawie statystyk.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Falcao <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Nexter<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#====================================================================#<br />
#&nbsp;&nbsp;#*****************#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lista potworów V 1 by Falcao&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#&nbsp;&nbsp;#*** By Falcao ***#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tłumaczenie: Nexter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;#*****************#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RMVX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
# makerpalace.onlinegoo.com&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Data publikacji: 10/29/2009&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#====================================================================#<br />
<br />
#---------------------------------------------------------------------<br />
# *Instrukcje<br />
#<br />
# Wklej skrypt nad "Main" w edytorze skryptów Ruby.<br />
# Aby wywołać okno podczas gry wciśnij klawisz A (domyślnie).<br />
# Możesz edytować skrypt wedle uznania poniżej.<br />
#<br />
# Licencja: Skrypt może być stosowany w grach komercyjnych lub niekomercyjnych.<br />
#---------------------------------------------------------------------<br />
<br />
module Falcao<br />
#======================================================================#<br />
# Opis przeciwnika<br />
# ID PRZECIWNIKA=&gt;&nbsp;&nbsp;'OPIS',<br />
# Przykład:<br />
# 4=&gt;&nbsp;&nbsp;'Pozornie słodki, ale może wyrządzić wiele szkód!'<br />
#======================================================================#<br />
Description = {<br />
<br />
 1=&gt;&nbsp;&nbsp;'...',<br />
 2=&gt;&nbsp;&nbsp;'...',<br />
 3=&gt;&nbsp;&nbsp;'...',<br />
 4=&gt;&nbsp;&nbsp;'...',<br />
 5=&gt;&nbsp;&nbsp;'...',<br />
 6=&gt;&nbsp;&nbsp;'...',<br />
&nbsp;&nbsp;<br />
}<br />
#======================================================================#<br />
# Klawisz do wywołania okna<br />
# Możesz wybrać następujące klawisze:<br />
# Z, A, S, D, Q, W, ALT<br />
#======================================================================#<br />
TeclaBestiary = 'A'<br />
<br />
#======================================================================#<br />
# Przełącznik włączający/wyłączający możliwość wywołania okna<br />
#======================================================================#<br />
KeyDisable_Switch = 100<br />
<br />
#======================================================================#<br />
# Muzyka (true/false)<br />
#======================================================================#<br />
PlayMusic = true<br />
<br />
#======================================================================#<br />
# Deklaracja tablic<br />
#======================================================================#<br />
&#36;derrotados = []&nbsp;&nbsp;<br />
&#36;enemy_counter = []<br />
EnemyLevel = []<br />
#======================================================================#<br />
# Słownictwo<br />
#======================================================================#<br />
FalVocab = ['Brak informacji',&nbsp;&nbsp;# Brak informacji<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Nagroda',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Łupy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Łupy',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Łupy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Brak',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Brak łupów<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'???',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Nie znany przeciwnik<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Lista potworów',&nbsp;&nbsp; # Tytuł okna<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Pokonany',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Pokonany<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Trudność',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Klasa przeciwnika<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Siła',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Siła<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Pokonano',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Ilość pokonań<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Postęp']&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Postęp<br />
#======================================================================#<br />
# Klasa/trudność przeciwnika<br />
# Bazowane na podstwie statystyk potwora (siła, obrona, szybkość itp.)<br />
#======================================================================#<br />
EnemyLevel[1] = "Bardzo łatwy"&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
EnemyLevel[2] = "Łatwy"<br />
EnemyLevel[3] = "Normalny"<br />
EnemyLevel[4] = "Trudny"<br />
EnemyLevel[5] = "Bardzo trudny"<br />
<br />
#-----------------------------------------------------------------------------<br />
# Kiedy pokonasz potwora zostanie on automatycznie dodany,<br />
# ale możesz go ręcznie dodać lub usunąć. Za pomocą komend:<br />
#<br />
# Falcao.add_enemy(X)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dodaje przeciwnika 'x'. W miejsce 'x' wpisz ID.<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
# Falcao.remove_enemy(X)&nbsp;&nbsp;&nbsp;&nbsp;Usuwa przeciwnika 'x'. W miejsce 'x' wpisz ID.<br />
#<br />
# Falcao.fill_bestiary&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dodaje wszystkich przeciwników.<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
# Aby wywołać skrypt ręcznie użyj:<br />
#<br />
#-----------------------------------------------------------------------------<br />
<br />
 def self.fill_bestiary<br />
&nbsp;&nbsp; for enemy in &#36;data_enemies<br />
&nbsp;&nbsp;&nbsp;&nbsp; next if enemy == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp; unless &#36;derrotados.include?(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;derrotados.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;enemy_counter.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def self.add_enemy(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;derrotados.include?(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados.push(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter.push(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def self.remove_enemy(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados.delete(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter.push(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Tworzenie parametrów,&nbsp;&nbsp;ogólnych informacji i wrogów<br />
#--------------------------------------------------------------------------<br />
class Moster_Info &lt; Window_Base<br />
&nbsp;&nbsp;include Falcao<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y, 385, 380)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh(enemy_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemigo = &#36;data_enemies[enemy_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.size = 20<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp(0, 205)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_mp(0, 230)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy_parametros<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_drop_item1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_drop_item2<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.size = 30<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(100, 100, 500, 92, FalVocab[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def enemy_parametros<br />
&nbsp;&nbsp;&nbsp;&nbsp;y1 = 0; y2 = 0; y3 = 0; y4 = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;terms = &#36;data_system.terms<br />
&nbsp;&nbsp;&nbsp;&nbsp;param1={1=&gt;@enemigo.maxhp,2=&gt;@enemigo.maxmp,3=&gt;@enemigo.spi,4=&gt;@enemigo.exp}<br />
&nbsp;&nbsp;&nbsp;&nbsp;name1 = {1=&gt; terms.hp, 2=&gt; terms.mp, 3=&gt; terms.spi, 4=&gt; "Exp"}<br />
&nbsp;&nbsp;&nbsp;&nbsp;param2={1=&gt;@enemigo.atk,2=&gt;@enemigo.def,3=&gt;@enemigo.agi,4=&gt; @enemigo.gold}<br />
&nbsp;&nbsp;&nbsp;&nbsp;name2 = {1=&gt; terms.atk, 2=&gt; terms.def, 3=&gt; terms.agi, 4=&gt; terms.gold}<br />
&nbsp;&nbsp;&nbsp;&nbsp;param1.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y1 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(100, y1 + 134, 92, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;param2.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y2 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(300, y2 + 134, 92, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;name1.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y3 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, y3 + 134, 102, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;name2.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y4 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(200, y4 + 134, 102, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_drop_item1<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @enemigo.drop_item1<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(35, 260, 92, 92, FalVocab[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if item.kind == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 284, 92, 92, FalVocab[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;case item.kind<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1; drop_item = &#36;data_items[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2; drop_item = &#36;data_weapons[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3; drop_item = &#36;data_armors[item.armor_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(drop_item.icon_index,94, 318)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 284, 92, 92, drop_item.name)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_drop_item2<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @enemigo.drop_item2<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(226, 260, 92, 92, FalVocab[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if item.kind == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(200, 284, 92, 92, FalVocab[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;case item.kind<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1; drop_item = &#36;data_items[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2; drop_item = &#36;data_weapons[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3; drop_item = &#36;data_armors[item.armor_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(drop_item.icon_index,300, 318)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(200, 284, 92, 92, drop_item.name)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_hp(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+1, 100*@enemigo.maxhp/@enemigo.maxhp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;Color.new(205,255,205))<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+5, 100*@enemigo.maxhp/@enemigo.maxhp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;Color.new(10,220,45))<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_mp(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @enemigo.maxmp != 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+1, 100*@enemigo.maxmp/@enemigo.maxmp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Color.new(180,225,245))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+5, 100*@enemigo.maxmp/@enemigo.maxmp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Color.new(20,160,225))<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Tworzenie opisów i postęp w procętach<br />
#--------------------------------------------------------------------------<br />
class Moster_Description &lt; Window_Base<br />
&nbsp;&nbsp;include Falcao<br />
&nbsp;&nbsp;def initialize(x, y, ancho = 544, alto = 56)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y, ancho, alto)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@tiempo = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;@scroll = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def set_texto(texto)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(0, -4, 92, 32, texto)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...&#36;derrotados.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;number = i + 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;texto2 = "#{FalVocab[10]}&nbsp;&nbsp; #{number * 100/&#36;all_mosnters}%" rescue texto2 =<br />
&nbsp;&nbsp;&nbsp;&nbsp;"#{FalVocab[10]}&nbsp;&nbsp; 0 %"<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(0, 24, self.width, 32, texto2)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh(enemy_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemigo = &#36;data_enemies[enemy_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_descriptions<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(-130, -4, 600, 32 , FalVocab[0],1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_descriptions<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Description.has_key?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Description.each do |id, value|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if id == @enemigo.id<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cx = contents.text_size(value).width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scroll_text(value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(@scroll, -4, cx + 10, 32 , value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;text = ["&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ",<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ",<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"Description no available&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ",<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"Falcao script Bestiary V 1.5&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scroll_text(text,false)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cx = contents.text_size(text).width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(@scroll, -4, cx + 10, 32, text )<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def scroll_text(texto, result_ok=true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;cx = contents.text_size(texto).width<br />
&nbsp;&nbsp;&nbsp;&nbsp;if cx &gt; 350<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@tiempo += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @tiempo &gt; 60<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@scroll -= 1 if @result == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @scroll == -cx<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@result = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @result<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result_ok ? @scroll += 10 :&nbsp;&nbsp;@scroll = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @scroll &gt;= 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@scroll = 0;&nbsp;&nbsp;@tiempo = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@result = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.press?(Input::UP) or Input.press?(Input::DOWN)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@scroll = 0; @tiempo = 0; @result = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Obrazek wroga i obiekt indeksu z nazwą<br />
#--------------------------------------------------------------------------<br />
class Monster_indice &lt; Window_Selectable<br />
&nbsp;&nbsp;def initialize(y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, y, 160, 334)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;if self.contents != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 1...&#36;data_enemies.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(&#36;data_enemies[i])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @item_max &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, row_max * 26)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_item(i)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;all_mosnters = i + 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_item(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = @data[index]<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;x, y = 4, index * 24<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect = Rect.new(x, y, self.width / @column_max - 32, 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;opacity = self.contents.font.color == normal_color ? 255 : 128<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(index+1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(x, y, 212, 24, enemy.name)<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(x, y, 212, 24, Falcao::FalVocab[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Liczenie pokonanych potworów<br />
#--------------------------------------------------------------------------<br />
class Adicional_Data &lt; Window_Base<br />
&nbsp;&nbsp;include Falcao<br />
&nbsp;&nbsp;attr_accessor :number<br />
&nbsp;&nbsp;attr_accessor :counter<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 160, 334)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = 0.0<br />
&nbsp;&nbsp;&nbsp;&nbsp;@counter = 0.0<br />
&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(180,225,245), Color.new(20,160,225)]<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh(enemy_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemigo = &#36;data_enemies[enemy_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_power(0,186)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = Color.new(255, 140, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(30, 0, 212, 24, @enemigo.name)<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(2, 50, 600, 32 , FalVocab[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;i = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;for c in &#36;enemy_counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if c == @enemigo.id<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;i += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;number = i<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 40, 212, 24, FalVocab[6])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(80, 70, 212, 24, number.to_s)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 70, 212, 24, FalVocab[9])<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def get_power(enemy)<br />
&nbsp;&nbsp;&nbsp;&nbsp;add = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;number1 = enemy.spi + enemy.agi<br />
&nbsp;&nbsp;&nbsp;&nbsp;number2 = enemy.atk + enemy.def<br />
&nbsp;&nbsp;&nbsp;&nbsp;case enemy.maxhp<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1...400<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 60<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 400...1000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 100<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1000...10000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 140<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 10000...999999<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 200<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = number1 + number2 + add<br />
&nbsp;&nbsp;&nbsp;&nbsp;@counter = @number<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = 1<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_power(x,y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1...150<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 150; add = 1; level = EnemyLevel[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(180,225,245), Color.new(20,160,225)]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 150...350<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 350; add = 3;&nbsp;&nbsp;level = EnemyLevel[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(255, 120, 0), Color.new(255, 80, 50)]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 350...600<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 600; add = 6; level = EnemyLevel[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(205,255,205), Color.new(10,220,45)]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 600...1000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 1000; add = 10; level = EnemyLevel[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(255,255,100), Color.new(255,200,0) ]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1000...4196<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 3996; add = 20; level = EnemyLevel[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(255,255,100), Color.new(255,200,0) ]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = @counter if @number &gt;= @counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number += add if @number &lt; @counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = Color.new(255, 140, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(30, 120, 212, 24, FalVocab[7])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 150, 212, 24, level)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 128, 14, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+1, 126*@number/value, 6, @color[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+7, 126*@number/value, 6, @color[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 210, 212, 24, FalVocab[8])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(80, 210, 212, 24, @number.to_s)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Clase que agrega los enemigos al bestiario automaticamente<br />
#--------------------------------------------------------------------------<br />
class Game_Enemy &lt; Game_Battler<br />
&nbsp;&nbsp;alias falcao_collapse&nbsp;&nbsp;perform_collapse<br />
&nbsp;&nbsp;def perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcao_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;derrotados.include?(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.in_battle and dead?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Czcionka okna<br />
#--------------------------------------------------------------------------<br />
class Font<br />
&nbsp;&nbsp;alias falcaoBest_font initialize<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcaoBest_font<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;scene.is_a?(Scene_Monsters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.name = "Georgia"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.size = 20<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#-----------------------------------------------------------------------------<br />
# * Scena organizująca działanie skryptu NIE TYKAĆ! CHYBA, ŻE WIESZ CO ROBISZ!<br />
#-----------------------------------------------------------------------------<br />
class Scene_Monsters &lt; Scene_Base<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@spriteset = Spriteset_Bestiary.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index = Monster_indice.new(84)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters = Moster_Info.new(160,56)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help = Moster_Description.new(160,0, 386)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@title = Moster_Description.new(0,0, 160, 84)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@title.set_texto(Falcao::FalVocab[5])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@extra_data = Adicional_Data.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.y = 84<br />
&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.visible = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic = Sprite.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.bitmap = Cache.battler("",0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.z = 99<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.y = 65<br />
&nbsp;&nbsp;&nbsp;&nbsp;@time = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Falcao::PlayMusic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgm = RPG::BGM.last<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgs = RPG::BGS.last<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.battle_bgm.play<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_enemy_graphics<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@spriteset.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@title.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@spriteset.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;animate_graphic<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.press?(Input::DOWN) or Input.press?(Input::UP)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;create_enemy_graphics<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.get_power(&#36;data_enemies[@mostruos_index.index + 1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::C) and @extra_data.visible == false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.get_power(&#36;data_enemies[@mostruos_index.index + 1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.visible = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.y = 600<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.number &lt; @extra_data.counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.visible = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.y = 84<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if Falcao::PlayMusic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgm.play<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgs.play<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def create_enemy_graphics<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;data_enemies[@mostruos_index.index + 1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.bitmap = Cache.battler(enemy.battler_name,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.battler_hue)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cw = @moster_graphic.width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.x = 360 - cw / 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.visible = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.visible = false<br />
&nbsp;&nbsp; end<br />
 end<br />
 <br />
 def animate_graphic<br />
&nbsp;&nbsp; if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)<br />
&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp; @time = 0<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; h = 240; @time += 1<br />
&nbsp;&nbsp; if @time &lt; 40<br />
&nbsp;&nbsp;&nbsp;&nbsp; if @moster_graphic.height &lt;= h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x += 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y += 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp; elsif @moster_graphic.height &gt; h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x += 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y += 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp; elsif @time &gt; 40<br />
&nbsp;&nbsp;&nbsp;&nbsp; if @moster_graphic.height &lt;= h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x -= 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y -= 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp; elsif @moster_graphic.height &gt; h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x -= 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y -= 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp; if @time == 80<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @time = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp; end<br />
 end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Klawisze dostępu do okna<br />
#--------------------------------------------------------------------------<br />
class Scene_Map<br />
&nbsp;&nbsp;alias falcao_bestiary_update update<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcao_bestiary_update<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_finput<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_finput<br />
&nbsp;&nbsp;&nbsp;&nbsp;return if &#36;game_switches[Falcao::KeyDisable_Switch]<br />
&nbsp;&nbsp;&nbsp;&nbsp;case Falcao::TeclaBestiary<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'Z';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::C&nbsp;&nbsp;&nbsp;&nbsp;#C<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'A';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::X&nbsp;&nbsp;&nbsp;&nbsp;#X<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'S';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::Y&nbsp;&nbsp;&nbsp;&nbsp;#Y&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'D';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::Z&nbsp;&nbsp;&nbsp;&nbsp;#Z<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'Q';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::L&nbsp;&nbsp;&nbsp;&nbsp;#L&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'W';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::R&nbsp;&nbsp;&nbsp;&nbsp;#R<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'ALT';&nbsp;&nbsp;key = Input::ALT&nbsp;&nbsp;#alt&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(key)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Monsters.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Zapisywanie zmiennych pokonywanych wrogów<br />
#--------------------------------------------------------------------------<br />
class Scene_File &lt; Scene_Base<br />
&nbsp;&nbsp;alias falcaosave_data write_save_data<br />
&nbsp;&nbsp;def write_save_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcaosave_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;Marshal.dump(&#36;derrotados,&nbsp;&nbsp; file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;Marshal.dump(&#36;enemy_counter,&nbsp;&nbsp; file)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Zmienne obciążenia pokonanych wrogów<br />
#--------------------------------------------------------------------------<br />
class Scene_File &lt; Scene_Base<br />
&nbsp;&nbsp;alias falcaoload_data read_save_data<br />
&nbsp;&nbsp;def read_save_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcaoload_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados&nbsp;&nbsp;&nbsp;&nbsp;= Marshal.load(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter = Marshal.load(file)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Tworzenie animowanego tła używając mapy<br />
#--------------------------------------------------------------------------<br />
class Spriteset_Bestiary<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_battleback<br />
&nbsp;&nbsp;&nbsp;&nbsp;update<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def create_battleback<br />
&nbsp;&nbsp;&nbsp;&nbsp;@viewport1 = Viewport.new(0, 0, 544, 416)<br />
&nbsp;&nbsp;&nbsp;&nbsp;source = &#36;game_temp.background_bitmap<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap = Bitmap.new(640, 480)<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap.stretch_blt(bitmap.rect, source, source.rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap.radial_blur(90, 12)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite = Sprite.new(@viewport1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.bitmap = bitmap<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.ox = 320<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.oy = 240<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.x = 272<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.y = 176<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.wave_amp = 8<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.wave_length = 240<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.wave_speed = 120<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.bitmap.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@viewport1.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@viewport1.update<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://imageshack.com/a/img905/391/TYkpAI.png" border="0" alt="[Obrazek: TYkpAI.png]" /><img class="postimage" src="https://imagizer.imageshack.us/v2/544x418q90/905/PbJKK0.png" border="0" alt="[Obrazek: PbJKK0.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Skrypt był napisany po hiszpańsku i może zawierać błędy w tłumaczeniu spowodowane tym, że korzystałem z tłumacza. Oczywiście zdania są przekształcone na normalną polszczyznę. Niektóre słowa mogły zostać przetłumaczone zbyt dosłownie. Nie powinno to wpłynąć na działanie skryptu.]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Bestiarnia V1.0 ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt tworzy w grze nowe menu, w którym wyświetla wszystkich pokonanych wrogów i związane z nimi statystyki takie jak: zdrowie, mana, siła, nagrody pieniężne i łupy. Poza tym wyświetla postęp pokonanych przeciwników w procentach oraz wylicza trudność walki na podstawie statystyk.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Falcao <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Nexter<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#====================================================================#<br />
#&nbsp;&nbsp;#*****************#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lista potworów V 1 by Falcao&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#&nbsp;&nbsp;#*** By Falcao ***#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tłumaczenie: Nexter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;#*****************#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RMVX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
# makerpalace.onlinegoo.com&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Data publikacji: 10/29/2009&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#====================================================================#<br />
<br />
#---------------------------------------------------------------------<br />
# *Instrukcje<br />
#<br />
# Wklej skrypt nad "Main" w edytorze skryptów Ruby.<br />
# Aby wywołać okno podczas gry wciśnij klawisz A (domyślnie).<br />
# Możesz edytować skrypt wedle uznania poniżej.<br />
#<br />
# Licencja: Skrypt może być stosowany w grach komercyjnych lub niekomercyjnych.<br />
#---------------------------------------------------------------------<br />
<br />
module Falcao<br />
#======================================================================#<br />
# Opis przeciwnika<br />
# ID PRZECIWNIKA=&gt;&nbsp;&nbsp;'OPIS',<br />
# Przykład:<br />
# 4=&gt;&nbsp;&nbsp;'Pozornie słodki, ale może wyrządzić wiele szkód!'<br />
#======================================================================#<br />
Description = {<br />
<br />
 1=&gt;&nbsp;&nbsp;'...',<br />
 2=&gt;&nbsp;&nbsp;'...',<br />
 3=&gt;&nbsp;&nbsp;'...',<br />
 4=&gt;&nbsp;&nbsp;'...',<br />
 5=&gt;&nbsp;&nbsp;'...',<br />
 6=&gt;&nbsp;&nbsp;'...',<br />
&nbsp;&nbsp;<br />
}<br />
#======================================================================#<br />
# Klawisz do wywołania okna<br />
# Możesz wybrać następujące klawisze:<br />
# Z, A, S, D, Q, W, ALT<br />
#======================================================================#<br />
TeclaBestiary = 'A'<br />
<br />
#======================================================================#<br />
# Przełącznik włączający/wyłączający możliwość wywołania okna<br />
#======================================================================#<br />
KeyDisable_Switch = 100<br />
<br />
#======================================================================#<br />
# Muzyka (true/false)<br />
#======================================================================#<br />
PlayMusic = true<br />
<br />
#======================================================================#<br />
# Deklaracja tablic<br />
#======================================================================#<br />
&#36;derrotados = []&nbsp;&nbsp;<br />
&#36;enemy_counter = []<br />
EnemyLevel = []<br />
#======================================================================#<br />
# Słownictwo<br />
#======================================================================#<br />
FalVocab = ['Brak informacji',&nbsp;&nbsp;# Brak informacji<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Nagroda',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Łupy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Łupy',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Łupy<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Brak',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Brak łupów<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'???',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Nie znany przeciwnik<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Lista potworów',&nbsp;&nbsp; # Tytuł okna<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Pokonany',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Pokonany<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Trudność',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Klasa przeciwnika<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Siła',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Siła<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Pokonano',&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Ilość pokonań<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Postęp']&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Postęp<br />
#======================================================================#<br />
# Klasa/trudność przeciwnika<br />
# Bazowane na podstwie statystyk potwora (siła, obrona, szybkość itp.)<br />
#======================================================================#<br />
EnemyLevel[1] = "Bardzo łatwy"&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
EnemyLevel[2] = "Łatwy"<br />
EnemyLevel[3] = "Normalny"<br />
EnemyLevel[4] = "Trudny"<br />
EnemyLevel[5] = "Bardzo trudny"<br />
<br />
#-----------------------------------------------------------------------------<br />
# Kiedy pokonasz potwora zostanie on automatycznie dodany,<br />
# ale możesz go ręcznie dodać lub usunąć. Za pomocą komend:<br />
#<br />
# Falcao.add_enemy(X)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dodaje przeciwnika 'x'. W miejsce 'x' wpisz ID.<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
# Falcao.remove_enemy(X)&nbsp;&nbsp;&nbsp;&nbsp;Usuwa przeciwnika 'x'. W miejsce 'x' wpisz ID.<br />
#<br />
# Falcao.fill_bestiary&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dodaje wszystkich przeciwników.<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
# Aby wywołać skrypt ręcznie użyj:<br />
#<br />
#-----------------------------------------------------------------------------<br />
<br />
 def self.fill_bestiary<br />
&nbsp;&nbsp; for enemy in &#36;data_enemies<br />
&nbsp;&nbsp;&nbsp;&nbsp; next if enemy == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp; unless &#36;derrotados.include?(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;derrotados.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#36;enemy_counter.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def self.add_enemy(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;derrotados.include?(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados.push(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter.push(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def self.remove_enemy(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados.delete(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter.push(id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Tworzenie parametrów,&nbsp;&nbsp;ogólnych informacji i wrogów<br />
#--------------------------------------------------------------------------<br />
class Moster_Info &lt; Window_Base<br />
&nbsp;&nbsp;include Falcao<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y, 385, 380)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh(enemy_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemigo = &#36;data_enemies[enemy_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.size = 20<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_hp(0, 205)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_mp(0, 230)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy_parametros<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_drop_item1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_drop_item2<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.size = 30<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(100, 100, 500, 92, FalVocab[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def enemy_parametros<br />
&nbsp;&nbsp;&nbsp;&nbsp;y1 = 0; y2 = 0; y3 = 0; y4 = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;terms = &#36;data_system.terms<br />
&nbsp;&nbsp;&nbsp;&nbsp;param1={1=&gt;@enemigo.maxhp,2=&gt;@enemigo.maxmp,3=&gt;@enemigo.spi,4=&gt;@enemigo.exp}<br />
&nbsp;&nbsp;&nbsp;&nbsp;name1 = {1=&gt; terms.hp, 2=&gt; terms.mp, 3=&gt; terms.spi, 4=&gt; "Exp"}<br />
&nbsp;&nbsp;&nbsp;&nbsp;param2={1=&gt;@enemigo.atk,2=&gt;@enemigo.def,3=&gt;@enemigo.agi,4=&gt; @enemigo.gold}<br />
&nbsp;&nbsp;&nbsp;&nbsp;name2 = {1=&gt; terms.atk, 2=&gt; terms.def, 3=&gt; terms.agi, 4=&gt; terms.gold}<br />
&nbsp;&nbsp;&nbsp;&nbsp;param1.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y1 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(100, y1 + 134, 92, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;param2.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y2 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(300, y2 + 134, 92, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;name1.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y3 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, y3 + 134, 102, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;name2.sort.each do |keys, values|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y4 += 25<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(200, y4 + 134, 102, 92, values)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_drop_item1<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @enemigo.drop_item1<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(35, 260, 92, 92, FalVocab[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if item.kind == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 284, 92, 92, FalVocab[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;case item.kind<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1; drop_item = &#36;data_items[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2; drop_item = &#36;data_weapons[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3; drop_item = &#36;data_armors[item.armor_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(drop_item.icon_index,94, 318)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 284, 92, 92, drop_item.name)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_drop_item2<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @enemigo.drop_item2<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(226, 260, 92, 92, FalVocab[2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;if item.kind == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(200, 284, 92, 92, FalVocab[3])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;case item.kind<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1; drop_item = &#36;data_items[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2; drop_item = &#36;data_weapons[item.item_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3; drop_item = &#36;data_armors[item.armor_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(drop_item.icon_index,300, 318)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(200, 284, 92, 92, drop_item.name)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_hp(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+1, 100*@enemigo.maxhp/@enemigo.maxhp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;Color.new(205,255,205))<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+5, 100*@enemigo.maxhp/@enemigo.maxhp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;Color.new(10,220,45))<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_mp(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @enemigo.maxmp != 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+1, 100*@enemigo.maxmp/@enemigo.maxmp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Color.new(180,225,245))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+5, 100*@enemigo.maxmp/@enemigo.maxmp, 4,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Color.new(20,160,225))<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 102, 10, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Tworzenie opisów i postęp w procętach<br />
#--------------------------------------------------------------------------<br />
class Moster_Description &lt; Window_Base<br />
&nbsp;&nbsp;include Falcao<br />
&nbsp;&nbsp;def initialize(x, y, ancho = 544, alto = 56)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y, ancho, alto)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@tiempo = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;@scroll = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def set_texto(texto)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(0, -4, 92, 32, texto)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...&#36;derrotados.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;number = i + 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;texto2 = "#{FalVocab[10]}&nbsp;&nbsp; #{number * 100/&#36;all_mosnters}%" rescue texto2 =<br />
&nbsp;&nbsp;&nbsp;&nbsp;"#{FalVocab[10]}&nbsp;&nbsp; 0 %"<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(0, 24, self.width, 32, texto2)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh(enemy_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemigo = &#36;data_enemies[enemy_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_descriptions<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(-130, -4, 600, 32 , FalVocab[0],1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_descriptions<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Description.has_key?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Description.each do |id, value|<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if id == @enemigo.id<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cx = contents.text_size(value).width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scroll_text(value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(@scroll, -4, cx + 10, 32 , value)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;text = ["&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ",<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ",<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"Description no available&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ",<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"Falcao script Bestiary V 1.5&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scroll_text(text,false)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cx = contents.text_size(text).width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(@scroll, -4, cx + 10, 32, text )<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def scroll_text(texto, result_ok=true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;cx = contents.text_size(texto).width<br />
&nbsp;&nbsp;&nbsp;&nbsp;if cx &gt; 350<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@tiempo += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @tiempo &gt; 60<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@scroll -= 1 if @result == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @scroll == -cx<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@result = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @result<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result_ok ? @scroll += 10 :&nbsp;&nbsp;@scroll = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @scroll &gt;= 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@scroll = 0;&nbsp;&nbsp;@tiempo = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@result = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.press?(Input::UP) or Input.press?(Input::DOWN)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@scroll = 0; @tiempo = 0; @result = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Obrazek wroga i obiekt indeksu z nazwą<br />
#--------------------------------------------------------------------------<br />
class Monster_indice &lt; Window_Selectable<br />
&nbsp;&nbsp;def initialize(y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, y, 160, 334)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;if self.contents != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 1...&#36;data_enemies.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(&#36;data_enemies[i])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @item_max &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, row_max * 26)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_item(i)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;all_mosnters = i + 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_item(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = @data[index]<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;x, y = 4, index * 24<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect = Rect.new(x, y, self.width / @column_max - 32, 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;opacity = self.contents.font.color == normal_color ? 255 : 128<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(index+1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(x, y, 212, 24, enemy.name)<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(x, y, 212, 24, Falcao::FalVocab[4])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Liczenie pokonanych potworów<br />
#--------------------------------------------------------------------------<br />
class Adicional_Data &lt; Window_Base<br />
&nbsp;&nbsp;include Falcao<br />
&nbsp;&nbsp;attr_accessor :number<br />
&nbsp;&nbsp;attr_accessor :counter<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 160, 334)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = 0.0<br />
&nbsp;&nbsp;&nbsp;&nbsp;@counter = 0.0<br />
&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(180,225,245), Color.new(20,160,225)]<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh(enemy_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@enemigo = &#36;data_enemies[enemy_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(@enemigo.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_enemy_power(0,186)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = Color.new(255, 140, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(30, 0, 212, 24, @enemigo.name)<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(2, 50, 600, 32 , FalVocab[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;i = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;for c in &#36;enemy_counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if c == @enemigo.id<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;i += 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;number = i<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 40, 212, 24, FalVocab[6])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(80, 70, 212, 24, number.to_s)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 70, 212, 24, FalVocab[9])<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def get_power(enemy)<br />
&nbsp;&nbsp;&nbsp;&nbsp;add = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;number1 = enemy.spi + enemy.agi<br />
&nbsp;&nbsp;&nbsp;&nbsp;number2 = enemy.atk + enemy.def<br />
&nbsp;&nbsp;&nbsp;&nbsp;case enemy.maxhp<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1...400<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 60<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 400...1000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 100<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1000...10000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 140<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 10000...999999<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add = 200<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = number1 + number2 + add<br />
&nbsp;&nbsp;&nbsp;&nbsp;@counter = @number<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = 1<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_enemy_power(x,y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1...150<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 150; add = 1; level = EnemyLevel[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(180,225,245), Color.new(20,160,225)]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 150...350<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 350; add = 3;&nbsp;&nbsp;level = EnemyLevel[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(255, 120, 0), Color.new(255, 80, 50)]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 350...600<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 600; add = 6; level = EnemyLevel[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(205,255,205), Color.new(10,220,45)]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 600...1000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 1000; add = 10; level = EnemyLevel[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(255,255,100), Color.new(255,200,0) ]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1000...4196<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;value = 3996; add = 20; level = EnemyLevel[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@color = [Color.new(255,255,100), Color.new(255,200,0) ]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number = @counter if @number &gt;= @counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;@number += add if @number &lt; @counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = Color.new(255, 140, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(30, 120, 212, 24, FalVocab[7])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 150, 212, 24, level)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x, y, 128, 14, Color.new(0,0,0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+1, 126*@number/value, 6, @color[0])<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(x+1, y+7, 126*@number/value, 6, @color[1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(0, 210, 212, 24, FalVocab[8])<br />
&nbsp;&nbsp;&nbsp;&nbsp;contents.draw_text(80, 210, 212, 24, @number.to_s)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Clase que agrega los enemigos al bestiario automaticamente<br />
#--------------------------------------------------------------------------<br />
class Game_Enemy &lt; Game_Battler<br />
&nbsp;&nbsp;alias falcao_collapse&nbsp;&nbsp;perform_collapse<br />
&nbsp;&nbsp;def perform_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcao_collapse<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;derrotados.include?(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_temp.in_battle and dead?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter.push(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Czcionka okna<br />
#--------------------------------------------------------------------------<br />
class Font<br />
&nbsp;&nbsp;alias falcaoBest_font initialize<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcaoBest_font<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;scene.is_a?(Scene_Monsters)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.name = "Georgia"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.size = 20<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#-----------------------------------------------------------------------------<br />
# * Scena organizująca działanie skryptu NIE TYKAĆ! CHYBA, ŻE WIESZ CO ROBISZ!<br />
#-----------------------------------------------------------------------------<br />
class Scene_Monsters &lt; Scene_Base<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@spriteset = Spriteset_Bestiary.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index = Monster_indice.new(84)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters = Moster_Info.new(160,56)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help = Moster_Description.new(160,0, 386)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@title = Moster_Description.new(0,0, 160, 84)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@title.set_texto(Falcao::FalVocab[5])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@extra_data = Adicional_Data.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.y = 84<br />
&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.visible = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic = Sprite.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.bitmap = Cache.battler("",0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.z = 99<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.y = 65<br />
&nbsp;&nbsp;&nbsp;&nbsp;@time = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Falcao::PlayMusic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgm = RPG::BGM.last<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgs = RPG::BGS.last<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.battle_bgm.play<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_enemy_graphics<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@spriteset.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@title.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@spriteset.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@help.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;animate_graphic<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.press?(Input::DOWN) or Input.press?(Input::UP)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@info_mosters.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;create_enemy_graphics<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.get_power(&#36;data_enemies[@mostruos_index.index + 1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::C) and @extra_data.visible == false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.get_power(&#36;data_enemies[@mostruos_index.index + 1])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.visible = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.y = 600<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.number &lt; @extra_data.counter<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.refresh(@mostruos_index.index + 1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if @extra_data.visible<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@extra_data.visible = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@mostruos_index.y = 84<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if Falcao::PlayMusic<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgm.play<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_temp.map_bgs.play<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def create_enemy_graphics<br />
&nbsp;&nbsp;&nbsp;&nbsp;enemy = &#36;data_enemies[@mostruos_index.index + 1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;derrotados.include?(enemy.id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.bitmap = Cache.battler(enemy.battler_name,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;enemy.battler_hue)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cw = @moster_graphic.width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.x = 360 - cw / 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.visible = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@moster_graphic.visible = false<br />
&nbsp;&nbsp; end<br />
 end<br />
 <br />
 def animate_graphic<br />
&nbsp;&nbsp; if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)<br />
&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp; @time = 0<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; h = 240; @time += 1<br />
&nbsp;&nbsp; if @time &lt; 40<br />
&nbsp;&nbsp;&nbsp;&nbsp; if @moster_graphic.height &lt;= h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x += 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y += 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp; elsif @moster_graphic.height &gt; h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x += 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y += 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp; elsif @time &gt; 40<br />
&nbsp;&nbsp;&nbsp;&nbsp; if @moster_graphic.height &lt;= h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x -= 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y -= 0.002<br />
&nbsp;&nbsp;&nbsp;&nbsp; elsif @moster_graphic.height &gt; h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x -= 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y -= 0.001<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp; if @time == 80<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_x = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @moster_graphic.zoom_y = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @time = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp; end<br />
 end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Klawisze dostępu do okna<br />
#--------------------------------------------------------------------------<br />
class Scene_Map<br />
&nbsp;&nbsp;alias falcao_bestiary_update update<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcao_bestiary_update<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_finput<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_finput<br />
&nbsp;&nbsp;&nbsp;&nbsp;return if &#36;game_switches[Falcao::KeyDisable_Switch]<br />
&nbsp;&nbsp;&nbsp;&nbsp;case Falcao::TeclaBestiary<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'Z';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::C&nbsp;&nbsp;&nbsp;&nbsp;#C<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'A';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::X&nbsp;&nbsp;&nbsp;&nbsp;#X<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'S';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::Y&nbsp;&nbsp;&nbsp;&nbsp;#Y&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'D';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::Z&nbsp;&nbsp;&nbsp;&nbsp;#Z<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'Q';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::L&nbsp;&nbsp;&nbsp;&nbsp;#L&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'W';&nbsp;&nbsp;&nbsp;&nbsp;key = Input::R&nbsp;&nbsp;&nbsp;&nbsp;#R<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 'ALT';&nbsp;&nbsp;key = Input::ALT&nbsp;&nbsp;#alt&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(key)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Monsters.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Zapisywanie zmiennych pokonywanych wrogów<br />
#--------------------------------------------------------------------------<br />
class Scene_File &lt; Scene_Base<br />
&nbsp;&nbsp;alias falcaosave_data write_save_data<br />
&nbsp;&nbsp;def write_save_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcaosave_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;Marshal.dump(&#36;derrotados,&nbsp;&nbsp; file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;Marshal.dump(&#36;enemy_counter,&nbsp;&nbsp; file)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Zmienne obciążenia pokonanych wrogów<br />
#--------------------------------------------------------------------------<br />
class Scene_File &lt; Scene_Base<br />
&nbsp;&nbsp;alias falcaoload_data read_save_data<br />
&nbsp;&nbsp;def read_save_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;falcaoload_data(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;derrotados&nbsp;&nbsp;&nbsp;&nbsp;= Marshal.load(file)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;enemy_counter = Marshal.load(file)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#--------------------------------------------------------------------------<br />
# * Tworzenie animowanego tła używając mapy<br />
#--------------------------------------------------------------------------<br />
class Spriteset_Bestiary<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_battleback<br />
&nbsp;&nbsp;&nbsp;&nbsp;update<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def create_battleback<br />
&nbsp;&nbsp;&nbsp;&nbsp;@viewport1 = Viewport.new(0, 0, 544, 416)<br />
&nbsp;&nbsp;&nbsp;&nbsp;source = &#36;game_temp.background_bitmap<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap = Bitmap.new(640, 480)<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap.stretch_blt(bitmap.rect, source, source.rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap.radial_blur(90, 12)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite = Sprite.new(@viewport1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.bitmap = bitmap<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.ox = 320<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.oy = 240<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.x = 272<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.y = 176<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.wave_amp = 8<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.wave_length = 240<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.wave_speed = 120<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.bitmap.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@viewport1.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@battleback_sprite.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@viewport1.update<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://imageshack.com/a/img905/391/TYkpAI.png" border="0" alt="[Obrazek: TYkpAI.png]" /><img class="postimage" src="https://imagizer.imageshack.us/v2/544x418q90/905/PbJKK0.png" border="0" alt="[Obrazek: PbJKK0.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Skrypt był napisany po hiszpańsku i może zawierać błędy w tłumaczeniu spowodowane tym, że korzystałem z tłumacza. Oczywiście zdania są przekształcone na normalną polszczyznę. Niektóre słowa mogły zostać przetłumaczone zbyt dosłownie. Nie powinno to wpłynąć na działanie skryptu.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Pisanie na klawiaturze]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Pisanie-na-klawiaturze</link>
			<pubDate>Sat, 09 May 2015 21:08:44 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Pisanie-na-klawiaturze</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Keyboard Input ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt umożliwia nam użycie klawiatury (liter) podczas wpisywania imienia, zamiast poruszania się tym małym kwadracikiem za pomocą strzałek :D<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
OriginalWij i Yanfly Collaboration<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#===============================================================================&#8203; <br />
# <br />
# OriginalWij and Yanfly Collaboration - Keyboard Input <br />
# Last Date Updated: 2010.06.12 <br />
# Level: Normal <br />
# <br />
# This is a utility script that provides the functionality to return inputs <br />
# from the keyboard as well as free up more keys to be used in the Input module. <br />
# This script will also replace Scene_Name and allow for direct keyboard input <br />
# to type in an actor's name as well as fix the maximum characters shown from <br />
# the default base script. <br />
# <br />
#===============================================================================&#8203; <br />
# Updates <br />
# ----------------------------------------------------------------------------- <br />
# o 2010.06.12 - Started and Finished Script. <br />
#===============================================================================&#8203; <br />
# Instructions <br />
# ----------------------------------------------------------------------------- <br />
# To install this script, open up your script editor and copy/paste this script <br />
# to an open slot below ▼ Materials but above ▼ Main. Remember to save. <br />
# <br />
# For users: <br />
# The Name Input event has been now replaced. It not longer takes you to the <br />
# name entry scene, but instead, allows the player to enter in the name of <br />
# the desired actor right in the current screen itself without needing to <br />
# change the scene altogether. <br />
# <br />
# For scripters: <br />
# For those curious as to how to retrieve certain letters while coding their <br />
# Input commands, use the following as reference <br />
# <br />
# LETTERS through LETTERS <br />
# This returns true if the respective letter from A through Z is pressed. <br />
# <br />
# NUMBERS through NUMBERS <br />
# This returns true if the respective number on the top row of the keyboard <br />
# is pressed. This does not include the numberpad. <br />
# <br />
# NUMPAD through NUMPAD <br />
# This returns true if the respective number in the number pad is pressed. <br />
# This does not include the numbers found at the top row of the keyboard. <br />
# <br />
# Symbol Keys <br />
# <br />
# USCORE - This returns true if the - key is pressed. <br />
# EQUALS - This returns true if the = key is pressed. <br />
# SCOLON - This returns true if the ; key is pressed. <br />
# QUOTE - This returns true if the ' key is pressed. <br />
# COMMA - This returns true if the , key is pressed. <br />
# PERIOD - This returns true if the . key is pressed. <br />
# SLASH - This returns true if the / key is pressed. <br />
# BSLASH - This returns true if the &#92; key is pressed. <br />
# LBRACE - This returns true if the key is pressed. <br />
# TILDE - This returns true if the ~ key is pressed. <br />
# <br />
# Command Keys <br />
# <br />
# BACK - This returns true if the backspace key is pressed. <br />
# ENTER - This returns true if the enter/return key is pressed. <br />
# SPACE - This returns true if the space bar is pressed. <br />
# ESC - This returns true if the escape key is pressed. <br />
# <br />
# Module Methods <br />
# <br />
# Input.typing? <br />
# To check if typing is occurring. Returns true or false. <br />
# <br />
# Input.key_type <br />
# Returns whatever key is being used to type as a string. <br />
# <br />
# Example: <br />
# <br />
# if Input.typing? <br />
# string = Input.key_type <br />
# end <br />
# <br />
#===============================================================================&#8203; <br />
<br />
&#36;imported = {} if &#36;imported == nil <br />
&#36;imported = true <br />
<br />
#===============================================================================&#8203; <br />
# Editting anything past this point may potentially result in causing computer <br />
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis. <br />
# Therefore, edit at your own risk. <br />
#===============================================================================&#8203; <br />
<br />
#===============================================================================&#8203; <br />
# Input <br />
#===============================================================================&#8203; <br />
<br />
class &lt;&lt; Input <br />
#-------------------------------------------------------------------------- <br />
# Aliases (Mods - Linked to Module) - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
alias ow_dt_i_press press? unless &#36;@ <br />
alias ow_dt_i_trigger trigger? unless &#36;@ <br />
alias ow_dt_i_repeat repeat? unless &#36;@ <br />
alias ow_dt_i_update update unless &#36;@ <br />
end <br />
<br />
module Input <br />
#-------------------------------------------------------------------------- <br />
# constants - Created by OriginalWij and Yanfly <br />
#-------------------------------------------------------------------------- <br />
LETTERS = {} <br />
LETTERS = 65; LETTERS = 66; LETTERS = 67; LETTERS = 68 <br />
LETTERS = 69; LETTERS = 70; LETTERS = 71; LETTERS = 72 <br />
LETTERS = 73; LETTERS = 74; LETTERS = 75; LETTERS = 76 <br />
LETTERS = 77; LETTERS = 78; LETTERS = 79; LETTERS = 80 <br />
LETTERS = 81; LETTERS = 82; LETTERS = 83; LETTERS = 84 <br />
LETTERS = 85; LETTERS = 86; LETTERS = 87; LETTERS = 88 <br />
LETTERS = 89; LETTERS = 90 <br />
NUMBERS = <br />
NUMPAD = <br />
BACK = 138; ENTER = 143; SPACE = 32; SCOLON = 186; ESC = 157 <br />
QUOTE = 222; EQUALS = 187; COMMA = 188; USCORE = 189; PERIOD = 190 <br />
SLASH = 191; LBRACE = 219; RBRACE = 221; BSLASH = 220; TILDE = 192 <br />
F10 = 121; F11 = 122; CAPS = 20; NMUL = 106; NPLUS = 107 <br />
NSEP = 108; NMINUS = 109; NDECI = 110; NDIV = 111; Extras = <br />
<br />
<br />
#-------------------------------------------------------------------------- <br />
# initial module settings - Created by OriginalWij and Yanfly <br />
#-------------------------------------------------------------------------- <br />
GetKeyState = Win32API.new("user32", "GetAsyncKeyState", "i", "i") <br />
GetCapState = Win32API.new("user32", "GetKeyState", "i", "i") <br />
KeyRepeatCounter = {} <br />
module_function <br />
#-------------------------------------------------------------------------- <br />
# alias method: update - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def update <br />
ow_dt_i_update <br />
for key in KeyRepeatCounter.keys <br />
if (GetKeyState.call(key).abs &amp; 0x8000 == 0x8000) <br />
KeyRepeatCounter += 1 <br />
else <br />
KeyRepeatCounter.delete(key) <br />
end <br />
end <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# alias method: press? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def press?(key) <br />
return ow_dt_i_press(key) if key &lt; 30 <br />
adjusted_key = adjust_key(key) <br />
return true unless KeyRepeatCounter.nil? <br />
return key_pressed?(adjusted_key) <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# alias method: trigger? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def trigger?(key) <br />
return ow_dt_i_trigger(key) if key &lt; 30 <br />
adjusted_key = adjust_key(key) <br />
count = KeyRepeatCounter <br />
return ((count == 0) or (count.nil? ? key_pressed?(adjusted_key) : false)) <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# alias method: repeat? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def repeat?(key) <br />
return ow_dt_i_repeat(key) if key &lt; 30 <br />
adjusted_key = adjust_key(key) <br />
count = KeyRepeatCounter <br />
return true if count == 0 <br />
if count.nil? <br />
return key_pressed?(adjusted_key) <br />
else <br />
return (count &gt;= 23 and (count - 23) % 6 == 0) <br />
end <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: adjust_key - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def adjust_key(key) <br />
key -= 130 if key.between?(130, 158) <br />
return key <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: key_pressed? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def key_pressed?(key) <br />
if (GetKeyState.call(key).abs &amp; 0x8000 == 0x8000) <br />
KeyRepeatCounter = 0 <br />
return true <br />
end <br />
return false <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: typing? - Created by Yanfly <br />
#-------------------------------------------------------------------------- <br />
def typing? <br />
return true if repeat?(SPACE) <br />
for i in 'A'..'Z' <br />
return true if repeat?(LETTERS) <br />
end <br />
for i in 0...NUMBERS.size <br />
return true if repeat?(NUMBERS) <br />
return true if repeat?(NUMPAD) <br />
end <br />
for key in Extras <br />
return true if repeat?(key) <br />
end <br />
return false <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: key_type - Created by Yanfly <br />
#-------------------------------------------------------------------------- <br />
def key_type <br />
return " " if repeat?(SPACE) <br />
for i in 'A'..'Z' <br />
next unless repeat?(LETTERS) <br />
return upcase? ? i.upcase : i.downcase <br />
end <br />
for i in 0...NUMBERS.size <br />
return i.to_s if repeat?(NUMPAD) <br />
if !press?(SHIFT) <br />
return i.to_s if repeat?(NUMBERS) <br />
elsif repeat?(NUMBERS) <br />
case i <br />
when 1; return "!" <br />
when 2; return "@" <br />
when 3; return "#" <br />
when 4; return "&#36;" <br />
when 5; return "%" <br />
when 6; return "^" <br />
when 7; return "&amp;" <br />
when 8; return "*" <br />
when 9; return "(" <br />
when 0; return ")" <br />
end <br />
end <br />
end <br />
for key in Extras <br />
next unless repeat?(key) <br />
case key <br />
when USCORE; return press?(SHIFT) ? "_" : "-" <br />
when EQUALS; return press?(SHIFT) ? "+" : "=" <br />
when LBRACE; return press?(SHIFT) ? "{" : "" <br />
when BSLASH; return press?(SHIFT) ? "|" : "&#92;&#92;" <br />
when SCOLON; return press?(SHIFT) ? ":" : ";" <br />
when QUOTE; return press?(SHIFT) ? '"' : "'" <br />
when COMMA; return press?(SHIFT) ? "&lt;" : "," <br />
when PERIOD; return press?(SHIFT) ? "&gt;" : "." <br />
when SLASH; return press?(SHIFT) ? "?" : "/" <br />
when NMUL; return "*" <br />
when NPLUS; return "+" <br />
when NSEP; return "," <br />
when NMINUS; return "-" <br />
when NDECI; return "." <br />
when NDIV; return "/" <br />
end <br />
end <br />
return "" <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: upcase? - Created by Yanfly <br />
#-------------------------------------------------------------------------- <br />
def upcase? <br />
return !press?(SHIFT) if GetCapState.call(CAPS) == 1 <br />
return true if press?(SHIFT) <br />
return false <br />
end <br />
<br />
end # Input <br />
<br />
#===============================================================================&#8203; <br />
# Game_Interpreter <br />
#===============================================================================&#8203; <br />
<br />
class Game_Interpreter <br />
<br />
#-------------------------------------------------------------------------- <br />
# overwrite method: command_303 (Name Input Processing) <br />
#-------------------------------------------------------------------------- <br />
def command_303 <br />
if &#36;data_actors[@params] != nil <br />
&#36;scene.name_entry(@params, @params) <br />
end <br />
@index += 1 <br />
return false <br />
end <br />
<br />
end # Game_Interpreter <br />
<br />
#===============================================================================&#8203; <br />
# Window_NameEdit <br />
#===============================================================================&#8203; <br />
<br />
class Window_NameEdit &lt; Window_Base <br />
<br />
#-------------------------------------------------------------------------- <br />
# overwrite method: initialize <br />
#-------------------------------------------------------------------------- <br />
def initialize(actor, max_char) <br />
dw = Graphics.width - 176 <br />
dy = (Graphics.height - 128) / 2 <br />
if &#36;game_message.visible <br />
difference = Graphics.height - 128 <br />
case &#36;game_message.position <br />
when 0; dy += 64 <br />
when 1; dy += 0 <br />
when 2; dy -= 64 <br />
end <br />
end <br />
super(88, dy, dw, 128) <br />
@actor = actor <br />
@name = actor.name <br />
@max_char = max_char <br />
name_array = @name.split(//) <br />
@name = "" <br />
for i in 0...name_array.size <br />
@name += name_array <br />
end <br />
@default_name = @name <br />
@index = name_array.size <br />
self.active = false <br />
refresh <br />
update_cursor <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# overwrite method: item_rect <br />
#-------------------------------------------------------------------------- <br />
def item_rect(index) <br />
if index == @max_char <br />
rect = Rect.new(0, 0, 0, 0) <br />
else <br />
rect = Rect.new(0, 0, 0, 0) <br />
rect.x = 112 + index * 12 <br />
rect.y = 36 <br />
rect.width = 24 <br />
rect.height = WLH <br />
end <br />
return rect <br />
end <br />
<br />
end # Window_NameEdit <br />
<br />
#===============================================================================&#8203; <br />
# Scene_Base <br />
#===============================================================================&#8203; <br />
<br />
class Scene_Base <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: name_entry <br />
#-------------------------------------------------------------------------- <br />
def name_entry(actor_id, max_char) <br />
@name_actor_id = actor_id <br />
@name_entry_max = max_char <br />
start_name_entry <br />
end_name_entry <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: start_name_entry <br />
#-------------------------------------------------------------------------- <br />
def start_name_entry <br />
Graphics.freeze <br />
actor = &#36;game_actors <br />
@edit_window = Window_NameEdit.new(actor, @name_entry_max) <br />
Graphics.transition(10) <br />
loop do <br />
update_name_entry <br />
if Input.repeat?(Input::BACK) and @edit_window.index &gt; 0 <br />
Sound.play_cancel <br />
@edit_window.back <br />
elsif Input.typing? and @edit_window.index != @edit_window.max_char <br />
Sound.play_cursor <br />
@edit_window.add(Input.key_type) <br />
elsif Input.trigger?(Input::ENTER) <br />
Sound.play_decision <br />
actor.name = @edit_window.name <br />
break <br />
elsif Input.trigger?(Input::ESC) <br />
Sound.play_cancel <br />
break <br />
end <br />
end <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: update_name_entry <br />
#-------------------------------------------------------------------------- <br />
def update_name_entry <br />
update_menu_background <br />
Graphics.update <br />
Input.update <br />
if &#36;scene.is_a?(Scene_Map) <br />
&#36;game_map.update <br />
@spriteset.update <br />
elsif &#36;scene.is_a?(Scene_Battle) <br />
Graphics.update <br />
Input.update <br />
&#36;game_system.update <br />
&#36;game_troop.update <br />
@spriteset.update <br />
@message_window.update <br />
end <br />
@edit_window.update <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# end_name_entry <br />
#-------------------------------------------------------------------------- <br />
def end_name_entry <br />
@edit_window.dispose <br />
@edit_window = nil <br />
@name_actor_id = nil <br />
@name_entry_max = nil <br />
end <br />
<br />
end # Scene_Base <br />
<br />
#===============================================================================&#8203; <br />
# <br />
# END OF FILE <br />
# <br />
#===============================================================================&#8203;</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
<a href="http://rpgmaker.net/scripts/223/" target="_blank">Link do tematu na rpgmaker.net.</a>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Keyboard Input ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt umożliwia nam użycie klawiatury (liter) podczas wpisywania imienia, zamiast poruszania się tym małym kwadracikiem za pomocą strzałek :D<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
OriginalWij i Yanfly Collaboration<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#===============================================================================&#8203; <br />
# <br />
# OriginalWij and Yanfly Collaboration - Keyboard Input <br />
# Last Date Updated: 2010.06.12 <br />
# Level: Normal <br />
# <br />
# This is a utility script that provides the functionality to return inputs <br />
# from the keyboard as well as free up more keys to be used in the Input module. <br />
# This script will also replace Scene_Name and allow for direct keyboard input <br />
# to type in an actor's name as well as fix the maximum characters shown from <br />
# the default base script. <br />
# <br />
#===============================================================================&#8203; <br />
# Updates <br />
# ----------------------------------------------------------------------------- <br />
# o 2010.06.12 - Started and Finished Script. <br />
#===============================================================================&#8203; <br />
# Instructions <br />
# ----------------------------------------------------------------------------- <br />
# To install this script, open up your script editor and copy/paste this script <br />
# to an open slot below ▼ Materials but above ▼ Main. Remember to save. <br />
# <br />
# For users: <br />
# The Name Input event has been now replaced. It not longer takes you to the <br />
# name entry scene, but instead, allows the player to enter in the name of <br />
# the desired actor right in the current screen itself without needing to <br />
# change the scene altogether. <br />
# <br />
# For scripters: <br />
# For those curious as to how to retrieve certain letters while coding their <br />
# Input commands, use the following as reference <br />
# <br />
# LETTERS through LETTERS <br />
# This returns true if the respective letter from A through Z is pressed. <br />
# <br />
# NUMBERS through NUMBERS <br />
# This returns true if the respective number on the top row of the keyboard <br />
# is pressed. This does not include the numberpad. <br />
# <br />
# NUMPAD through NUMPAD <br />
# This returns true if the respective number in the number pad is pressed. <br />
# This does not include the numbers found at the top row of the keyboard. <br />
# <br />
# Symbol Keys <br />
# <br />
# USCORE - This returns true if the - key is pressed. <br />
# EQUALS - This returns true if the = key is pressed. <br />
# SCOLON - This returns true if the ; key is pressed. <br />
# QUOTE - This returns true if the ' key is pressed. <br />
# COMMA - This returns true if the , key is pressed. <br />
# PERIOD - This returns true if the . key is pressed. <br />
# SLASH - This returns true if the / key is pressed. <br />
# BSLASH - This returns true if the &#92; key is pressed. <br />
# LBRACE - This returns true if the key is pressed. <br />
# TILDE - This returns true if the ~ key is pressed. <br />
# <br />
# Command Keys <br />
# <br />
# BACK - This returns true if the backspace key is pressed. <br />
# ENTER - This returns true if the enter/return key is pressed. <br />
# SPACE - This returns true if the space bar is pressed. <br />
# ESC - This returns true if the escape key is pressed. <br />
# <br />
# Module Methods <br />
# <br />
# Input.typing? <br />
# To check if typing is occurring. Returns true or false. <br />
# <br />
# Input.key_type <br />
# Returns whatever key is being used to type as a string. <br />
# <br />
# Example: <br />
# <br />
# if Input.typing? <br />
# string = Input.key_type <br />
# end <br />
# <br />
#===============================================================================&#8203; <br />
<br />
&#36;imported = {} if &#36;imported == nil <br />
&#36;imported = true <br />
<br />
#===============================================================================&#8203; <br />
# Editting anything past this point may potentially result in causing computer <br />
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis. <br />
# Therefore, edit at your own risk. <br />
#===============================================================================&#8203; <br />
<br />
#===============================================================================&#8203; <br />
# Input <br />
#===============================================================================&#8203; <br />
<br />
class &lt;&lt; Input <br />
#-------------------------------------------------------------------------- <br />
# Aliases (Mods - Linked to Module) - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
alias ow_dt_i_press press? unless &#36;@ <br />
alias ow_dt_i_trigger trigger? unless &#36;@ <br />
alias ow_dt_i_repeat repeat? unless &#36;@ <br />
alias ow_dt_i_update update unless &#36;@ <br />
end <br />
<br />
module Input <br />
#-------------------------------------------------------------------------- <br />
# constants - Created by OriginalWij and Yanfly <br />
#-------------------------------------------------------------------------- <br />
LETTERS = {} <br />
LETTERS = 65; LETTERS = 66; LETTERS = 67; LETTERS = 68 <br />
LETTERS = 69; LETTERS = 70; LETTERS = 71; LETTERS = 72 <br />
LETTERS = 73; LETTERS = 74; LETTERS = 75; LETTERS = 76 <br />
LETTERS = 77; LETTERS = 78; LETTERS = 79; LETTERS = 80 <br />
LETTERS = 81; LETTERS = 82; LETTERS = 83; LETTERS = 84 <br />
LETTERS = 85; LETTERS = 86; LETTERS = 87; LETTERS = 88 <br />
LETTERS = 89; LETTERS = 90 <br />
NUMBERS = <br />
NUMPAD = <br />
BACK = 138; ENTER = 143; SPACE = 32; SCOLON = 186; ESC = 157 <br />
QUOTE = 222; EQUALS = 187; COMMA = 188; USCORE = 189; PERIOD = 190 <br />
SLASH = 191; LBRACE = 219; RBRACE = 221; BSLASH = 220; TILDE = 192 <br />
F10 = 121; F11 = 122; CAPS = 20; NMUL = 106; NPLUS = 107 <br />
NSEP = 108; NMINUS = 109; NDECI = 110; NDIV = 111; Extras = <br />
<br />
<br />
#-------------------------------------------------------------------------- <br />
# initial module settings - Created by OriginalWij and Yanfly <br />
#-------------------------------------------------------------------------- <br />
GetKeyState = Win32API.new("user32", "GetAsyncKeyState", "i", "i") <br />
GetCapState = Win32API.new("user32", "GetKeyState", "i", "i") <br />
KeyRepeatCounter = {} <br />
module_function <br />
#-------------------------------------------------------------------------- <br />
# alias method: update - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def update <br />
ow_dt_i_update <br />
for key in KeyRepeatCounter.keys <br />
if (GetKeyState.call(key).abs &amp; 0x8000 == 0x8000) <br />
KeyRepeatCounter += 1 <br />
else <br />
KeyRepeatCounter.delete(key) <br />
end <br />
end <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# alias method: press? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def press?(key) <br />
return ow_dt_i_press(key) if key &lt; 30 <br />
adjusted_key = adjust_key(key) <br />
return true unless KeyRepeatCounter.nil? <br />
return key_pressed?(adjusted_key) <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# alias method: trigger? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def trigger?(key) <br />
return ow_dt_i_trigger(key) if key &lt; 30 <br />
adjusted_key = adjust_key(key) <br />
count = KeyRepeatCounter <br />
return ((count == 0) or (count.nil? ? key_pressed?(adjusted_key) : false)) <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# alias method: repeat? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def repeat?(key) <br />
return ow_dt_i_repeat(key) if key &lt; 30 <br />
adjusted_key = adjust_key(key) <br />
count = KeyRepeatCounter <br />
return true if count == 0 <br />
if count.nil? <br />
return key_pressed?(adjusted_key) <br />
else <br />
return (count &gt;= 23 and (count - 23) % 6 == 0) <br />
end <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: adjust_key - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def adjust_key(key) <br />
key -= 130 if key.between?(130, 158) <br />
return key <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: key_pressed? - Created by OriginalWij <br />
#-------------------------------------------------------------------------- <br />
def key_pressed?(key) <br />
if (GetKeyState.call(key).abs &amp; 0x8000 == 0x8000) <br />
KeyRepeatCounter = 0 <br />
return true <br />
end <br />
return false <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: typing? - Created by Yanfly <br />
#-------------------------------------------------------------------------- <br />
def typing? <br />
return true if repeat?(SPACE) <br />
for i in 'A'..'Z' <br />
return true if repeat?(LETTERS) <br />
end <br />
for i in 0...NUMBERS.size <br />
return true if repeat?(NUMBERS) <br />
return true if repeat?(NUMPAD) <br />
end <br />
for key in Extras <br />
return true if repeat?(key) <br />
end <br />
return false <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: key_type - Created by Yanfly <br />
#-------------------------------------------------------------------------- <br />
def key_type <br />
return " " if repeat?(SPACE) <br />
for i in 'A'..'Z' <br />
next unless repeat?(LETTERS) <br />
return upcase? ? i.upcase : i.downcase <br />
end <br />
for i in 0...NUMBERS.size <br />
return i.to_s if repeat?(NUMPAD) <br />
if !press?(SHIFT) <br />
return i.to_s if repeat?(NUMBERS) <br />
elsif repeat?(NUMBERS) <br />
case i <br />
when 1; return "!" <br />
when 2; return "@" <br />
when 3; return "#" <br />
when 4; return "&#36;" <br />
when 5; return "%" <br />
when 6; return "^" <br />
when 7; return "&amp;" <br />
when 8; return "*" <br />
when 9; return "(" <br />
when 0; return ")" <br />
end <br />
end <br />
end <br />
for key in Extras <br />
next unless repeat?(key) <br />
case key <br />
when USCORE; return press?(SHIFT) ? "_" : "-" <br />
when EQUALS; return press?(SHIFT) ? "+" : "=" <br />
when LBRACE; return press?(SHIFT) ? "{" : "" <br />
when BSLASH; return press?(SHIFT) ? "|" : "&#92;&#92;" <br />
when SCOLON; return press?(SHIFT) ? ":" : ";" <br />
when QUOTE; return press?(SHIFT) ? '"' : "'" <br />
when COMMA; return press?(SHIFT) ? "&lt;" : "," <br />
when PERIOD; return press?(SHIFT) ? "&gt;" : "." <br />
when SLASH; return press?(SHIFT) ? "?" : "/" <br />
when NMUL; return "*" <br />
when NPLUS; return "+" <br />
when NSEP; return "," <br />
when NMINUS; return "-" <br />
when NDECI; return "." <br />
when NDIV; return "/" <br />
end <br />
end <br />
return "" <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: upcase? - Created by Yanfly <br />
#-------------------------------------------------------------------------- <br />
def upcase? <br />
return !press?(SHIFT) if GetCapState.call(CAPS) == 1 <br />
return true if press?(SHIFT) <br />
return false <br />
end <br />
<br />
end # Input <br />
<br />
#===============================================================================&#8203; <br />
# Game_Interpreter <br />
#===============================================================================&#8203; <br />
<br />
class Game_Interpreter <br />
<br />
#-------------------------------------------------------------------------- <br />
# overwrite method: command_303 (Name Input Processing) <br />
#-------------------------------------------------------------------------- <br />
def command_303 <br />
if &#36;data_actors[@params] != nil <br />
&#36;scene.name_entry(@params, @params) <br />
end <br />
@index += 1 <br />
return false <br />
end <br />
<br />
end # Game_Interpreter <br />
<br />
#===============================================================================&#8203; <br />
# Window_NameEdit <br />
#===============================================================================&#8203; <br />
<br />
class Window_NameEdit &lt; Window_Base <br />
<br />
#-------------------------------------------------------------------------- <br />
# overwrite method: initialize <br />
#-------------------------------------------------------------------------- <br />
def initialize(actor, max_char) <br />
dw = Graphics.width - 176 <br />
dy = (Graphics.height - 128) / 2 <br />
if &#36;game_message.visible <br />
difference = Graphics.height - 128 <br />
case &#36;game_message.position <br />
when 0; dy += 64 <br />
when 1; dy += 0 <br />
when 2; dy -= 64 <br />
end <br />
end <br />
super(88, dy, dw, 128) <br />
@actor = actor <br />
@name = actor.name <br />
@max_char = max_char <br />
name_array = @name.split(//) <br />
@name = "" <br />
for i in 0...name_array.size <br />
@name += name_array <br />
end <br />
@default_name = @name <br />
@index = name_array.size <br />
self.active = false <br />
refresh <br />
update_cursor <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# overwrite method: item_rect <br />
#-------------------------------------------------------------------------- <br />
def item_rect(index) <br />
if index == @max_char <br />
rect = Rect.new(0, 0, 0, 0) <br />
else <br />
rect = Rect.new(0, 0, 0, 0) <br />
rect.x = 112 + index * 12 <br />
rect.y = 36 <br />
rect.width = 24 <br />
rect.height = WLH <br />
end <br />
return rect <br />
end <br />
<br />
end # Window_NameEdit <br />
<br />
#===============================================================================&#8203; <br />
# Scene_Base <br />
#===============================================================================&#8203; <br />
<br />
class Scene_Base <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: name_entry <br />
#-------------------------------------------------------------------------- <br />
def name_entry(actor_id, max_char) <br />
@name_actor_id = actor_id <br />
@name_entry_max = max_char <br />
start_name_entry <br />
end_name_entry <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: start_name_entry <br />
#-------------------------------------------------------------------------- <br />
def start_name_entry <br />
Graphics.freeze <br />
actor = &#36;game_actors <br />
@edit_window = Window_NameEdit.new(actor, @name_entry_max) <br />
Graphics.transition(10) <br />
loop do <br />
update_name_entry <br />
if Input.repeat?(Input::BACK) and @edit_window.index &gt; 0 <br />
Sound.play_cancel <br />
@edit_window.back <br />
elsif Input.typing? and @edit_window.index != @edit_window.max_char <br />
Sound.play_cursor <br />
@edit_window.add(Input.key_type) <br />
elsif Input.trigger?(Input::ENTER) <br />
Sound.play_decision <br />
actor.name = @edit_window.name <br />
break <br />
elsif Input.trigger?(Input::ESC) <br />
Sound.play_cancel <br />
break <br />
end <br />
end <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# new method: update_name_entry <br />
#-------------------------------------------------------------------------- <br />
def update_name_entry <br />
update_menu_background <br />
Graphics.update <br />
Input.update <br />
if &#36;scene.is_a?(Scene_Map) <br />
&#36;game_map.update <br />
@spriteset.update <br />
elsif &#36;scene.is_a?(Scene_Battle) <br />
Graphics.update <br />
Input.update <br />
&#36;game_system.update <br />
&#36;game_troop.update <br />
@spriteset.update <br />
@message_window.update <br />
end <br />
@edit_window.update <br />
end <br />
<br />
#-------------------------------------------------------------------------- <br />
# end_name_entry <br />
#-------------------------------------------------------------------------- <br />
def end_name_entry <br />
@edit_window.dispose <br />
@edit_window = nil <br />
@name_actor_id = nil <br />
@name_entry_max = nil <br />
end <br />
<br />
end # Scene_Base <br />
<br />
#===============================================================================&#8203; <br />
# <br />
# END OF FILE <br />
# <br />
#===============================================================================&#8203;</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
<a href="http://rpgmaker.net/scripts/223/" target="_blank">Link do tematu na rpgmaker.net.</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skrypt zmniejszenia menu]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Skrypt-zmniejszenia-menu</link>
			<pubDate>Sun, 07 Sep 2014 17:18:51 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Skrypt-zmniejszenia-menu</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Small menu scrypt ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt zmniejsza menu dodaje też obraz z charsetu co jest widoczne obok opcji <br />
<br />
Demo- nie potrzebne<br />
instrukcja:<br />
-wkleić nad main <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Rubymatt<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Nie trzeba tłumaczyć<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
#&nbsp;&nbsp;Compact Custom Menu System<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RMVX Version<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v1.0<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; by&nbsp;&nbsp;Rubymatt<br />
#==============================================================================<br />
<br />
<br />
#==============================================================================<br />
# ** NEW Window_Gold<br />
#==============================================================================<br />
<br />
class Window_Gold &lt; Window_Base<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y, 224, WLH + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_currency_value(&#36;game_party.gold, 4, 0, 184)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#==============================================================================<br />
# ** NEW Window_MenuStatus<br />
#==============================================================================<br />
<br />
class Window_NewMenuStatus &lt; Window_Selectable<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 64, &#36;game_party.members.size * 36 + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, height - 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.active = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = -1<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = &#36;game_party.members.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;for actor in &#36;game_party.members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = 66<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = actor.index * 36<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_actor_graphic(actor, x - 51, y + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_cursor<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @index &lt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.cursor_rect.empty<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.cursor_rect.set(-2, @index * 36 - 2, 36, 36)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#==============================================================================<br />
# ** NEW Scene_Menu<br />
#==============================================================================<br />
<br />
class Scene_Menu &lt; Scene_Base<br />
&nbsp;&nbsp;def initialize(menu_index = 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@menu_index = menu_index<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@gold_window = Window_Gold.new(160, 248)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window = Window_NewMenuStatus.new(160, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.x = 320<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.members.size == 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 72<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_party.members.size == 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 88<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_party.members.size == 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 104<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_party.members.size == 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 120<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 72<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;dispose_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@gold_window.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@gold_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @command_window.active<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;update_command_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif @status_window.active<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;update_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def create_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;s1 = Vocab::item<br />
&nbsp;&nbsp;&nbsp;&nbsp;s2 = Vocab::skill<br />
&nbsp;&nbsp;&nbsp;&nbsp;s3 = Vocab::equip<br />
&nbsp;&nbsp;&nbsp;&nbsp;s4 = Vocab::status<br />
&nbsp;&nbsp;&nbsp;&nbsp;s5 = Vocab::save<br />
&nbsp;&nbsp;&nbsp;&nbsp;s6 = Vocab::game_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.x = 160<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.y = 72<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.height = 176<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.index = @menu_index<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.members.size == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(0, false)&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(1, false)&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(2, false)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(3, false)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.save_disabled&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(4, false)&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_command_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.members.size == 0 and @command_window.index &lt; 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_buzzer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_system.save_disabled and @command_window.index == 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_buzzer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @command_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Item.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1,2,3 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;start_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_File.new(true, false, false)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_End.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def start_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.active = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.active = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.last_actor_index &lt; @status_window.item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.index = &#36;game_party.last_actor_index<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.index = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def end_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.active = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.active = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.index = -1<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.last_actor_index = @status_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @command_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Skill.new(@status_window.index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Equip.new(@status_window.index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Status.new(@status_window.index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img827.imageshack.us/img827/582/beztytuuplfr.png" border="0" alt="[Obrazek: beztytuuplfr.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Demo:</span></span><br />
<a href="http://nie%20trzeba" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Small menu scrypt ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt zmniejsza menu dodaje też obraz z charsetu co jest widoczne obok opcji <br />
<br />
Demo- nie potrzebne<br />
instrukcja:<br />
-wkleić nad main <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Rubymatt<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Nie trzeba tłumaczyć<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
#&nbsp;&nbsp;Compact Custom Menu System<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RMVX Version<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v1.0<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; by&nbsp;&nbsp;Rubymatt<br />
#==============================================================================<br />
<br />
<br />
#==============================================================================<br />
# ** NEW Window_Gold<br />
#==============================================================================<br />
<br />
class Window_Gold &lt; Window_Base<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y, 224, WLH + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_currency_value(&#36;game_party.gold, 4, 0, 184)<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#==============================================================================<br />
# ** NEW Window_MenuStatus<br />
#==============================================================================<br />
<br />
class Window_NewMenuStatus &lt; Window_Selectable<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 64, &#36;game_party.members.size * 36 + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, height - 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.active = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = -1<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = &#36;game_party.members.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;for actor in &#36;game_party.members<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = 66<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = actor.index * 36<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_actor_graphic(actor, x - 51, y + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_cursor<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @index &lt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.cursor_rect.empty<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.cursor_rect.set(-2, @index * 36 - 2, 36, 36)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#==============================================================================<br />
# ** NEW Scene_Menu<br />
#==============================================================================<br />
<br />
class Scene_Menu &lt; Scene_Base<br />
&nbsp;&nbsp;def initialize(menu_index = 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@menu_index = menu_index<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@gold_window = Window_Gold.new(160, 248)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window = Window_NewMenuStatus.new(160, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.x = 320<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.members.size == 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 72<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_party.members.size == 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 88<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_party.members.size == 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 104<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_party.members.size == 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 120<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.y = 72<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;dispose_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@gold_window.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@gold_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @command_window.active<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;update_command_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif @status_window.active<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;update_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def create_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;s1 = Vocab::item<br />
&nbsp;&nbsp;&nbsp;&nbsp;s2 = Vocab::skill<br />
&nbsp;&nbsp;&nbsp;&nbsp;s3 = Vocab::equip<br />
&nbsp;&nbsp;&nbsp;&nbsp;s4 = Vocab::status<br />
&nbsp;&nbsp;&nbsp;&nbsp;s5 = Vocab::save<br />
&nbsp;&nbsp;&nbsp;&nbsp;s6 = Vocab::game_end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.x = 160<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.y = 72<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.height = 176<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.index = @menu_index<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.members.size == 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(0, false)&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(1, false)&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(2, false)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(3, false)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_system.save_disabled&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.draw_item(4, false)&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_command_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.members.size == 0 and @command_window.index &lt; 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_buzzer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elsif &#36;game_system.save_disabled and @command_window.index == 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_buzzer<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @command_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Item.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1,2,3 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;start_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 4&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_File.new(true, false, false)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 5&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_End.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def start_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.active = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.active = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;game_party.last_actor_index &lt; @status_window.item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.index = &#36;game_party.last_actor_index<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_window.index = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def end_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.active = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.active = false<br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_window.index = -1<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_cancel<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end_actor_selection<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_party.last_actor_index = @status_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @command_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Skill.new(@status_window.index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Equip.new(@status_window.index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 3 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Status.new(@status_window.index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img827.imageshack.us/img827/582/beztytuuplfr.png" border="0" alt="[Obrazek: beztytuuplfr.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Demo:</span></span><br />
<a href="http://nie%20trzeba" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skrypt na ikony tytułu]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Skrypt-na-ikony-tytu%C5%82u</link>
			<pubDate>Sun, 07 Sep 2014 16:46:29 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Skrypt-na-ikony-tytu%C5%82u</guid>
			<description><![CDATA[<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt dodaje ikonki obok nazw danej opcji co 3 sekundy się zmienia ale w skrypcie da sie to zmienić <br />
<br />
Instrukcja: wkleić nad main<br />
<br />
demo: nie potrzebne<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Gab! <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#================================================= =============================#<br />
#Ikony # Tytuł&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------- -----------------------------#<br />
# Autor: Gab! (Mundo RPG Maker)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
# Data: 16/06/2011&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------- -----------------------------#<br />
#------------------------------------------------------------------------------#<br />
# Wykonane dla: glorenconi&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;Fabryczne: PRO Coders&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
# OŚWIADCZENIE już skonfigurowane&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------------------------------------#<br />
# www.mundorpgmaker.com&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
# www.mundorpgmaker.com/forum&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------------------------------------#<br />
#&nbsp;&nbsp;Masz pełną wolność modyfikacji, dystrybucji i wykorzystania skryptu z&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TAKICH HEAD, pozostaje nienaruszona. Bez zmian.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#==============================================================================#&#8203;<br />
<br />
#==============================================================================#&#8203;<br />
# *&nbsp;&nbsp;KONFIGURACJA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#==============================================================================#&#8203;<br />
<br />
module Gab<br />
&nbsp;&nbsp;module TitleIcons<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;ICONS = [<br />
&nbsp;&nbsp;&nbsp;&nbsp;# ID z ikon, aby zmienić<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Oddzielając je przecinkami<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[1,20,34], # Nowa gra<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[2,33,31], # Wczytaj gre<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[3,16,25]&nbsp;&nbsp;# Wyjdź z gry<br />
&nbsp;&nbsp;&nbsp;&nbsp;]<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;CTIME = 3 # Tempo, em segundos, da troca dos ícones<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#==============================================================================#&#8203;<br />
# * KONIEC KONFIGURACJI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#==============================================================================#&#8203;<br />
<br />
class Scene_Title<br />
&nbsp;&nbsp;alias old_st_ccw create_command_window unless &#36;@<br />
&nbsp;&nbsp;alias old_st_upd update&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;@<br />
 <br />
&nbsp;&nbsp;def create_command_window(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;old_st_ccw(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@window_icon_index&nbsp;&nbsp; = [0]*3<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;@window_icon_index.map!{|i| (i + 1) % Gab::TitleIcons::ICONS[tmp += 1].size}<br />
&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.icon = @window_icon_index.map{|i| Gab::TitleIcons::ICONS[tmp += 1][i]}<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.refresh<br />
&nbsp;&nbsp;end<br />
 <br />
&nbsp;&nbsp;def update(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;old_st_upd(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if (Graphics.frame_count % (Graphics.frame_rate * Gab::TitleIcons::CTIME)) == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@window_icon_index.map!{|i| (i + 1) % Gab::TitleIcons::ICONS[tmp += 1].size}<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.icon = @window_icon_index.map{|i| Gab::TitleIcons::ICONS[tmp += 1][i]}<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp; <br />
end<br />
<br />
class Window_Command <br />
&nbsp;&nbsp;attr_accessor :icon<br />
 <br />
&nbsp;&nbsp;def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32, icon = [])<br />
&nbsp;&nbsp;&nbsp;&nbsp;row_max = (commands.size + column_max - 1) / column_max if row_max == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, width, row_max * WLH + 32, spacing)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@commands, @item_max, @column_max, @icon = commands, commands.size, column_max, icon<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = 0<br />
&nbsp;&nbsp;end<br />
 <br />
&nbsp;&nbsp;def draw_item(index, enabled = true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect = item_rect(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect.x += 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect.width -= 8<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;if !@icon.empty? &amp;&amp; defined?(@icon[index])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(@icon[index], rect.x, rect.y, enabled)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rect.x += 24<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear_rect(rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color.alpha = enabled ? 255 : 128<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(rect, @commands[index])<br />
&nbsp;&nbsp;end<br />
 <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://i4.minus.com/i9mIG.png" border="0" alt="[Obrazek: i9mIG.png]" /><br />
</div></div>]]></description>
			<content:encoded><![CDATA[<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt dodaje ikonki obok nazw danej opcji co 3 sekundy się zmienia ale w skrypcie da sie to zmienić <br />
<br />
Instrukcja: wkleić nad main<br />
<br />
demo: nie potrzebne<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Gab! <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#================================================= =============================#<br />
#Ikony # Tytuł&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------- -----------------------------#<br />
# Autor: Gab! (Mundo RPG Maker)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
# Data: 16/06/2011&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------- -----------------------------#<br />
#------------------------------------------------------------------------------#<br />
# Wykonane dla: glorenconi&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;Fabryczne: PRO Coders&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
# OŚWIADCZENIE już skonfigurowane&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------------------------------------#<br />
# www.mundorpgmaker.com&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
# www.mundorpgmaker.com/forum&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#------------------------------------------------------------------------------#<br />
#&nbsp;&nbsp;Masz pełną wolność modyfikacji, dystrybucji i wykorzystania skryptu z&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TAKICH HEAD, pozostaje nienaruszona. Bez zmian.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#==============================================================================#&#8203;<br />
<br />
#==============================================================================#&#8203;<br />
# *&nbsp;&nbsp;KONFIGURACJA&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#==============================================================================#&#8203;<br />
<br />
module Gab<br />
&nbsp;&nbsp;module TitleIcons<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;ICONS = [<br />
&nbsp;&nbsp;&nbsp;&nbsp;# ID z ikon, aby zmienić<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Oddzielając je przecinkami<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[1,20,34], # Nowa gra<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[2,33,31], # Wczytaj gre<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[3,16,25]&nbsp;&nbsp;# Wyjdź z gry<br />
&nbsp;&nbsp;&nbsp;&nbsp;]<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;CTIME = 3 # Tempo, em segundos, da troca dos ícones<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;end<br />
end<br />
<br />
#==============================================================================#&#8203;<br />
# * KONIEC KONFIGURACJI&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
#==============================================================================#&#8203;<br />
<br />
class Scene_Title<br />
&nbsp;&nbsp;alias old_st_ccw create_command_window unless &#36;@<br />
&nbsp;&nbsp;alias old_st_upd update&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;unless &#36;@<br />
 <br />
&nbsp;&nbsp;def create_command_window(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;old_st_ccw(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@window_icon_index&nbsp;&nbsp; = [0]*3<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;@window_icon_index.map!{|i| (i + 1) % Gab::TitleIcons::ICONS[tmp += 1].size}<br />
&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.icon = @window_icon_index.map{|i| Gab::TitleIcons::ICONS[tmp += 1][i]}<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.refresh<br />
&nbsp;&nbsp;end<br />
 <br />
&nbsp;&nbsp;def update(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;old_st_upd(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if (Graphics.frame_count % (Graphics.frame_rate * Gab::TitleIcons::CTIME)) == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@window_icon_index.map!{|i| (i + 1) % Gab::TitleIcons::ICONS[tmp += 1].size}<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tmp = -1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.icon = @window_icon_index.map{|i| Gab::TitleIcons::ICONS[tmp += 1][i]}<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp; <br />
end<br />
<br />
class Window_Command <br />
&nbsp;&nbsp;attr_accessor :icon<br />
 <br />
&nbsp;&nbsp;def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32, icon = [])<br />
&nbsp;&nbsp;&nbsp;&nbsp;row_max = (commands.size + column_max - 1) / column_max if row_max == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, width, row_max * WLH + 32, spacing)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@commands, @item_max, @column_max, @icon = commands, commands.size, column_max, icon<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = 0<br />
&nbsp;&nbsp;end<br />
 <br />
&nbsp;&nbsp;def draw_item(index, enabled = true)<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect = item_rect(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect.x += 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect.width -= 8<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;if !@icon.empty? &amp;&amp; defined?(@icon[index])<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(@icon[index], rect.x, rect.y, enabled)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rect.x += 24<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear_rect(rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color.alpha = enabled ? 255 : 128<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(rect, @commands[index])<br />
&nbsp;&nbsp;end<br />
 <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://i4.minus.com/i9mIG.png" border="0" alt="[Obrazek: i9mIG.png]" /><br />
</div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skrypt na potwierdzenie wyjścia z title do windows]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Skrypt-na-potwierdzenie-wyj%C5%9Bcia-z-title-do-windows</link>
			<pubDate>Sun, 07 Sep 2014 16:42:49 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Skrypt-na-potwierdzenie-wyj%C5%9Bcia-z-title-do-windows</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Exit script  ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt dodaje opcję pytania przy wyjściu z gry np po kliknięciu wyjdź pojawia się tabela z pytaniem na pewno wyjdź lub nie wychodź <br />
<br />
Inskrukcja:<br />
-skrypt wkleić nad main <br />
<br />
demo:<br />
-niepotrzebne<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>class Scene_Exit &lt; Scene_Base<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_command_window<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def post_start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;open_command_window<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def pre_terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;close_command_window<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;dispose_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;dispose_menu_background<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @command_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;command_wyjscie<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;command_powrot<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@menuback_sprite.tone.set(0, 0, 0, 128)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def create_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;s1 = "Zakończ grę"<br />
&nbsp;&nbsp;&nbsp;&nbsp;s2 = "Wróć do gry"<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window = Window_Command.new(172, [s1, s2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.x = (544 - @command_window.width) / 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.y = (416 - @command_window.height) / 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.openness = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def dispose_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def open_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.open<br />
&nbsp;&nbsp;&nbsp;&nbsp;begin<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Graphics.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;end until @command_window.openness == 255<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def close_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.close<br />
&nbsp;&nbsp;&nbsp;&nbsp;begin<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Graphics.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;end until @command_window.openness == 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def command_wyjscie<br />
&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGM.fade(800)<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGS.fade(800)<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::ME.fade(800)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = nil<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def command_powrot<br />
&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Title.new<br />
&nbsp;&nbsp;end<br />
end<br />
class Scene_Title &lt; Scene_Base<br />
&nbsp;&nbsp;def command_shutdown<br />
&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Exit.new<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Exit script  ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt dodaje opcję pytania przy wyjściu z gry np po kliknięciu wyjdź pojawia się tabela z pytaniem na pewno wyjdź lub nie wychodź <br />
<br />
Inskrukcja:<br />
-skrypt wkleić nad main <br />
<br />
demo:<br />
-niepotrzebne<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>class Scene_Exit &lt; Scene_Base<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_command_window<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def post_start<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;open_command_window<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def pre_terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;close_command_window<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;dispose_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;dispose_menu_background<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;elsif Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case @command_window.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;command_wyjscie<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;command_powrot<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def update_menu_background<br />
&nbsp;&nbsp;&nbsp;&nbsp;super<br />
&nbsp;&nbsp;&nbsp;&nbsp;@menuback_sprite.tone.set(0, 0, 0, 128)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def create_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;s1 = "Zakończ grę"<br />
&nbsp;&nbsp;&nbsp;&nbsp;s2 = "Wróć do gry"<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window = Window_Command.new(172, [s1, s2])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.x = (544 - @command_window.width) / 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.y = (416 - @command_window.height) / 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.openness = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def dispose_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def open_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.open<br />
&nbsp;&nbsp;&nbsp;&nbsp;begin<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Graphics.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;end until @command_window.openness == 255<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def close_command_window<br />
&nbsp;&nbsp;&nbsp;&nbsp;@command_window.close<br />
&nbsp;&nbsp;&nbsp;&nbsp;begin<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@command_window.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Graphics.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;end until @command_window.openness == 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def command_wyjscie<br />
&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGM.fade(800)<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::BGS.fade(800)<br />
&nbsp;&nbsp;&nbsp;&nbsp;RPG::ME.fade(800)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = nil<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;def command_powrot<br />
&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Title.new<br />
&nbsp;&nbsp;end<br />
end<br />
class Scene_Title &lt; Scene_Base<br />
&nbsp;&nbsp;def command_shutdown<br />
&nbsp;&nbsp;&nbsp;&nbsp;Sound.play_decision<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Exit.new<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tankentai Sideview Battlesystem v. 3.3d]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Tankentai-Sideview-Battlesystem-v-3-3d</link>
			<pubDate>Mon, 21 Apr 2014 20:30:07 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Tankentai-Sideview-Battlesystem-v-3-3d</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Tankentai Sideview Battlesystem v. 3.3d ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Witam :D<br />
W końcu zdecydowałem się na zamieszczenie tego skryptu. Jest to system walki sideview, czyli widzenie od boku.<br />
<br />
 <span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<a href="http://i269.photobucket.com/albums/jj79/FinalCloudus/paradoxscreen7.jpg" target="_blank">http://i269.photobucket.com/albums/jj79/...creen7.jpg</a><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
 Kylock     Mr. Bubble     Shu<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>Konfiguracja Enemy Equipped Weapons<br />
Odszukaj poniższą linijkę i dostosuj ją jak chcesz<br />
Kod:&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp; when 1 # Enemy ID number<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 1 # Weapon ID number<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 10<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 34<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 200<br />
<br />
Konfiguracja Animated Battlers:<br />
Charset postaci musi być pojedyńczy, oraz umieszczony w folderze characters i battlers. CHARSETY W TYCH FOLDERACH MUSZĄ BYĆ IDENTYCZNE!! INACZEJ SKRYPT NIE ZADZIAŁA!<br />
<br />
<br />
Poszukaj w skrypcie "Enemy Animated Battlers" linijki 34<br />
Kod:&nbsp;&nbsp;&nbsp;&nbsp;<br />
module K_ENEMY_BATTLERS<br />
 ENEMY_ID = [1,2,3] # list of enemies with batter sprites(ex. [1,24])<br />
end<br />
<br />
Dodajesz ID przeciwników, którzy mają animowane charsety.<br />
ALE TO NIE WSZYSTKO!<br />
W Linijkach 63, 77, 79 musisz ustawić cień battlera<br />
Kod:&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ● Enemy Shadow<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# Define a separate shadow image file for an enemy battler.<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# return "shadow01" &lt;- Image file name in .Graphics/Characters<br />
&nbsp;&nbsp;# return "" &lt;- No shadow used.<br />
&nbsp;&nbsp;alias bubs_eab_shadow shadow<br />
&nbsp;&nbsp;def shadow<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @enemy_id<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1,2,3 # Ralph, Mercenary, Animated Slime<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return "shadow00"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;bubs_eab_shadow<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ● Enemy Shadow Adjustment<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# Postive Y-values move the shadow down. Negatives move the shadow up.<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# return [ X-Coordinate, Y-Coordinate]<br />
&nbsp;&nbsp;alias bubs_eab_shadow_plus shadow_plus<br />
&nbsp;&nbsp;def shadow_plus<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @enemy_id<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 33 # Animated Slime<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return [ 0, 1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1,2,3 # Ralph, Mercenary<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return [ 0, 5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;bubs_eab_shadow_plus<br />
&nbsp;&nbsp;end<br />
<br />
Teraz powinno działać, oczywiście jeśli zainstalowaliśmy już skrypt główny :D</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Demo:</span></span><br />
<a href="http://www.ultimateam.pl/files/TANKENTAI_SVBS_PL.exe" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Tankentai Sideview Battlesystem v. 3.3d ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Witam :D<br />
W końcu zdecydowałem się na zamieszczenie tego skryptu. Jest to system walki sideview, czyli widzenie od boku.<br />
<br />
 <span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<a href="http://i269.photobucket.com/albums/jj79/FinalCloudus/paradoxscreen7.jpg" target="_blank">http://i269.photobucket.com/albums/jj79/...creen7.jpg</a><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
 Kylock     Mr. Bubble     Shu<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>Konfiguracja Enemy Equipped Weapons<br />
Odszukaj poniższą linijkę i dostosuj ją jak chcesz<br />
Kod:&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp; when 1 # Enemy ID number<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 1 # Weapon ID number<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 10<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 34<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 200<br />
<br />
Konfiguracja Animated Battlers:<br />
Charset postaci musi być pojedyńczy, oraz umieszczony w folderze characters i battlers. CHARSETY W TYCH FOLDERACH MUSZĄ BYĆ IDENTYCZNE!! INACZEJ SKRYPT NIE ZADZIAŁA!<br />
<br />
<br />
Poszukaj w skrypcie "Enemy Animated Battlers" linijki 34<br />
Kod:&nbsp;&nbsp;&nbsp;&nbsp;<br />
module K_ENEMY_BATTLERS<br />
 ENEMY_ID = [1,2,3] # list of enemies with batter sprites(ex. [1,24])<br />
end<br />
<br />
Dodajesz ID przeciwników, którzy mają animowane charsety.<br />
ALE TO NIE WSZYSTKO!<br />
W Linijkach 63, 77, 79 musisz ustawić cień battlera<br />
Kod:&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ● Enemy Shadow<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# Define a separate shadow image file for an enemy battler.<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# return "shadow01" &lt;- Image file name in .Graphics/Characters<br />
&nbsp;&nbsp;# return "" &lt;- No shadow used.<br />
&nbsp;&nbsp;alias bubs_eab_shadow shadow<br />
&nbsp;&nbsp;def shadow<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @enemy_id<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1,2,3 # Ralph, Mercenary, Animated Slime<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return "shadow00"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;bubs_eab_shadow<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ● Enemy Shadow Adjustment<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# Postive Y-values move the shadow down. Negatives move the shadow up.<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# return [ X-Coordinate, Y-Coordinate]<br />
&nbsp;&nbsp;alias bubs_eab_shadow_plus shadow_plus<br />
&nbsp;&nbsp;def shadow_plus<br />
&nbsp;&nbsp;&nbsp;&nbsp;case @enemy_id<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 33 # Animated Slime<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return [ 0, 1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1,2,3 # Ralph, Mercenary<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return [ 0, 5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;bubs_eab_shadow_plus<br />
&nbsp;&nbsp;end<br />
<br />
Teraz powinno działać, oczywiście jeśli zainstalowaliśmy już skrypt główny :D</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Demo:</span></span><br />
<a href="http://www.ultimateam.pl/files/TANKENTAI_SVBS_PL.exe" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Formy ataków]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Formy-atak%C3%B3w--1040</link>
			<pubDate>Sun, 26 Jan 2014 18:40:30 +0100</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Formy-atak%C3%B3w--1040</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Formy ataków by Pakitos ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Nie zauważyłem na forum czegoś takiego, a szukałem niemiłosiernie długo. Ale w końcu jest. Oto skrypt, który pozwala nam na ustawienie specjalnych komend dla umiejetności. Np. jeśli chcemy aby umiejetność Wampiryzm zabierała 40% HP przeciwnika i daje ją nam, to w tym skrypcie możemy coś takiego zrobić. <br />
Skrypt znalazłem na Twierdzy RPG Makera, autorem nie jestem ja, lecz Pakitos, ja skrypcik tylko tu umieszczam.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Pakitos<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
# FORMY ATAKÓW dla RPGVX<br />
#<br />
#<br />
# Prosty skrypt pozwalający zrobić formuły ataków... do rpg makera vx<br />
# Autor: pakitos<br />
# Email: p-akitos@o2.pl<br />
# www.rpgmaker.pl<br />
#<br />
#<br />
#==============================================================================<br />
# Ustawienia skryptu<br />
#==============================================================================<br />
class Game_Battler<br />
&nbsp;&nbsp;def skill_effect(user, skill)<br />
&nbsp;&nbsp;&nbsp;&nbsp;clear_action_results<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless skill_effective?(user, skill)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@skipped = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if rand(100) &gt;= calc_hit(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # szacunek uderzenia<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@missed = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if rand(100) &lt; calc_eva(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# szacunek uniku<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@evaded = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;make_obj_damage_value(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# obliczenie uszkodzenia<br />
&nbsp;&nbsp;&nbsp;&nbsp;make_obj_absorb_effect(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # obliczenie efektu absorbcji<br />
<br />
case skill.id<br />
#==============================================================================<br />
# Poniżej robimy formuły ataków, macie tu kilka przykładów. Nową formułę dodajemy w ten sposób:<br />
#<br />
# when *NUMER UMIEJĘTNOŚCI* - jeśli twój czar ognia ma id w bazie danych 15, to wpisujesz when 15<br />
# @hp_damage = *FORMUŁA* - w formule używamy statystyk wroga i użytkownika oraz działań matematycznych.<br />
#<br />
# Statystyki możliwe do otrzymania:<br />
# @hp_damage - normalne obrażenia ustalone w bazie danych<br />
# self.maxhp - maksymalne hp wroga<br />
# self.maxmp - maksymalne mp wroga<br />
# self.hp - hp wroga<br />
# self.mp - mp wroga<br />
# self.atk - atak wroga<br />
# self.def - obrona wroga<br />
# self.spi - inteligencja wroga<br />
# self.agi - szybkość wroga<br />
# user.maxhp - maksymalne hp użytkownika<br />
# user.maxmp - maksymalne mp użytkownika<br />
# user.hp - hp użytkownika<br />
# user.mp - mp użytkownika<br />
# user.atk - atak użytkownika<br />
# user.def - obrona użytkownika<br />
# user.spi - inteligencja użytkownika<br />
# user.agi - szybkość użytkownika<br />
#<br />
# Jeśli chcesz, by jakaś umiejętność działała po prostu normalnie to nie konfigurujesz jej tutaj.<br />
#==============================================================================<br />
<br />
# Umiejętność 1 zabiera połowę HP wroga<br />
when 1<br />
@hp_damage = self.hp/2<br />
# Umiejętność 2 zabiera tyle HP ile ma użytkownik<br />
when 2<br />
@hp_damage = user.hp<br />
# Umiejętność 3 redukuje HP wroga do 1<br />
when 3<br />
@hp_damage = self.hp-1<br />
# Umiejętność 4 zadaje normalne obrażenia, ale zwiększone o ilość ataku wroga<br />
when 4<br />
@hp_damage = @hp_damage + self.atk<br />
<br />
#==============================================================================<br />
# Koniec konfiguracji<br />
#==============================================================================<br />
end<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;execute_damage(user)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if skill.physical_attack and @hp_damage == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;apply_state_changes(skill)<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Formy ataków by Pakitos ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Nie zauważyłem na forum czegoś takiego, a szukałem niemiłosiernie długo. Ale w końcu jest. Oto skrypt, który pozwala nam na ustawienie specjalnych komend dla umiejetności. Np. jeśli chcemy aby umiejetność Wampiryzm zabierała 40% HP przeciwnika i daje ją nam, to w tym skrypcie możemy coś takiego zrobić. <br />
Skrypt znalazłem na Twierdzy RPG Makera, autorem nie jestem ja, lecz Pakitos, ja skrypcik tylko tu umieszczam.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Pakitos<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
# FORMY ATAKÓW dla RPGVX<br />
#<br />
#<br />
# Prosty skrypt pozwalający zrobić formuły ataków... do rpg makera vx<br />
# Autor: pakitos<br />
# Email: p-akitos@o2.pl<br />
# www.rpgmaker.pl<br />
#<br />
#<br />
#==============================================================================<br />
# Ustawienia skryptu<br />
#==============================================================================<br />
class Game_Battler<br />
&nbsp;&nbsp;def skill_effect(user, skill)<br />
&nbsp;&nbsp;&nbsp;&nbsp;clear_action_results<br />
&nbsp;&nbsp;&nbsp;&nbsp;unless skill_effective?(user, skill)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@skipped = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if rand(100) &gt;= calc_hit(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # szacunek uderzenia<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@missed = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if rand(100) &lt; calc_eva(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# szacunek uniku<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@evaded = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;make_obj_damage_value(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# obliczenie uszkodzenia<br />
&nbsp;&nbsp;&nbsp;&nbsp;make_obj_absorb_effect(user, skill)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # obliczenie efektu absorbcji<br />
<br />
case skill.id<br />
#==============================================================================<br />
# Poniżej robimy formuły ataków, macie tu kilka przykładów. Nową formułę dodajemy w ten sposób:<br />
#<br />
# when *NUMER UMIEJĘTNOŚCI* - jeśli twój czar ognia ma id w bazie danych 15, to wpisujesz when 15<br />
# @hp_damage = *FORMUŁA* - w formule używamy statystyk wroga i użytkownika oraz działań matematycznych.<br />
#<br />
# Statystyki możliwe do otrzymania:<br />
# @hp_damage - normalne obrażenia ustalone w bazie danych<br />
# self.maxhp - maksymalne hp wroga<br />
# self.maxmp - maksymalne mp wroga<br />
# self.hp - hp wroga<br />
# self.mp - mp wroga<br />
# self.atk - atak wroga<br />
# self.def - obrona wroga<br />
# self.spi - inteligencja wroga<br />
# self.agi - szybkość wroga<br />
# user.maxhp - maksymalne hp użytkownika<br />
# user.maxmp - maksymalne mp użytkownika<br />
# user.hp - hp użytkownika<br />
# user.mp - mp użytkownika<br />
# user.atk - atak użytkownika<br />
# user.def - obrona użytkownika<br />
# user.spi - inteligencja użytkownika<br />
# user.agi - szybkość użytkownika<br />
#<br />
# Jeśli chcesz, by jakaś umiejętność działała po prostu normalnie to nie konfigurujesz jej tutaj.<br />
#==============================================================================<br />
<br />
# Umiejętność 1 zabiera połowę HP wroga<br />
when 1<br />
@hp_damage = self.hp/2<br />
# Umiejętność 2 zabiera tyle HP ile ma użytkownik<br />
when 2<br />
@hp_damage = user.hp<br />
# Umiejętność 3 redukuje HP wroga do 1<br />
when 3<br />
@hp_damage = self.hp-1<br />
# Umiejętność 4 zadaje normalne obrażenia, ale zwiększone o ilość ataku wroga<br />
when 4<br />
@hp_damage = @hp_damage + self.atk<br />
<br />
#==============================================================================<br />
# Koniec konfiguracji<br />
#==============================================================================<br />
end<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;execute_damage(user)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if skill.physical_attack and @hp_damage == 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;apply_state_changes(skill)<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Blue Magic]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Blue-Magic</link>
			<pubDate>Sat, 14 Dec 2013 11:31:07 +0100</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Blue-Magic</guid>
			<description><![CDATA[<span style="font-size: large;"><span style="color: #FF0000;"><div style="text-align: center;"><span style="font-weight: bold;">~ Blue Magic ~</span></div></span></span><br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt pozwala uczyć się określonym postaciom czarów poprzez oberwanie nimi. Nauka jest sygnalizowna za pomocą dźwięku.<br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Autor:</span></span><br />
Fomar0153<br />
<br />
<span style="font-weight: bold;"><span style="color: #FF0000;">Tłumaczenie:</span></span><br />
pakitos<br />
<br />
<span style="font-weight: bold;"><span style="color: #FF0000;">Skrypt:</span></span><br />
<div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>=begin<br />
Blue Mage<br />
by Fomar0153<br />
Version 1.0.0<br />
=end<br />
<br />
class Game_Party &lt; Game_Unit<br />
<br />
attr_accessor :bluemages<br />
attr_accessor :bluemagic<br />
<br />
alias blue_mage_initialize initialize<br />
def initialize<br />
blue_mage_initialize<br />
@bluemages = [1] #ID postaci, które mogą się tak uczyć<br />
@bluemagic = [17,19] #ID czarów możliwych do nauczenia<br />
end<br />
<br />
def blue_mage?(id)<br />
return @bluemages.include?(id)<br />
end<br />
<br />
def blue_magic?(id)<br />
return @bluemagic.include?(id)<br />
end<br />
<br />
end<br />
<br />
class Scene_Battle<br />
<br />
alias blue_mage_execute_action_skill execute_action_skill<br />
def execute_action_skill<br />
blue_mage_execute_action_skill<br />
skill = @active_battler.action.skill<br />
targets = @active_battler.action.make_targets<br />
for target in targets<br />
if target.actor?<br />
if &#36;game_party.blue_mage?(target.id) and &#36;game_party.blue_magic?(skill.id)<br />
unless target.skill_learn?(skill)<br />
target.learn_skill(skill.id)<br />
Audio.se_play("Audio/SE/Chime1", 100, 100)<br />
end<br />
end<br />
end<br />
end<br />
end<br />
<br />
end</code></div></div>
<span style="font-weight: bold;"><span style="color: #FF0000;">Dodatkowe informacje:</span></span><br />
W dowolnym momencie można dodać niebieskiego maga używając skryptu:<br />
&#36;game_party.bluemages.push(5)]]></description>
			<content:encoded><![CDATA[<span style="font-size: large;"><span style="color: #FF0000;"><div style="text-align: center;"><span style="font-weight: bold;">~ Blue Magic ~</span></div></span></span><br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt pozwala uczyć się określonym postaciom czarów poprzez oberwanie nimi. Nauka jest sygnalizowna za pomocą dźwięku.<br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Autor:</span></span><br />
Fomar0153<br />
<br />
<span style="font-weight: bold;"><span style="color: #FF0000;">Tłumaczenie:</span></span><br />
pakitos<br />
<br />
<span style="font-weight: bold;"><span style="color: #FF0000;">Skrypt:</span></span><br />
<div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>=begin<br />
Blue Mage<br />
by Fomar0153<br />
Version 1.0.0<br />
=end<br />
<br />
class Game_Party &lt; Game_Unit<br />
<br />
attr_accessor :bluemages<br />
attr_accessor :bluemagic<br />
<br />
alias blue_mage_initialize initialize<br />
def initialize<br />
blue_mage_initialize<br />
@bluemages = [1] #ID postaci, które mogą się tak uczyć<br />
@bluemagic = [17,19] #ID czarów możliwych do nauczenia<br />
end<br />
<br />
def blue_mage?(id)<br />
return @bluemages.include?(id)<br />
end<br />
<br />
def blue_magic?(id)<br />
return @bluemagic.include?(id)<br />
end<br />
<br />
end<br />
<br />
class Scene_Battle<br />
<br />
alias blue_mage_execute_action_skill execute_action_skill<br />
def execute_action_skill<br />
blue_mage_execute_action_skill<br />
skill = @active_battler.action.skill<br />
targets = @active_battler.action.make_targets<br />
for target in targets<br />
if target.actor?<br />
if &#36;game_party.blue_mage?(target.id) and &#36;game_party.blue_magic?(skill.id)<br />
unless target.skill_learn?(skill)<br />
target.learn_skill(skill.id)<br />
Audio.se_play("Audio/SE/Chime1", 100, 100)<br />
end<br />
end<br />
end<br />
end<br />
end<br />
<br />
end</code></div></div>
<span style="font-weight: bold;"><span style="color: #FF0000;">Dodatkowe informacje:</span></span><br />
W dowolnym momencie można dodać niebieskiego maga używając skryptu:<br />
&#36;game_party.bluemages.push(5)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Reputacja drużyny w menu - SKRYPT]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Reputacja-dru%C5%BCyny-w-menu-SKRYPT</link>
			<pubDate>Thu, 12 Dec 2013 19:56:40 +0100</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Reputacja-dru%C5%BCyny-w-menu-SKRYPT</guid>
			<description><![CDATA[Witam.<br />
Zamieszczam posta tutaj, ponieważ nie mogę go dodać w dziale ze skryptami :( Jeśli to możliwe, to prosiłbym administrację o przesunięcie tematu do odpowiedniego działu.<br />
<br />
<span style="font-weight: bold;">Nazwa Skryptu:</span> <br />
Reputacja skrypt VX<br />
<br />
<span style="font-weight: bold;">Opis skryptu:</span><br />
Skrypt ten dodaje nam w menu gry dodatkowe okienko. Wyświetlana jest w nim wartość wybranej zmiennej - domyślnie wyświetlana jest zmienna odpowiadająca za reputację drużyny.<br />
<br />
<span style="font-weight: bold;">Autor skryptu</span><br />
aron155<br />
<br />
<span style="font-weight: bold;">Treść skryptu:</span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reputacja skrypt VX<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Autor : aron155<br />
#<br />
#&nbsp;&nbsp; Skrypt dodaje nowe okienko w menu. Można w nim wyświetlić wartość dowolnej <br />
# zmiennej (domyślnie zmienną odpowiadającą za reputację drużyny).<br />
#<br />
#==============================================================================<br />
<br />
<br />
class Okno_Reputacji &lt; Window_Base<br />
&nbsp;&nbsp;#==============================================================#<br />
&nbsp;&nbsp;# Dwie pierwsze wartości oznaczają pozycję okna, 2 kolejne&nbsp;&nbsp;&nbsp;&nbsp; #<br />
&nbsp;&nbsp;# to wymiary okna&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#==============================================================#<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y + WLH, 160, WLH + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#==============================================================#<br />
&nbsp;&nbsp;# self.contents.font.color - ustawienie koloru napisu&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# &#36;game_variables[1] - w nawiasie podajesz ID wyświetlanej&nbsp;&nbsp;&nbsp;&nbsp; #<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;zmiennej&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# Dwie pierwsze wartości w nawiasach odpowiadają za położenie&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# testu&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#==============================================================#<br />
<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(-18, -5, self.width-40, 32, "Reputacja",1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(4, -5, 120, 32, &#36;game_variables[5], 2) <br />
&nbsp;&nbsp;end<br />
<br />
end<br />
<br />
#=======================================================================#<br />
# KONFIGURACJĘ PONIŻSZEJ CZĘŚCI WYKONUJESZ NA WŁASNĄ ODPOWIEDZIALNOŚC!&nbsp;&nbsp;#<br />
#=======================================================================#<br />
<br />
class Scene_Menu &lt; Scene_Base<br />
&nbsp;&nbsp;alias aron155_start start<br />
&nbsp;&nbsp;alias aron155_terminate terminate<br />
&nbsp;&nbsp;alias aron155_update update<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_start<br />
&nbsp;&nbsp;&nbsp;&nbsp;@play_window = Okno_Reputacji.new(@gold_window.x, @gold_window.y - 80)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;@play_window.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@play_window.update<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div>
<span style="font-weight: bold;">Screenshoty:</span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img31.imageshack.us/img31/6535/rt86.png" border="0" alt="[Obrazek: rt86.png]" /></div></div>
<span style="font-weight: bold;">Demo:</span><br />
Nie potrzebne]]></description>
			<content:encoded><![CDATA[Witam.<br />
Zamieszczam posta tutaj, ponieważ nie mogę go dodać w dziale ze skryptami :( Jeśli to możliwe, to prosiłbym administrację o przesunięcie tematu do odpowiedniego działu.<br />
<br />
<span style="font-weight: bold;">Nazwa Skryptu:</span> <br />
Reputacja skrypt VX<br />
<br />
<span style="font-weight: bold;">Opis skryptu:</span><br />
Skrypt ten dodaje nam w menu gry dodatkowe okienko. Wyświetlana jest w nim wartość wybranej zmiennej - domyślnie wyświetlana jest zmienna odpowiadająca za reputację drużyny.<br />
<br />
<span style="font-weight: bold;">Autor skryptu</span><br />
aron155<br />
<br />
<span style="font-weight: bold;">Treść skryptu:</span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#==============================================================================<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reputacja skrypt VX<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Autor : aron155<br />
#<br />
#&nbsp;&nbsp; Skrypt dodaje nowe okienko w menu. Można w nim wyświetlić wartość dowolnej <br />
# zmiennej (domyślnie zmienną odpowiadającą za reputację drużyny).<br />
#<br />
#==============================================================================<br />
<br />
<br />
class Okno_Reputacji &lt; Window_Base<br />
&nbsp;&nbsp;#==============================================================#<br />
&nbsp;&nbsp;# Dwie pierwsze wartości oznaczają pozycję okna, 2 kolejne&nbsp;&nbsp;&nbsp;&nbsp; #<br />
&nbsp;&nbsp;# to wymiary okna&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#==============================================================#<br />
&nbsp;&nbsp;def initialize(x, y)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(x, y + WLH, 160, WLH + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#==============================================================#<br />
&nbsp;&nbsp;# self.contents.font.color - ustawienie koloru napisu&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# &#36;game_variables[1] - w nawiasie podajesz ID wyświetlanej&nbsp;&nbsp;&nbsp;&nbsp; #<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;zmiennej&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# Dwie pierwsze wartości w nawiasach odpowiadają za położenie&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# testu&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#==============================================================#<br />
<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.clear<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = system_color<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(-18, -5, self.width-40, 32, "Reputacja",1)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(4, -5, 120, 32, &#36;game_variables[5], 2) <br />
&nbsp;&nbsp;end<br />
<br />
end<br />
<br />
#=======================================================================#<br />
# KONFIGURACJĘ PONIŻSZEJ CZĘŚCI WYKONUJESZ NA WŁASNĄ ODPOWIEDZIALNOŚC!&nbsp;&nbsp;#<br />
#=======================================================================#<br />
<br />
class Scene_Menu &lt; Scene_Base<br />
&nbsp;&nbsp;alias aron155_start start<br />
&nbsp;&nbsp;alias aron155_terminate terminate<br />
&nbsp;&nbsp;alias aron155_update update<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def start<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_start<br />
&nbsp;&nbsp;&nbsp;&nbsp;@play_window = Okno_Reputacji.new(@gold_window.x, @gold_window.y - 80)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_terminate<br />
&nbsp;&nbsp;&nbsp;&nbsp;@play_window.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;aron155_update<br />
&nbsp;&nbsp;&nbsp;&nbsp;@play_window.update<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
</div></div>
<span style="font-weight: bold;">Screenshoty:</span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img31.imageshack.us/img31/6535/rt86.png" border="0" alt="[Obrazek: rt86.png]" /></div></div>
<span style="font-weight: bold;">Demo:</span><br />
Nie potrzebne]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dodawanie odporności i krytyków do ekwipunku]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Dodawanie-odporno%C5%9Bci-i-krytyk%C3%B3w-do-ekwipunku</link>
			<pubDate>Thu, 28 Nov 2013 00:02:00 +0100</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Dodawanie-odporno%C5%9Bci-i-krytyk%C3%B3w-do-ekwipunku</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Dodawanie odporności i krytyków do ekwipunku ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt pozwala dodać do konkretnej broni/pancerza odporności na atrybuty i statusy, a także zwiększyć (lub zmniejszyć) prawdopodobieństwo występowania krytyków.<br />
Instrukcja w skrypcie.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Avara<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>=begin <br />
[------------------------------------------------------------------------------] <br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dodawanie odporności i krytyków do ekwipunku&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;| <br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Autor:&nbsp;&nbsp;Avara&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; | <br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Wersja 1.1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;| <br />
[------------------------------------------------------------------------------] <br />
&nbsp;&nbsp;Skrypt poswala na zwiększenie bądź zmniejszenie odpornosci na atrybuty <br />
&nbsp;&nbsp;i statusy, a także zmianę wartości krytyków danego bohatera, poprzez <br />
&nbsp;&nbsp;noszony ekwipunek. <br />
[------------------------------------------------------------------------------] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; INSTRUKCJA <br />
&nbsp;&nbsp;W okienku "Note" danej broni lub pancerza wpisujemy <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Atrybuty 1&gt; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;ODP ATR 15&gt; <br />
&nbsp;&nbsp;aby do odporności na atrybut o id nr 1 dodać 15%. Możemy wpisywać wartości <br />
&nbsp;&nbsp;ujemne dla wartości odporności, a także dodawać odporności na kilka atrybutów <br />
&nbsp;&nbsp;jednocześnie, np: <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;atrybuty 1, 3, 7&gt; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;odp Atr 15, -3, 18&gt; <br />
&nbsp;&nbsp;co daje nam dla atrybutu o id 1 +15%, o id 3 -3%, o id 7 +18% do odporności <br />
&nbsp;&nbsp;na te atrybuty. Przy wpisywaniu ujemnej wartości odporności, pomiędzy minusem <br />
&nbsp;&nbsp;a cyfrą nie może być spacji! <br />
&nbsp;&nbsp;Możemy całe wyrazy wpisywać WIELKIMI LITERAMI, małymi literami, bądź dowolnie <br />
&nbsp;&nbsp;pierwsze WIELKĄ LITERĄ, jak na przykładach. <br />
&nbsp;&nbsp;Tak samo z odpornościami na dany status. <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;statusy 3, 5&gt; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;odp Sta -14, 2&gt; <br />
&nbsp;&nbsp;Taki zapis daje nam -14% odporności na status o id 3 i dodaje 2% odporności na <br />
&nbsp;&nbsp;status nr 5. <br />
&nbsp;&nbsp;Możemy w ten sposób zmienić dowolną liczbę odporności na atrybuty i statusy. <br />
&nbsp;&nbsp;Aby dodać krytyki wystarczy wpisać: <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Krytyki 7&gt; <br />
&nbsp;&nbsp;Wówczas dana część ekwipunku doda nam 7% do możliwości wystąpienia krytyków. <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;DODATKOWE INFORMACJE <br />
&nbsp;&nbsp;Jeśli suma odporności na dany atrybut wyniesie poniżej zera, wówczas będziemy <br />
&nbsp;&nbsp;otrzymywać większe obrażenia o dany procent, zaś jeśli wyniesie powyżej 100%, <br />
&nbsp;&nbsp;to będzie się nam uzupełniać hp o tą nadwyżkę (np. przy 115% to 15%) * podstawowe <br />
&nbsp;&nbsp;obrażenia. <br />
&nbsp;&nbsp;W przybadku odporności na dany status oraz krytyków nie ma żadnych dodatkowych <br />
&nbsp;&nbsp;lub zmienionych zdarzeń podczas walki. <br />
&nbsp;&nbsp;Nawet jeśli przypiszemy odporności na status "Śmierć" 100%, to nic nam to nie <br />
&nbsp;&nbsp;zmieni. Nasz bohater nadal będzie śmiertelny. <br />
[------------------------------------------------------------------------------] <br />
=end <br />
module Avara # &lt;--- NIE TYKAĆ! <br />
&nbsp;&nbsp;module Odpornosci_i_Krytyki # &lt;--- NIE TYKAĆ! <br />
#[-----------------------------------------------------------------------------] <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;KONFIGURACJA <br />
#[-----------------------------------------------------------------------------] <br />
&nbsp;&nbsp;&nbsp;&nbsp;SUMA_ATRYBUTOW = 16 # wpisz sumę wszystkich atrybutów (patrz Baza Danych) <br />
&nbsp;&nbsp;&nbsp;&nbsp;SUMA_STATUSOW = 16 # wpisz sumę wszystkich statusów (patrz Baza Danych) <br />
#[-----------------------------------------------------------------------------] <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; KONIEC KONFIGURACJI <br />
#&nbsp;&nbsp; Dalej niczego nie ruszać, chybaże na własną odpowiedzialność! <br />
#[-----------------------------------------------------------------------------] <br />
&nbsp;&nbsp;&nbsp;&nbsp;JAKI_ATR = /&lt;(?:ATRYBUTY|Atrybuty|atrybuty)[ ]*(&#92;d+(?:[ ]*,[ ]*&#92;d+)*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;JAKI_STA = /&lt;(?:STATUSY|Statusy|statusy)[ ]*(&#92;d+(?:[ ]*,[ ]*&#92;d+)*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;ODP_ATR = /&lt;(?:ODP ATR|odp atr|Odp Atr|Odp atr| <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp Atr)[ ]*(-*&#92;d+(?:[ ]*,[ ]*(-*&#92;d+))*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;ODP_STA = /&lt;(?:ODP STA|odp sta|Odp Sta|Odp sta| <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp Sta)[ ]*(-*&#92;d+(?:[ ]*,[ ]*(-*&#92;d+))*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;KRYTYKI = /&lt;(?:KRYTYKI|Krytyki|krytyki)&#92;s*(-*&#92;d+)&gt;/i <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
class RPG::BaseItem <br />
&nbsp;&nbsp;def atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;jaki_atrybut = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::JAKI_ATR <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;atrybut = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;jaki_atrybut.push(atrybut)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return jaki_atrybut if self.note[Avara::Odpornosci_i_Krytyki::JAKI_ATR] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosc_na_atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;odpornosc = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::ODP_ATR <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/-*&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odp = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odpornosc.push(odp)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return odpornosc if self.note[Avara::Odpornosci_i_Krytyki::ODP_ATR] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def status <br />
&nbsp;&nbsp;&nbsp;&nbsp;jaki_status = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::JAKI_STA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;status = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;jaki_status.push(status)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return jaki_status if self.note[Avara::Odpornosci_i_Krytyki::JAKI_STA] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosc_na_status <br />
&nbsp;&nbsp;&nbsp;&nbsp;odpornosc = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::ODP_STA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/-*&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odp = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odpornosc.push(odp)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return odpornosc if self.note[Avara::Odpornosci_i_Krytyki::ODP_STA] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def krytyki <br />
&nbsp;&nbsp;&nbsp;&nbsp;return &#36;1.to_i if self.note[Avara::Odpornosci_i_Krytyki::KRYTYKI] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return 0 <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
class Game_Actor &lt; Game_Battler <br />
&nbsp;&nbsp;attr_accessor :atrybut_odp <br />
&nbsp;&nbsp;attr_accessor :status_odp <br />
&nbsp;&nbsp;attr_accessor :krytyki <br />
&nbsp;&nbsp;alias av_odpornosci_setup setup <br />
&nbsp;&nbsp;def setup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;av_odpornosci_setup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_odp = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;@krytyki = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;for x in 1..Avara::Odpornosci_i_Krytyki::SUMA_ATRYBUTOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp[x] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;for y in 1..Avara::Odpornosci_i_Krytyki::SUMA_STATUSOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_odp[y] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosci_atrybuty (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;atrybuty = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;atrybuty = item.atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_atr = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_atr = item.odpornosc_na_atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;for x in 0...atrybuty.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp[atrybuty[x]] += odp_atr[x] <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosci_stany (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;statusy = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;statusy = item.status <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_sta = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_sta = item.odpornosc_na_status <br />
&nbsp;&nbsp;&nbsp;&nbsp;for y in 0...statusy.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_odp[statusy[y]] += odp_sta[y] <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def krytyki (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;kryt = sign ? item.krytyki : -item.krytyki <br />
&nbsp;&nbsp;&nbsp;&nbsp;@krytyki += kryt<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def element_rate(element_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for x in 1..Avara::Odpornosci_i_Krytyki::SUMA_ATRYBUTOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp[x] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;rank = self.class.element_ranks[element_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| odpornosci_atrybuty (equips[i]) }<br />
&nbsp;&nbsp;&nbsp;&nbsp;result = [0,200,150,100,50,0,-100][rank] - @atrybut_odp[element_id] <br />
&nbsp;&nbsp;&nbsp;&nbsp;for armor in armors.compact <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result /= 2 if armor.element_set.include?(element_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;for state in states <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result /= 2 if state.element_set.include?(element_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;return result <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def state_probability(state_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for y in 1..Avara::Odpornosci_i_Krytyki::SUMA_STATUSOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_odp[y] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| odpornosci_stany (equips[i]) }<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;data_states[state_id].nonresistance <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 100 <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rank = self.class.state_ranks[state_id] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = [0,100,80,60,40,20,0][rank] - @status_odp[state_id] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return result <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def cri <br />
&nbsp;&nbsp;&nbsp;&nbsp;@krytyki = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| krytyki (equips[i]) }<br />
&nbsp;&nbsp;&nbsp;&nbsp;n = 4 + @krytyki <br />
&nbsp;&nbsp;&nbsp;&nbsp;n += 4 if actor.critical_bonus <br />
&nbsp;&nbsp;&nbsp;&nbsp;for weapon in weapons.compact <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;n += 4 if weapon.critical_bonus <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;return n <br />
&nbsp;&nbsp;end <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img849.imageshack.us/img849/1173/odpornosci1.jpg" border="0" alt="[Obrazek: odpornosci1.jpg]" /><br />
<br />
<img class="postimage" src="http://img717.imageshack.us/img717/6811/odpornosci2.jpg" border="0" alt="[Obrazek: odpornosci2.jpg]" /><br />
<br />
<img class="postimage" src="http://img856.imageshack.us/img856/8619/odpornosci3.jpg" border="0" alt="[Obrazek: odpornosci3.jpg]" /><br />
<br />
<img class="postimage" src="http://img99.imageshack.us/img99/7320/odpornosci4.jpg" border="0" alt="[Obrazek: odpornosci4.jpg]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Jest to wersja poprawiona. Skrypt powinien działać prawidłowo.<br />
<br />
Screeny zrobione dzięki skryptowi "Rozszerzone okno statusu" autorstwa KGC. (Kliknij screeny, aby powiększyć.) <br />
Co do drugiego obrazka: podstawowa wartość krytyków to 4. <br />
Demo: niepotrzebne.]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Dodawanie odporności i krytyków do ekwipunku ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt pozwala dodać do konkretnej broni/pancerza odporności na atrybuty i statusy, a także zwiększyć (lub zmniejszyć) prawdopodobieństwo występowania krytyków.<br />
Instrukcja w skrypcie.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Avara<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>=begin <br />
[------------------------------------------------------------------------------] <br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dodawanie odporności i krytyków do ekwipunku&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;| <br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Autor:&nbsp;&nbsp;Avara&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; | <br />
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Wersja 1.1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;| <br />
[------------------------------------------------------------------------------] <br />
&nbsp;&nbsp;Skrypt poswala na zwiększenie bądź zmniejszenie odpornosci na atrybuty <br />
&nbsp;&nbsp;i statusy, a także zmianę wartości krytyków danego bohatera, poprzez <br />
&nbsp;&nbsp;noszony ekwipunek. <br />
[------------------------------------------------------------------------------] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; INSTRUKCJA <br />
&nbsp;&nbsp;W okienku "Note" danej broni lub pancerza wpisujemy <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Atrybuty 1&gt; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;ODP ATR 15&gt; <br />
&nbsp;&nbsp;aby do odporności na atrybut o id nr 1 dodać 15%. Możemy wpisywać wartości <br />
&nbsp;&nbsp;ujemne dla wartości odporności, a także dodawać odporności na kilka atrybutów <br />
&nbsp;&nbsp;jednocześnie, np: <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;atrybuty 1, 3, 7&gt; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;odp Atr 15, -3, 18&gt; <br />
&nbsp;&nbsp;co daje nam dla atrybutu o id 1 +15%, o id 3 -3%, o id 7 +18% do odporności <br />
&nbsp;&nbsp;na te atrybuty. Przy wpisywaniu ujemnej wartości odporności, pomiędzy minusem <br />
&nbsp;&nbsp;a cyfrą nie może być spacji! <br />
&nbsp;&nbsp;Możemy całe wyrazy wpisywać WIELKIMI LITERAMI, małymi literami, bądź dowolnie <br />
&nbsp;&nbsp;pierwsze WIELKĄ LITERĄ, jak na przykładach. <br />
&nbsp;&nbsp;Tak samo z odpornościami na dany status. <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;statusy 3, 5&gt; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;odp Sta -14, 2&gt; <br />
&nbsp;&nbsp;Taki zapis daje nam -14% odporności na status o id 3 i dodaje 2% odporności na <br />
&nbsp;&nbsp;status nr 5. <br />
&nbsp;&nbsp;Możemy w ten sposób zmienić dowolną liczbę odporności na atrybuty i statusy. <br />
&nbsp;&nbsp;Aby dodać krytyki wystarczy wpisać: <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Krytyki 7&gt; <br />
&nbsp;&nbsp;Wówczas dana część ekwipunku doda nam 7% do możliwości wystąpienia krytyków. <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;DODATKOWE INFORMACJE <br />
&nbsp;&nbsp;Jeśli suma odporności na dany atrybut wyniesie poniżej zera, wówczas będziemy <br />
&nbsp;&nbsp;otrzymywać większe obrażenia o dany procent, zaś jeśli wyniesie powyżej 100%, <br />
&nbsp;&nbsp;to będzie się nam uzupełniać hp o tą nadwyżkę (np. przy 115% to 15%) * podstawowe <br />
&nbsp;&nbsp;obrażenia. <br />
&nbsp;&nbsp;W przybadku odporności na dany status oraz krytyków nie ma żadnych dodatkowych <br />
&nbsp;&nbsp;lub zmienionych zdarzeń podczas walki. <br />
&nbsp;&nbsp;Nawet jeśli przypiszemy odporności na status "Śmierć" 100%, to nic nam to nie <br />
&nbsp;&nbsp;zmieni. Nasz bohater nadal będzie śmiertelny. <br />
[------------------------------------------------------------------------------] <br />
=end <br />
module Avara # &lt;--- NIE TYKAĆ! <br />
&nbsp;&nbsp;module Odpornosci_i_Krytyki # &lt;--- NIE TYKAĆ! <br />
#[-----------------------------------------------------------------------------] <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;KONFIGURACJA <br />
#[-----------------------------------------------------------------------------] <br />
&nbsp;&nbsp;&nbsp;&nbsp;SUMA_ATRYBUTOW = 16 # wpisz sumę wszystkich atrybutów (patrz Baza Danych) <br />
&nbsp;&nbsp;&nbsp;&nbsp;SUMA_STATUSOW = 16 # wpisz sumę wszystkich statusów (patrz Baza Danych) <br />
#[-----------------------------------------------------------------------------] <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; KONIEC KONFIGURACJI <br />
#&nbsp;&nbsp; Dalej niczego nie ruszać, chybaże na własną odpowiedzialność! <br />
#[-----------------------------------------------------------------------------] <br />
&nbsp;&nbsp;&nbsp;&nbsp;JAKI_ATR = /&lt;(?:ATRYBUTY|Atrybuty|atrybuty)[ ]*(&#92;d+(?:[ ]*,[ ]*&#92;d+)*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;JAKI_STA = /&lt;(?:STATUSY|Statusy|statusy)[ ]*(&#92;d+(?:[ ]*,[ ]*&#92;d+)*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;ODP_ATR = /&lt;(?:ODP ATR|odp atr|Odp Atr|Odp atr| <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp Atr)[ ]*(-*&#92;d+(?:[ ]*,[ ]*(-*&#92;d+))*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;ODP_STA = /&lt;(?:ODP STA|odp sta|Odp Sta|Odp sta| <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp Sta)[ ]*(-*&#92;d+(?:[ ]*,[ ]*(-*&#92;d+))*)&gt;/i <br />
&nbsp;&nbsp;&nbsp;&nbsp;KRYTYKI = /&lt;(?:KRYTYKI|Krytyki|krytyki)&#92;s*(-*&#92;d+)&gt;/i <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
class RPG::BaseItem <br />
&nbsp;&nbsp;def atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;jaki_atrybut = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::JAKI_ATR <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;atrybut = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;jaki_atrybut.push(atrybut)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return jaki_atrybut if self.note[Avara::Odpornosci_i_Krytyki::JAKI_ATR] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosc_na_atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;odpornosc = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::ODP_ATR <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/-*&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odp = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odpornosc.push(odp)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return odpornosc if self.note[Avara::Odpornosci_i_Krytyki::ODP_ATR] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def status <br />
&nbsp;&nbsp;&nbsp;&nbsp;jaki_status = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::JAKI_STA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;status = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;jaki_status.push(status)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return jaki_status if self.note[Avara::Odpornosci_i_Krytyki::JAKI_STA] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosc_na_status <br />
&nbsp;&nbsp;&nbsp;&nbsp;odpornosc = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.note.split(/[&#92;r&#92;n]+/).each { |line| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case line <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;when Avara::Odpornosci_i_Krytyki::ODP_STA <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;1.scan(/-*&#92;d+/).each { |num| <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odp = num.to_i <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;odpornosc.push(odp)} <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end} <br />
&nbsp;&nbsp;&nbsp;&nbsp;return odpornosc if self.note[Avara::Odpornosci_i_Krytyki::ODP_STA] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return [] <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def krytyki <br />
&nbsp;&nbsp;&nbsp;&nbsp;return &#36;1.to_i if self.note[Avara::Odpornosci_i_Krytyki::KRYTYKI] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return 0 <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
class Game_Actor &lt; Game_Battler <br />
&nbsp;&nbsp;attr_accessor :atrybut_odp <br />
&nbsp;&nbsp;attr_accessor :status_odp <br />
&nbsp;&nbsp;attr_accessor :krytyki <br />
&nbsp;&nbsp;alias av_odpornosci_setup setup <br />
&nbsp;&nbsp;def setup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;av_odpornosci_setup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;@status_odp = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;@krytyki = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;for x in 1..Avara::Odpornosci_i_Krytyki::SUMA_ATRYBUTOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp[x] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;for y in 1..Avara::Odpornosci_i_Krytyki::SUMA_STATUSOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_odp[y] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosci_atrybuty (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;atrybuty = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;atrybuty = item.atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_atr = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_atr = item.odpornosc_na_atrybut <br />
&nbsp;&nbsp;&nbsp;&nbsp;for x in 0...atrybuty.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp[atrybuty[x]] += odp_atr[x] <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def odpornosci_stany (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;statusy = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;statusy = item.status <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_sta = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;odp_sta = item.odpornosc_na_status <br />
&nbsp;&nbsp;&nbsp;&nbsp;for y in 0...statusy.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_odp[statusy[y]] += odp_sta[y] <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def krytyki (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;kryt = sign ? item.krytyki : -item.krytyki <br />
&nbsp;&nbsp;&nbsp;&nbsp;@krytyki += kryt<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def element_rate(element_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for x in 1..Avara::Odpornosci_i_Krytyki::SUMA_ATRYBUTOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@atrybut_odp[x] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;rank = self.class.element_ranks[element_id]<br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| odpornosci_atrybuty (equips[i]) }<br />
&nbsp;&nbsp;&nbsp;&nbsp;result = [0,200,150,100,50,0,-100][rank] - @atrybut_odp[element_id] <br />
&nbsp;&nbsp;&nbsp;&nbsp;for armor in armors.compact <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result /= 2 if armor.element_set.include?(element_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;for state in states <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result /= 2 if state.element_set.include?(element_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;return result <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def state_probability(state_id)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for y in 1..Avara::Odpornosci_i_Krytyki::SUMA_STATUSOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@status_odp[y] = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| odpornosci_stany (equips[i]) }<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;data_states[state_id].nonresistance <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return 100 <br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rank = self.class.state_ranks[state_id] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;result = [0,100,80,60,40,20,0][rank] - @status_odp[state_id] <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return result <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def cri <br />
&nbsp;&nbsp;&nbsp;&nbsp;@krytyki = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| krytyki (equips[i]) }<br />
&nbsp;&nbsp;&nbsp;&nbsp;n = 4 + @krytyki <br />
&nbsp;&nbsp;&nbsp;&nbsp;n += 4 if actor.critical_bonus <br />
&nbsp;&nbsp;&nbsp;&nbsp;for weapon in weapons.compact <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;n += 4 if weapon.critical_bonus <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;return n <br />
&nbsp;&nbsp;end <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img849.imageshack.us/img849/1173/odpornosci1.jpg" border="0" alt="[Obrazek: odpornosci1.jpg]" /><br />
<br />
<img class="postimage" src="http://img717.imageshack.us/img717/6811/odpornosci2.jpg" border="0" alt="[Obrazek: odpornosci2.jpg]" /><br />
<br />
<img class="postimage" src="http://img856.imageshack.us/img856/8619/odpornosci3.jpg" border="0" alt="[Obrazek: odpornosci3.jpg]" /><br />
<br />
<img class="postimage" src="http://img99.imageshack.us/img99/7320/odpornosci4.jpg" border="0" alt="[Obrazek: odpornosci4.jpg]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Jest to wersja poprawiona. Skrypt powinien działać prawidłowo.<br />
<br />
Screeny zrobione dzięki skryptowi "Rozszerzone okno statusu" autorstwa KGC. (Kliknij screeny, aby powiększyć.) <br />
Co do drugiego obrazka: podstawowa wartość krytyków to 4. <br />
Demo: niepotrzebne.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wyświetlanie zmiennej w pasku]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Wy%C5%9Bwietlanie-zmiennej-w-pasku</link>
			<pubDate>Tue, 22 Oct 2013 13:39:22 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Wy%C5%9Bwietlanie-zmiennej-w-pasku</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Wyświetlanie zmiennej w pasku ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Jest to skrypt pokazujący wartość zmiennej w postaci paska.<br />
Wszystkie instrukcje opisane są w skrypcie.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
piejamas<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumacz:</span></span><br />
Ziomeq<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Screen:</span></span><br />
<img class="postimage" src="http://i852.photobucket.com/albums/ab82/piejamas/Gauge.png" border="0" alt="[Obrazek: Gauge.png]" /><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#===============================================================================&#8203; <br />
# Variable Gauge Display <br />
#------------------------------------------------------------------------------- <br />
# By piejamas <br />
# v1.0 <br />
#===============================================================================&#8203; <br />
# <br />
#Skrypt pozwalający wyświetlić wartość zmiennej w pasku. :D <br />
<br />
#------------------------------------------------------------------------------ <br />
# * Tu zmieniaj :D <br />
#------------------------------------------------------------------------------ <br />
<br />
module Gauge <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Variable ID <br />
&nbsp;&nbsp;# ID zmiennej która ma być wyświetlana <br />
&nbsp;&nbsp;&nbsp;&nbsp;VARIABLE_ID&nbsp;&nbsp;&nbsp;&nbsp;= 1 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Visible Switch <br />
&nbsp;&nbsp;# Pasek jest widoczny jeśli ten przełącznik będzie włączony <br />
&nbsp;&nbsp;&nbsp;&nbsp;VISIBLE_SWITCH = 1 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Ustawienie <br />
&nbsp;&nbsp;# Czyli gdzie ma się znajdować okno ze zmienną. <br />
&nbsp;&nbsp;&nbsp;&nbsp;X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;Y&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;GAUGE_WIDTH&nbsp;&nbsp;&nbsp;&nbsp;= 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;GAUGE_HEIGHT&nbsp;&nbsp; = 6 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Gauge Max <br />
&nbsp;&nbsp;# Maksymalna wartość która będzie wyświetlana na pasku. <br />
&nbsp;&nbsp;&nbsp;&nbsp;GAUGE_MAX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= 100 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Kolory paska <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Color.new( red,&nbsp;&nbsp;green,&nbsp;&nbsp;blue) <br />
&nbsp;&nbsp;&nbsp;&nbsp;COLOUR1 = Color.new(&nbsp;&nbsp; 0,&nbsp;&nbsp;&nbsp;&nbsp;255,&nbsp;&nbsp; 100) <br />
&nbsp;&nbsp;&nbsp;&nbsp;COLOUR2 = Color.new(&nbsp;&nbsp; 0,&nbsp;&nbsp;&nbsp;&nbsp;255,&nbsp;&nbsp;&nbsp;&nbsp; 0) <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Pokaż okno <br />
&nbsp;&nbsp;# Pokazać okno czy też nie? <br />
&nbsp;&nbsp;&nbsp;&nbsp;SHOW_WINDOW&nbsp;&nbsp;&nbsp;&nbsp;= true <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Text <br />
&nbsp;&nbsp;# Tekst który będzie wyświetlany nad paskiem <br />
&nbsp;&nbsp;&nbsp;&nbsp;TEXT = "o.o" <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
################################################################################&#8203; <br />
##&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tego nie dotykaj chyba że wiesz co robisz :)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ## <br />
################################################################################&#8203; <br />
<br />
end <br />
&nbsp;&nbsp;<br />
class Window_GaugeDisplay &lt; Window_Base <br />
&nbsp;&nbsp;include Gauge <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Object initialization <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;super(X, Y, GAUGE_WIDTH + 16, GAUGE_HEIGHT + WLH + 32) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.visible = &#36;game_switches[VISIBLE_SWITCH] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0 unless SHOW_WINDOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;@old_var = &#36;game_variables[VARIABLE_ID] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(-8, -7, self.contents.width, WLH, TEXT, 1) <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Refresh <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# Draw the stuff <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = GAUGE_WIDTH * &#36;game_variables[VARIABLE_ID] / GAUGE_MAX <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = COLOUR1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = COLOUR2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(0, 0 + WLH - 8, GAUGE_WIDTH, GAUGE_HEIGHT, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(0, 0 + WLH - 8, gw, GAUGE_HEIGHT, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Update <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def update <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.visible = &#36;game_switches[VISIBLE_SWITCH] <br />
&nbsp;&nbsp;&nbsp;&nbsp;var = &#36;game_variables[VARIABLE_ID] <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh if var != @old_var <br />
&nbsp;&nbsp;&nbsp;&nbsp;@old_var = var <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
class Scene_Map <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Aliases <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias :var_guage_old_start :start unless &#36;@ <br />
&nbsp;&nbsp;alias :var_guage_old_update :update unless &#36;@ <br />
&nbsp;&nbsp;alias :var_guage_old_terminate :terminate unless &#36;@ <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Start <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def start <br />
&nbsp;&nbsp;&nbsp;&nbsp;var_guage_old_start <br />
&nbsp;&nbsp;&nbsp;&nbsp;@var_guage = Window_GaugeDisplay.new <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Update <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def update <br />
&nbsp;&nbsp;&nbsp;&nbsp;var_guage_old_update <br />
&nbsp;&nbsp;&nbsp;&nbsp;@var_guage.update <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Terminate <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;var_guage_old_terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;@var_guage.dispose <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end</code></div></div>
]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Wyświetlanie zmiennej w pasku ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Jest to skrypt pokazujący wartość zmiennej w postaci paska.<br />
Wszystkie instrukcje opisane są w skrypcie.<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
piejamas<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumacz:</span></span><br />
Ziomeq<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Screen:</span></span><br />
<img class="postimage" src="http://i852.photobucket.com/albums/ab82/piejamas/Gauge.png" border="0" alt="[Obrazek: Gauge.png]" /><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#===============================================================================&#8203; <br />
# Variable Gauge Display <br />
#------------------------------------------------------------------------------- <br />
# By piejamas <br />
# v1.0 <br />
#===============================================================================&#8203; <br />
# <br />
#Skrypt pozwalający wyświetlić wartość zmiennej w pasku. :D <br />
<br />
#------------------------------------------------------------------------------ <br />
# * Tu zmieniaj :D <br />
#------------------------------------------------------------------------------ <br />
<br />
module Gauge <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Variable ID <br />
&nbsp;&nbsp;# ID zmiennej która ma być wyświetlana <br />
&nbsp;&nbsp;&nbsp;&nbsp;VARIABLE_ID&nbsp;&nbsp;&nbsp;&nbsp;= 1 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Visible Switch <br />
&nbsp;&nbsp;# Pasek jest widoczny jeśli ten przełącznik będzie włączony <br />
&nbsp;&nbsp;&nbsp;&nbsp;VISIBLE_SWITCH = 1 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Ustawienie <br />
&nbsp;&nbsp;# Czyli gdzie ma się znajdować okno ze zmienną. <br />
&nbsp;&nbsp;&nbsp;&nbsp;X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;Y&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;GAUGE_WIDTH&nbsp;&nbsp;&nbsp;&nbsp;= 120 <br />
&nbsp;&nbsp;&nbsp;&nbsp;GAUGE_HEIGHT&nbsp;&nbsp; = 6 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Gauge Max <br />
&nbsp;&nbsp;# Maksymalna wartość która będzie wyświetlana na pasku. <br />
&nbsp;&nbsp;&nbsp;&nbsp;GAUGE_MAX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= 100 <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Kolory paska <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Color.new( red,&nbsp;&nbsp;green,&nbsp;&nbsp;blue) <br />
&nbsp;&nbsp;&nbsp;&nbsp;COLOUR1 = Color.new(&nbsp;&nbsp; 0,&nbsp;&nbsp;&nbsp;&nbsp;255,&nbsp;&nbsp; 100) <br />
&nbsp;&nbsp;&nbsp;&nbsp;COLOUR2 = Color.new(&nbsp;&nbsp; 0,&nbsp;&nbsp;&nbsp;&nbsp;255,&nbsp;&nbsp;&nbsp;&nbsp; 0) <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Pokaż okno <br />
&nbsp;&nbsp;# Pokazać okno czy też nie? <br />
&nbsp;&nbsp;&nbsp;&nbsp;SHOW_WINDOW&nbsp;&nbsp;&nbsp;&nbsp;= true <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;# Text <br />
&nbsp;&nbsp;# Tekst który będzie wyświetlany nad paskiem <br />
&nbsp;&nbsp;&nbsp;&nbsp;TEXT = "o.o" <br />
&nbsp;&nbsp;#-------------------------------------------- <br />
&nbsp;&nbsp;<br />
################################################################################&#8203; <br />
##&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tego nie dotykaj chyba że wiesz co robisz :)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ## <br />
################################################################################&#8203; <br />
<br />
end <br />
&nbsp;&nbsp;<br />
class Window_GaugeDisplay &lt; Window_Base <br />
&nbsp;&nbsp;include Gauge <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Object initialization <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def initialize <br />
&nbsp;&nbsp;&nbsp;&nbsp;super(X, Y, GAUGE_WIDTH + 16, GAUGE_HEIGHT + WLH + 32) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.visible = &#36;game_switches[VISIBLE_SWITCH] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0 unless SHOW_WINDOW <br />
&nbsp;&nbsp;&nbsp;&nbsp;@old_var = &#36;game_variables[VARIABLE_ID] <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(-8, -7, self.contents.width, WLH, TEXT, 1) <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Refresh <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# Draw the stuff <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def refresh <br />
&nbsp;&nbsp;&nbsp;&nbsp;gw = GAUGE_WIDTH * &#36;game_variables[VARIABLE_ID] / GAUGE_MAX <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc1 = COLOUR1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;gc2 = COLOUR2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(0, 0 + WLH - 8, GAUGE_WIDTH, GAUGE_HEIGHT, gauge_back_color) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.gradient_fill_rect(0, 0 + WLH - 8, gw, GAUGE_HEIGHT, gc1, gc2) <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Update <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def update <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.visible = &#36;game_switches[VISIBLE_SWITCH] <br />
&nbsp;&nbsp;&nbsp;&nbsp;var = &#36;game_variables[VARIABLE_ID] <br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh if var != @old_var <br />
&nbsp;&nbsp;&nbsp;&nbsp;@old_var = var <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
class Scene_Map <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Aliases <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias :var_guage_old_start :start unless &#36;@ <br />
&nbsp;&nbsp;alias :var_guage_old_update :update unless &#36;@ <br />
&nbsp;&nbsp;alias :var_guage_old_terminate :terminate unless &#36;@ <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Start <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def start <br />
&nbsp;&nbsp;&nbsp;&nbsp;var_guage_old_start <br />
&nbsp;&nbsp;&nbsp;&nbsp;@var_guage = Window_GaugeDisplay.new <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Update <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def update <br />
&nbsp;&nbsp;&nbsp;&nbsp;var_guage_old_update <br />
&nbsp;&nbsp;&nbsp;&nbsp;@var_guage.update <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;# * Terminate <br />
&nbsp;&nbsp;#---------------------------------------------------------------------------- <br />
&nbsp;&nbsp;def terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;var_guage_old_terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;@var_guage.dispose <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
end</code></div></div>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gąsienica]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-G%C4%85sienica</link>
			<pubDate>Sat, 07 Sep 2013 19:08:58 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-G%C4%85sienica</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Gąsienica ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt powoduje, że aktualne osoby w drużynie poruszają się gęsiego po mapie!<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Trickster<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code># ========================================================= <br />
# Gąsienica <br />
# Autor: Trickster&nbsp;&nbsp;<br />
# Zapraszamy na stronę Twój RPG Maker - http://www.twojrpgmakerjun..pl <br />
# ========================================================= <br />
# Instalacja: Umieść ten skrypt nad Main w Edytorze Skryptu. <br />
# ========================================================= <br />
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
<br />
<br />
# --------------------------- POCZĄTEK SKRYPTU --------------------------------- <br />
module TT <br />
# ---------------------------- POCZĄTEK EDYCJI ---------------------------------&nbsp;&nbsp; <br />
&nbsp;&nbsp;# ID przełącznika, dzięki któremu można wyłączyć gąsienicę w dowolnym momencie <br />
&nbsp;&nbsp;# gry. Przełącznik ON - wyłącza gąsienice, OFF - ponownie włącza. <br />
&nbsp;&nbsp;ID_PRZEŁĄCZNIKA_GĄSIENICA = 2 <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;# maksymalna ilość osób w gąsienicy (domyślnie - 4, czyli maksymalna ilość <br />
&nbsp;&nbsp;# bohaterów w drużynie) <br />
&nbsp;&nbsp;MAKSYMALNA_DŁUGOŚĆ = 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
# ----------------------------- KONIEC EDYCJI ---------------------------------- <br />
end&nbsp;&nbsp;<br />
<br />
<br />
# -----------NIE EDYTUJ PONIŻEJ, CHYBA ŻE WIESZ CO ROBISZ ^^-------------------- <br />
class Game_Player <br />
#-------------------------------------------------------------------------- <br />
# * W dół <br />
#-------------------------------------------------------------------------- <br />
def move_down(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W lewo <br />
#-------------------------------------------------------------------------- <br />
def move_left(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W prawo <br />
#-------------------------------------------------------------------------- <br />
def move_right(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górę <br />
#-------------------------------------------------------------------------- <br />
def move_up(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne lewo <br />
#-------------------------------------------------------------------------- <br />
def move_lower_left <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne prawo <br />
#-------------------------------------------------------------------------- <br />
def move_lower_right <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne lewo <br />
#-------------------------------------------------------------------------- <br />
def move_upper_left <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne prawo <br />
#-------------------------------------------------------------------------- <br />
def move_upper_right <br />
super <br />
end <br />
end <br />
<br />
class Game_Follower &lt; Game_Character <br />
#-------------------------------------------------------------------------- <br />
# * Przykładowe zmienne <br />
#-------------------------------------------------------------------------- <br />
attr_reader :actor <br />
attr_accessor :move_speed <br />
#-------------------------------------------------------------------------- <br />
# * Rozpoczęcie <br />
#-------------------------------------------------------------------------- <br />
def initialize(actor) <br />
super() <br />
@through = true <br />
@actor = actor <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Ustawienie bohatera <br />
#-------------------------------------------------------------------------- <br />
def actor=(actor) <br />
@actor = actor <br />
setup <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Ustawienia <br />
#-------------------------------------------------------------------------- <br />
def setup <br />
if @actor != nil <br />
@character_name = &#36;game_actors[@actor].character_name <br />
@character_index = &#36;game_actors[@actor].character_index <br />
else <br />
@character_name = "" <br />
@character_index = 0 <br />
end <br />
@opacity = 255 <br />
@blend_type = 0 <br />
@priority_type = 1 <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Ekran Z <br />
#-------------------------------------------------------------------------- <br />
def screen_z <br />
if &#36;game_player.x == @x and &#36;game_player.y == @y <br />
return &#36;game_player.screen_z - 1 <br />
end <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Determinanty określonych zdarzeń <br />
#-------------------------------------------------------------------------- <br />
def check_event_trigger_here(triggers) <br />
result = false <br />
return result <br />
end <br />
<br />
def check_event_trigger_there(triggers) <br />
result = false <br />
return result <br />
end <br />
<br />
def check_event_trigger_touch(x, y) <br />
result = false <br />
return result <br />
end <br />
end <br />
<br />
class Spriteset_Map <br />
alias_method :spriteset_map_create_characters, :create_characters <br />
def create_characters <br />
spriteset_map_create_characters <br />
&#36;game_party.followers.each do |char| <br />
@character_sprites &lt;&lt; Sprite_Character.new(@viewport1, char) <br />
end <br />
end <br />
end <br />
<br />
class Game_Party <br />
#--------------------------------------------------------------------------&nbsp;&nbsp;<br />
# * Przykładowe zmienne <br />
#-------------------------------------------------------------------------- <br />
attr_reader :followers <br />
#-------------------------------------------------------------------------- <br />
# * Rozpoczęcie <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_party_initialize, :initialize <br />
def initialize <br />
trick_caterpillar_party_initialize <br />
@followers = Array.new(TT::MAKSYMALNA_DŁUGOŚĆ - 1) {Game_Follower.new(nil)} <br />
@move_list = [] <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Aktualizacja podążających <br />
#-------------------------------------------------------------------------- <br />
def update_followers <br />
flag = &#36;game_player.transparent || &#36;game_switches[TT::ID_PRZEŁĄCZNIKA_GĄSIENICA] <br />
@followers.each_with_index do |char, i| <br />
char.actor = @actors[i + 1] <br />
char.move_speed = &#36;game_player.move_speed <br />
if &#36;game_player.dash? <br />
char.move_speed += 1 <br />
end <br />
char.update <br />
char.transparent = flag <br />
end <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Przesuń w kierunku drużyny <br />
#-------------------------------------------------------------------------- <br />
def moveto_party(x, y) <br />
@followers.each {|char| char.moveto(x, y)} <br />
@move_list.clear <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Przesuń drużynę <br />
#-------------------------------------------------------------------------- <br />
def move_party <br />
@move_list.each_index do |i| <br />
if @followers[i] == nil <br />
@move_list[i...@move_list.size] = nil <br />
next <br />
end <br />
case @move_list[i].type <br />
when 2 <br />
@followers[i].move_down(*@move_list[i].args) <br />
when 4 <br />
@followers[i].move_left(*@move_list[i].args) <br />
when 6 <br />
@followers[i].move_right(*@move_list[i].args) <br />
when 8 <br />
@followers[i].move_up(*@move_list[i].args) <br />
when 1 <br />
@followers[i].move_lower_left <br />
when 3 <br />
@followers[i].move_lower_right <br />
when 7 <br />
@followers[i].move_upper_left <br />
when 9 <br />
@followers[i].move_upper_right <br />
when 5 <br />
@followers[i].jump(*@move_list[i].args) <br />
end <br />
end <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Dodaj listę ruchów <br />
#-------------------------------------------------------------------------- <br />
def update_move(type, *args) <br />
move_party <br />
@move_list.unshift(Game_MoveListElement.new(type, args)) <br />
end <br />
end <br />
<br />
class Game_MoveListElement <br />
#-------------------------------------------------------------------------- <br />
# * Rozpoczęcie <br />
#-------------------------------------------------------------------------- <br />
def initialize(type, args) <br />
@type = type <br />
@args = args <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Typ <br />
#-------------------------------------------------------------------------- <br />
def type <br />
return @type <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Argumenty <br />
#-------------------------------------------------------------------------- <br />
def args <br />
return @args <br />
end <br />
end <br />
<br />
class Game_Player <br />
#-------------------------------------------------------------------------- <br />
# * Przykładowe zmienne <br />
#-------------------------------------------------------------------------- <br />
attr_reader :move_speed <br />
#-------------------------------------------------------------------------- <br />
# * Aktualizacja <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_update, :update <br />
def update <br />
&#36;game_party.update_followers <br />
trick_caterpillar_player_update <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Przesuń do <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_moveto, :moveto <br />
def moveto(x, y) <br />
&#36;game_party.moveto_party(x, y) <br />
trick_caterpillar_player_moveto(x, y) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dół <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_down, :move_down <br />
def move_down(turn_enabled = true) <br />
if passable?(@x, @y+1) <br />
&#36;game_party.update_move(2, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_down(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W lewo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_left, :move_left <br />
def move_left(turn_enabled = true) <br />
if passable?(@x-1, @y) <br />
&#36;game_party.update_move(4, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_left(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W prawo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_right, :move_right <br />
def move_right(turn_enabled = true) <br />
if passable?(@x+1, @y) <br />
&#36;game_party.update_move(6, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_right(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górę <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_up, :move_up <br />
def move_up(turn_enabled = true) <br />
if passable?(@x, @y-1) <br />
&#36;game_party.update_move(8, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_up(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne lewo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left <br />
def move_lower_left <br />
if passable?(@x - 1, @y) and passable?(@x, @y + 1) <br />
&#36;game_party.update_move(1) <br />
end <br />
trick_caterpillar_player_move_lower_left <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne prawo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right <br />
def move_lower_right <br />
if passable?(@x + 1, @y) and passable?(@x, @y + 1) <br />
&#36;game_party.update_move(3) <br />
end <br />
trick_caterpillar_player_move_lower_right <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne lewo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left <br />
def move_upper_left <br />
if passable?(@x - 1, @y) and passable?(@x, @y - 1) <br />
&#36;game_party.update_move(7) <br />
end <br />
trick_caterpillar_player_move_upper_left <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne prawo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right <br />
def move_upper_right <br />
if passable?(@x + 1, @y) and passable?(@x, @y - 1) <br />
&#36;game_party.update_move(9) <br />
end <br />
trick_caterpillar_player_move_upper_right <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Skok <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_jump, :jump <br />
def jump(x_plus, y_plus) <br />
new_x = @x + x_plus <br />
new_y = @y + y_plus <br />
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y) <br />
&#36;game_party.update_move(5, x_plus, y_plus) <br />
end <br />
trick_caterpillar_player_jump(x_plus, y_plus) <br />
end <br />
end <br />
# --------------------------- KONIEC SKRYPTU -----------------------------------</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img107.imageshack.us/img107/6173/gasienica.png" border="0" alt="[Obrazek: gasienica.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
1. Wklej skrypt nad "Main"!<br />
2. Reszta instrukcji znajduje się w treści skryptu!<br />
3. Gotowe!]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Gąsienica ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt powoduje, że aktualne osoby w drużynie poruszają się gęsiego po mapie!<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Trickster<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code># ========================================================= <br />
# Gąsienica <br />
# Autor: Trickster&nbsp;&nbsp;<br />
# Zapraszamy na stronę Twój RPG Maker - http://www.twojrpgmakerjun..pl <br />
# ========================================================= <br />
# Instalacja: Umieść ten skrypt nad Main w Edytorze Skryptu. <br />
# ========================================================= <br />
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
<br />
<br />
# --------------------------- POCZĄTEK SKRYPTU --------------------------------- <br />
module TT <br />
# ---------------------------- POCZĄTEK EDYCJI ---------------------------------&nbsp;&nbsp; <br />
&nbsp;&nbsp;# ID przełącznika, dzięki któremu można wyłączyć gąsienicę w dowolnym momencie <br />
&nbsp;&nbsp;# gry. Przełącznik ON - wyłącza gąsienice, OFF - ponownie włącza. <br />
&nbsp;&nbsp;ID_PRZEŁĄCZNIKA_GĄSIENICA = 2 <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;# maksymalna ilość osób w gąsienicy (domyślnie - 4, czyli maksymalna ilość <br />
&nbsp;&nbsp;# bohaterów w drużynie) <br />
&nbsp;&nbsp;MAKSYMALNA_DŁUGOŚĆ = 4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
# ----------------------------- KONIEC EDYCJI ---------------------------------- <br />
end&nbsp;&nbsp;<br />
<br />
<br />
# -----------NIE EDYTUJ PONIŻEJ, CHYBA ŻE WIESZ CO ROBISZ ^^-------------------- <br />
class Game_Player <br />
#-------------------------------------------------------------------------- <br />
# * W dół <br />
#-------------------------------------------------------------------------- <br />
def move_down(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W lewo <br />
#-------------------------------------------------------------------------- <br />
def move_left(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W prawo <br />
#-------------------------------------------------------------------------- <br />
def move_right(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górę <br />
#-------------------------------------------------------------------------- <br />
def move_up(turn_enabled = true) <br />
super(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne lewo <br />
#-------------------------------------------------------------------------- <br />
def move_lower_left <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne prawo <br />
#-------------------------------------------------------------------------- <br />
def move_lower_right <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne lewo <br />
#-------------------------------------------------------------------------- <br />
def move_upper_left <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne prawo <br />
#-------------------------------------------------------------------------- <br />
def move_upper_right <br />
super <br />
end <br />
end <br />
<br />
class Game_Follower &lt; Game_Character <br />
#-------------------------------------------------------------------------- <br />
# * Przykładowe zmienne <br />
#-------------------------------------------------------------------------- <br />
attr_reader :actor <br />
attr_accessor :move_speed <br />
#-------------------------------------------------------------------------- <br />
# * Rozpoczęcie <br />
#-------------------------------------------------------------------------- <br />
def initialize(actor) <br />
super() <br />
@through = true <br />
@actor = actor <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Ustawienie bohatera <br />
#-------------------------------------------------------------------------- <br />
def actor=(actor) <br />
@actor = actor <br />
setup <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Ustawienia <br />
#-------------------------------------------------------------------------- <br />
def setup <br />
if @actor != nil <br />
@character_name = &#36;game_actors[@actor].character_name <br />
@character_index = &#36;game_actors[@actor].character_index <br />
else <br />
@character_name = "" <br />
@character_index = 0 <br />
end <br />
@opacity = 255 <br />
@blend_type = 0 <br />
@priority_type = 1 <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Ekran Z <br />
#-------------------------------------------------------------------------- <br />
def screen_z <br />
if &#36;game_player.x == @x and &#36;game_player.y == @y <br />
return &#36;game_player.screen_z - 1 <br />
end <br />
super <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Determinanty określonych zdarzeń <br />
#-------------------------------------------------------------------------- <br />
def check_event_trigger_here(triggers) <br />
result = false <br />
return result <br />
end <br />
<br />
def check_event_trigger_there(triggers) <br />
result = false <br />
return result <br />
end <br />
<br />
def check_event_trigger_touch(x, y) <br />
result = false <br />
return result <br />
end <br />
end <br />
<br />
class Spriteset_Map <br />
alias_method :spriteset_map_create_characters, :create_characters <br />
def create_characters <br />
spriteset_map_create_characters <br />
&#36;game_party.followers.each do |char| <br />
@character_sprites &lt;&lt; Sprite_Character.new(@viewport1, char) <br />
end <br />
end <br />
end <br />
<br />
class Game_Party <br />
#--------------------------------------------------------------------------&nbsp;&nbsp;<br />
# * Przykładowe zmienne <br />
#-------------------------------------------------------------------------- <br />
attr_reader :followers <br />
#-------------------------------------------------------------------------- <br />
# * Rozpoczęcie <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_party_initialize, :initialize <br />
def initialize <br />
trick_caterpillar_party_initialize <br />
@followers = Array.new(TT::MAKSYMALNA_DŁUGOŚĆ - 1) {Game_Follower.new(nil)} <br />
@move_list = [] <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Aktualizacja podążających <br />
#-------------------------------------------------------------------------- <br />
def update_followers <br />
flag = &#36;game_player.transparent || &#36;game_switches[TT::ID_PRZEŁĄCZNIKA_GĄSIENICA] <br />
@followers.each_with_index do |char, i| <br />
char.actor = @actors[i + 1] <br />
char.move_speed = &#36;game_player.move_speed <br />
if &#36;game_player.dash? <br />
char.move_speed += 1 <br />
end <br />
char.update <br />
char.transparent = flag <br />
end <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Przesuń w kierunku drużyny <br />
#-------------------------------------------------------------------------- <br />
def moveto_party(x, y) <br />
@followers.each {|char| char.moveto(x, y)} <br />
@move_list.clear <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Przesuń drużynę <br />
#-------------------------------------------------------------------------- <br />
def move_party <br />
@move_list.each_index do |i| <br />
if @followers[i] == nil <br />
@move_list[i...@move_list.size] = nil <br />
next <br />
end <br />
case @move_list[i].type <br />
when 2 <br />
@followers[i].move_down(*@move_list[i].args) <br />
when 4 <br />
@followers[i].move_left(*@move_list[i].args) <br />
when 6 <br />
@followers[i].move_right(*@move_list[i].args) <br />
when 8 <br />
@followers[i].move_up(*@move_list[i].args) <br />
when 1 <br />
@followers[i].move_lower_left <br />
when 3 <br />
@followers[i].move_lower_right <br />
when 7 <br />
@followers[i].move_upper_left <br />
when 9 <br />
@followers[i].move_upper_right <br />
when 5 <br />
@followers[i].jump(*@move_list[i].args) <br />
end <br />
end <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Dodaj listę ruchów <br />
#-------------------------------------------------------------------------- <br />
def update_move(type, *args) <br />
move_party <br />
@move_list.unshift(Game_MoveListElement.new(type, args)) <br />
end <br />
end <br />
<br />
class Game_MoveListElement <br />
#-------------------------------------------------------------------------- <br />
# * Rozpoczęcie <br />
#-------------------------------------------------------------------------- <br />
def initialize(type, args) <br />
@type = type <br />
@args = args <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Typ <br />
#-------------------------------------------------------------------------- <br />
def type <br />
return @type <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Argumenty <br />
#-------------------------------------------------------------------------- <br />
def args <br />
return @args <br />
end <br />
end <br />
<br />
class Game_Player <br />
#-------------------------------------------------------------------------- <br />
# * Przykładowe zmienne <br />
#-------------------------------------------------------------------------- <br />
attr_reader :move_speed <br />
#-------------------------------------------------------------------------- <br />
# * Aktualizacja <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_update, :update <br />
def update <br />
&#36;game_party.update_followers <br />
trick_caterpillar_player_update <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Przesuń do <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_moveto, :moveto <br />
def moveto(x, y) <br />
&#36;game_party.moveto_party(x, y) <br />
trick_caterpillar_player_moveto(x, y) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dół <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_down, :move_down <br />
def move_down(turn_enabled = true) <br />
if passable?(@x, @y+1) <br />
&#36;game_party.update_move(2, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_down(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W lewo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_left, :move_left <br />
def move_left(turn_enabled = true) <br />
if passable?(@x-1, @y) <br />
&#36;game_party.update_move(4, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_left(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W prawo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_right, :move_right <br />
def move_right(turn_enabled = true) <br />
if passable?(@x+1, @y) <br />
&#36;game_party.update_move(6, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_right(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górę <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_up, :move_up <br />
def move_up(turn_enabled = true) <br />
if passable?(@x, @y-1) <br />
&#36;game_party.update_move(8, turn_enabled) <br />
end <br />
trick_caterpillar_player_move_up(turn_enabled) <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne lewo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left <br />
def move_lower_left <br />
if passable?(@x - 1, @y) and passable?(@x, @y + 1) <br />
&#36;game_party.update_move(1) <br />
end <br />
trick_caterpillar_player_move_lower_left <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W dolne prawo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right <br />
def move_lower_right <br />
if passable?(@x + 1, @y) and passable?(@x, @y + 1) <br />
&#36;game_party.update_move(3) <br />
end <br />
trick_caterpillar_player_move_lower_right <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne lewo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left <br />
def move_upper_left <br />
if passable?(@x - 1, @y) and passable?(@x, @y - 1) <br />
&#36;game_party.update_move(7) <br />
end <br />
trick_caterpillar_player_move_upper_left <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * W górne prawo <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right <br />
def move_upper_right <br />
if passable?(@x + 1, @y) and passable?(@x, @y - 1) <br />
&#36;game_party.update_move(9) <br />
end <br />
trick_caterpillar_player_move_upper_right <br />
end <br />
#-------------------------------------------------------------------------- <br />
# * Skok <br />
#-------------------------------------------------------------------------- <br />
alias_method :trick_caterpillar_player_jump, :jump <br />
def jump(x_plus, y_plus) <br />
new_x = @x + x_plus <br />
new_y = @y + y_plus <br />
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y) <br />
&#36;game_party.update_move(5, x_plus, y_plus) <br />
end <br />
trick_caterpillar_player_jump(x_plus, y_plus) <br />
end <br />
end <br />
# --------------------------- KONIEC SKRYPTU -----------------------------------</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img107.imageshack.us/img107/6173/gasienica.png" border="0" alt="[Obrazek: gasienica.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
1. Wklej skrypt nad "Main"!<br />
2. Reszta instrukcji znajduje się w treści skryptu!<br />
3. Gotowe!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bonus HP/MP w itemach]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Bonus-HP-MP-w-itemach</link>
			<pubDate>Sat, 07 Sep 2013 18:07:49 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Bonus-HP-MP-w-itemach</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Bonus HP/MP W Itemach ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt umożliwia dodanie bonusu do itemów :D<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
modern algebra<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#============================================================================== <br />
#&nbsp;&nbsp;Itemy dodające HP/MP <br />
#&nbsp;&nbsp;Wersja: 1.0 <br />
#&nbsp;&nbsp;Autor: modern algebra <br />
#&nbsp;&nbsp;Data: July 7, 2008 <br />
#&nbsp;&nbsp;Strona: www.twojrpgmaker.jun.pl <br />
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
#&nbsp;&nbsp;INSTRUKCJA: <br />
# <br />
#&nbsp;&nbsp;&nbsp;&nbsp;Po prostu wpisz poniższy kod w notatkach/note danego przedmiotu: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;Jeżeli chcesz dodać/odjąć HP: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#92;maxhp[x]&nbsp;&nbsp;(x - liczba, o której wartość zmienia się HP, może być ujemna lub dodatnia) <br />
# <br />
#&nbsp;&nbsp;&nbsp;&nbsp; Jeżeli chcesz dodać/odjąć MP: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#92;maxmp[x]&nbsp;&nbsp;(x - liczba, o której wartość zmienia się MP, może być ujemna lub dodatnia) <br />
#&nbsp;&nbsp;&nbsp;&nbsp;<br />
#============================================================================== <br />
<br />
# Nie zmieniaj poniżej tego skryptu, chyba że wiesz co robisz (ja go nawet nie tłumaczyłem, myśle, <br />
# że dla tych, którzy chcą zmienić ten skrypt angielskie wyjaśnienia będą bardziej zrozumiałe <br />
# niż moje "transmówki"). <br />
#============================================================================== <br />
# ** RPG::BaseItem <br />
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
#&nbsp;&nbsp;Summary of Changes: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;new methods - maxhp, maxmp <br />
#============================================================================== <br />
<br />
class RPG::BaseItem <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * MaxHP Bonus <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;def maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;return &#36;1.to_i if self.note[/&#92;&#92;maxhp&#92;[(-*&#92;d+)&#92;]/i] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return 0 <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * MaxMP Bonus <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;def maxmp <br />
&nbsp;&nbsp;&nbsp;&nbsp;return &#36;1.to_i if self.note[/&#92;&#92;maxmp&#92;[(-*&#92;d+)&#92;]/i] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return 0 <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================================================== <br />
# ** Game_Actor <br />
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
#&nbsp;&nbsp;Summary of Changes: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;aliased method - setup, change_equip <br />
#&nbsp;&nbsp;&nbsp;&nbsp;new method - add_hpmp_bonuses <br />
#============================================================================== <br />
<br />
class Game_Actor <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * Setup <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;alias modalg_levent_hpmpmax_upd_equipment_stup setup <br />
&nbsp;&nbsp;def setup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Run Original method <br />
&nbsp;&nbsp;&nbsp;&nbsp;modalg_levent_hpmpmax_upd_equipment_stup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| calc_hpmp_bonuses (equips[i]) } <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.hp = self.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.mp = self.maxmp <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * Change Equip <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;#&nbsp;&nbsp;Adds and subtracts maxhp upon equip <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;alias modalg_levnthn_maxhpmp_equip_change_9nej change_equip <br />
&nbsp;&nbsp;def change_equip (equip_type, item, test = false) <br />
&nbsp;&nbsp;&nbsp;&nbsp;calc_hpmp_bonuses (equips[equip_type], false) <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Run Original Method <br />
&nbsp;&nbsp;&nbsp;&nbsp;modalg_levnthn_maxhpmp_equip_change_9nej (equip_type, item, test) <br />
&nbsp;&nbsp;&nbsp;&nbsp;calc_hpmp_bonuses (item) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.hp = [self.hp, self.maxhp].min <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.mp = [self.mp, self.maxmp].min <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * Add HPMP Bonuses <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;item : the item in question <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;sign : true =&gt; add, false =&gt; subtract <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;def calc_hpmp_bonuses (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;hp = sign ? item.maxhp : -item.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;@maxhp_plus += hp <br />
&nbsp;&nbsp;&nbsp;&nbsp;mp = sign ? item.maxmp : -item.maxmp <br />
&nbsp;&nbsp;&nbsp;&nbsp;@maxmp_plus += mp <br />
&nbsp;&nbsp;end <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
1. Wklej skrypt nad "Main".<br />
2. Reszta instrukcji znajduje się w skrypcie.<br />
3. Gotowe ! :D]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Bonus HP/MP W Itemach ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt umożliwia dodanie bonusu do itemów :D<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
modern algebra<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#============================================================================== <br />
#&nbsp;&nbsp;Itemy dodające HP/MP <br />
#&nbsp;&nbsp;Wersja: 1.0 <br />
#&nbsp;&nbsp;Autor: modern algebra <br />
#&nbsp;&nbsp;Data: July 7, 2008 <br />
#&nbsp;&nbsp;Strona: www.twojrpgmaker.jun.pl <br />
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
#&nbsp;&nbsp;INSTRUKCJA: <br />
# <br />
#&nbsp;&nbsp;&nbsp;&nbsp;Po prostu wpisz poniższy kod w notatkach/note danego przedmiotu: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;Jeżeli chcesz dodać/odjąć HP: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#92;maxhp[x]&nbsp;&nbsp;(x - liczba, o której wartość zmienia się HP, może być ujemna lub dodatnia) <br />
# <br />
#&nbsp;&nbsp;&nbsp;&nbsp; Jeżeli chcesz dodać/odjąć MP: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#92;maxmp[x]&nbsp;&nbsp;(x - liczba, o której wartość zmienia się MP, może być ujemna lub dodatnia) <br />
#&nbsp;&nbsp;&nbsp;&nbsp;<br />
#============================================================================== <br />
<br />
# Nie zmieniaj poniżej tego skryptu, chyba że wiesz co robisz (ja go nawet nie tłumaczyłem, myśle, <br />
# że dla tych, którzy chcą zmienić ten skrypt angielskie wyjaśnienia będą bardziej zrozumiałe <br />
# niż moje "transmówki"). <br />
#============================================================================== <br />
# ** RPG::BaseItem <br />
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
#&nbsp;&nbsp;Summary of Changes: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;new methods - maxhp, maxmp <br />
#============================================================================== <br />
<br />
class RPG::BaseItem <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * MaxHP Bonus <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;def maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;return &#36;1.to_i if self.note[/&#92;&#92;maxhp&#92;[(-*&#92;d+)&#92;]/i] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return 0 <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * MaxMP Bonus <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;def maxmp <br />
&nbsp;&nbsp;&nbsp;&nbsp;return &#36;1.to_i if self.note[/&#92;&#92;maxmp&#92;[(-*&#92;d+)&#92;]/i] != nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;return 0 <br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================================================== <br />
# ** Game_Actor <br />
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <br />
#&nbsp;&nbsp;Summary of Changes: <br />
#&nbsp;&nbsp;&nbsp;&nbsp;aliased method - setup, change_equip <br />
#&nbsp;&nbsp;&nbsp;&nbsp;new method - add_hpmp_bonuses <br />
#============================================================================== <br />
<br />
class Game_Actor <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * Setup <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;alias modalg_levent_hpmpmax_upd_equipment_stup setup <br />
&nbsp;&nbsp;def setup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Run Original method <br />
&nbsp;&nbsp;&nbsp;&nbsp;modalg_levent_hpmpmax_upd_equipment_stup (actor_id) <br />
&nbsp;&nbsp;&nbsp;&nbsp;equips.each_index { |i| calc_hpmp_bonuses (equips[i]) } <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.hp = self.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.mp = self.maxmp <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * Change Equip <br />
&nbsp;&nbsp;#-------------------------------------------------------------------------- <br />
&nbsp;&nbsp;#&nbsp;&nbsp;Adds and subtracts maxhp upon equip <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;alias modalg_levnthn_maxhpmp_equip_change_9nej change_equip <br />
&nbsp;&nbsp;def change_equip (equip_type, item, test = false) <br />
&nbsp;&nbsp;&nbsp;&nbsp;calc_hpmp_bonuses (equips[equip_type], false) <br />
&nbsp;&nbsp;&nbsp;&nbsp;# Run Original Method <br />
&nbsp;&nbsp;&nbsp;&nbsp;modalg_levnthn_maxhpmp_equip_change_9nej (equip_type, item, test) <br />
&nbsp;&nbsp;&nbsp;&nbsp;calc_hpmp_bonuses (item) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.hp = [self.hp, self.maxhp].min <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.mp = [self.mp, self.maxmp].min <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;# * Add HPMP Bonuses <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;item : the item in question <br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;sign : true =&gt; add, false =&gt; subtract <br />
&nbsp;&nbsp;#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&#8203; <br />
&nbsp;&nbsp;def calc_hpmp_bonuses (item = nil, sign = true) <br />
&nbsp;&nbsp;&nbsp;&nbsp;return if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;hp = sign ? item.maxhp : -item.maxhp <br />
&nbsp;&nbsp;&nbsp;&nbsp;@maxhp_plus += hp <br />
&nbsp;&nbsp;&nbsp;&nbsp;mp = sign ? item.maxmp : -item.maxmp <br />
&nbsp;&nbsp;&nbsp;&nbsp;@maxmp_plus += mp <br />
&nbsp;&nbsp;end <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
1. Wklej skrypt nad "Main".<br />
2. Reszta instrukcji znajduje się w skrypcie.<br />
3. Gotowe ! :D]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Vampyr Netplay 1.0.9 - Twoja gra jako MMORPG Online! [Lepszy od Netplay Master]]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Vampyr-Netplay-1-0-9-Twoja-gra-jako-MMORPG-Online-Lepszy-od-Netplay-Master</link>
			<pubDate>Mon, 29 Jul 2013 16:50:34 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Vampyr-Netplay-1-0-9-Twoja-gra-jako-MMORPG-Online-Lepszy-od-Netplay-Master</guid>
			<description><![CDATA[<center><span style="font-size: x-large;"><span style="color: red;"><span style="font-weight: bold;">~ Vampyr Netplay 1.0.9 ~</span></span></span></center><br />
<span style="font-size: medium;"><br />
<span style="color: red;"><span style="font-weight: bold;">Opis:</span></span></span><br />
Jest to skrypt, który umożliwia zrobienie gry MMORPG Online w RPG Makerze VX. Język angielski. Jest lepszy i bardziej dopracowany od Netplay Master 2.6 mimo, że to dopiero wersja 1.0.9<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Plusy i Minusy:</span></span></span><br />
+ O wiele bardziej rozbudowany i dopracowany niż najnowsza wersja Netplay Master (2.6)<br />
+ Client zawiera wbudowany launcher, system aktualizacji, możliwość zmiany skórki na własną<br />
+ Bardziej przejrzyste i lepsze okienka niż w przypadku Netplay Master<br />
+ System cenzury czatu (po stronie serwera można zablokować wybrane słowa)<br />
+ Mapa może zostać użyta jako ekran wyboru postaci<br />
+ Łatwiejszy w spolszczeniu niż Netplay Master<br />
+ Dołączona instrukcja instalacji w języku angielskim<br />
+/- Licencja Creative Commons (Z uznaniem autorstwa)<br />
+/- Serwer korzysta z Microsoft SQL Server Compact 3.5<br />
 - Dozwolony jedynie użytek niekomeracyjny<br />
<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Autorzy:</span></span></span><br />
Vlad, Jonny<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span></span><br />
Narazie brak (jest po angielsku więc to nie jest raczej problem)<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash3/555675_3419294763104_2075948632_n.jpg" border="0" alt="[Obrazek: 555675_3419294763104_2075948632_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash3/553788_3419295403120_1729693384_n.jpg" border="0" alt="[Obrazek: 553788_3419295403120_1729693384_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-b.ak.fbcdn.net/hphotos-ak-prn1/535009_3419295443121_150195862_n.jpg" border="0" alt="[Obrazek: 535009_3419295443121_150195862_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash3/406116_3419296083137_1425738079_n.jpg" border="0" alt="[Obrazek: 406116_3419296083137_1425738079_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash4/306841_3419297003160_1546838892_n.jpg" border="0" alt="[Obrazek: 306841_3419297003160_1546838892_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-g.ak.fbcdn.net/hphotos-ak-prn1/531566_3419297203165_609590812_n.jpg" border="0" alt="[Obrazek: 531566_3419297203165_609590812_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash3/540943_3419297723178_34275948_n.jpg" border="0" alt="[Obrazek: 540943_3419297723178_34275948_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash4/426861_3419298243191_907045636_n.jpg" border="0" alt="[Obrazek: 426861_3419298243191_907045636_n.jpg]" /><br />
</div></div>
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak rozpocząć pracę z tym Netplay'em?</span></span></span><br />
<span style="font-weight: bold;">1. Pobierz i zainstaluj <a href="http://www.microsoft.com/en-us/download/details.aspx?id=5821" target="_blank">http://www.microsoft.com/en-us/download/...px?id=5821</a><br />
(W przypadku 32 bitowego systemu zainstaluj "SSCERuntime-ENU-x86.msi" a jeśli masz 64 bitwy system to dwie wersje: 32 bitową i 64 bitową)<br />
2. Pobierz client i serwer:<br />
Client: <a href="http://www.mediafire.com/?585xhs55q6rng09" target="_blank">http://www.mediafire.com/?585xhs55q6rng09</a><br />
Server: <a href="http://www.mediafire.com/?pc2b43yl0zn7ak1" target="_blank">http://www.mediafire.com/?pc2b43yl0zn7ak1</a></span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Licencja:</span></span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;">
Vampyr Net Gaming (cc)<br />
This product is licensed under a Creative Commons License.<br />
•	You can copy, distribute, display, and perform the work;<br />
•	You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work);<br />
•	Noncommercial. You may not use this work for commercial purposes;<br />
•	No Derivative Works. You may not alter, transform, or build upon this work,<br />
•	For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page;<br />
•	Any of the above conditions can be waived if you get permission from the copyright holder;<br />
•	Nothing in this license impairs or restricts the author's moral rights;<br />
<br />
</div></div>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: x-large;"><span style="color: red;"><span style="font-weight: bold;">~ Vampyr Netplay 1.0.9 ~</span></span></span></center><br />
<span style="font-size: medium;"><br />
<span style="color: red;"><span style="font-weight: bold;">Opis:</span></span></span><br />
Jest to skrypt, który umożliwia zrobienie gry MMORPG Online w RPG Makerze VX. Język angielski. Jest lepszy i bardziej dopracowany od Netplay Master 2.6 mimo, że to dopiero wersja 1.0.9<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Plusy i Minusy:</span></span></span><br />
+ O wiele bardziej rozbudowany i dopracowany niż najnowsza wersja Netplay Master (2.6)<br />
+ Client zawiera wbudowany launcher, system aktualizacji, możliwość zmiany skórki na własną<br />
+ Bardziej przejrzyste i lepsze okienka niż w przypadku Netplay Master<br />
+ System cenzury czatu (po stronie serwera można zablokować wybrane słowa)<br />
+ Mapa może zostać użyta jako ekran wyboru postaci<br />
+ Łatwiejszy w spolszczeniu niż Netplay Master<br />
+ Dołączona instrukcja instalacji w języku angielskim<br />
+/- Licencja Creative Commons (Z uznaniem autorstwa)<br />
+/- Serwer korzysta z Microsoft SQL Server Compact 3.5<br />
 - Dozwolony jedynie użytek niekomeracyjny<br />
<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Autorzy:</span></span></span><br />
Vlad, Jonny<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span></span><br />
Narazie brak (jest po angielsku więc to nie jest raczej problem)<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash3/555675_3419294763104_2075948632_n.jpg" border="0" alt="[Obrazek: 555675_3419294763104_2075948632_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash3/553788_3419295403120_1729693384_n.jpg" border="0" alt="[Obrazek: 553788_3419295403120_1729693384_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-b.ak.fbcdn.net/hphotos-ak-prn1/535009_3419295443121_150195862_n.jpg" border="0" alt="[Obrazek: 535009_3419295443121_150195862_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash3/406116_3419296083137_1425738079_n.jpg" border="0" alt="[Obrazek: 406116_3419296083137_1425738079_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash4/306841_3419297003160_1546838892_n.jpg" border="0" alt="[Obrazek: 306841_3419297003160_1546838892_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-g.ak.fbcdn.net/hphotos-ak-prn1/531566_3419297203165_609590812_n.jpg" border="0" alt="[Obrazek: 531566_3419297203165_609590812_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash3/540943_3419297723178_34275948_n.jpg" border="0" alt="[Obrazek: 540943_3419297723178_34275948_n.jpg]" /><br />
<img class="postimage" src="http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash4/426861_3419298243191_907045636_n.jpg" border="0" alt="[Obrazek: 426861_3419298243191_907045636_n.jpg]" /><br />
</div></div>
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak rozpocząć pracę z tym Netplay'em?</span></span></span><br />
<span style="font-weight: bold;">1. Pobierz i zainstaluj <a href="http://www.microsoft.com/en-us/download/details.aspx?id=5821" target="_blank">http://www.microsoft.com/en-us/download/...px?id=5821</a><br />
(W przypadku 32 bitowego systemu zainstaluj "SSCERuntime-ENU-x86.msi" a jeśli masz 64 bitwy system to dwie wersje: 32 bitową i 64 bitową)<br />
2. Pobierz client i serwer:<br />
Client: <a href="http://www.mediafire.com/?585xhs55q6rng09" target="_blank">http://www.mediafire.com/?585xhs55q6rng09</a><br />
Server: <a href="http://www.mediafire.com/?pc2b43yl0zn7ak1" target="_blank">http://www.mediafire.com/?pc2b43yl0zn7ak1</a></span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Licencja:</span></span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;">
Vampyr Net Gaming (cc)<br />
This product is licensed under a Creative Commons License.<br />
•	You can copy, distribute, display, and perform the work;<br />
•	You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work);<br />
•	Noncommercial. You may not use this work for commercial purposes;<br />
•	No Derivative Works. You may not alter, transform, or build upon this work,<br />
•	For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page;<br />
•	Any of the above conditions can be waived if you get permission from the copyright holder;<br />
•	Nothing in this license impairs or restricts the author's moral rights;<br />
<br />
</div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Vocab PL]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-VXAce-Vocab-PL</link>
			<pubDate>Fri, 26 Jul 2013 18:55:27 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-VXAce-Vocab-PL</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Vocab PL ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Polska wersja modułu Vocab. Jest to dotłumaczona wersja z twierdzówki (jak macie RPG Makera z tamtąd i przyjrzycie się dokładnie temu modułowi to zobaczycie, że kilka wyrazów jest nie przetłumaczonych)<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Enterbrain<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Reptile, Mateix<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code># Shop Screen<br />
&nbsp;&nbsp;ShopBuy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Kup"<br />
&nbsp;&nbsp;ShopSell&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Sprzedaj"<br />
&nbsp;&nbsp;ShopCancel&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Wyjdź"<br />
&nbsp;&nbsp;Possession&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "W posiadaniu"<br />
<br />
&nbsp;&nbsp;# Status Screen<br />
&nbsp;&nbsp;ExpTotal&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Doświadczenie"<br />
&nbsp;&nbsp;ExpNext&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Następny %s"<br />
<br />
&nbsp;&nbsp;# Save/Load Screen<br />
&nbsp;&nbsp;SaveMessage&nbsp;&nbsp;&nbsp;&nbsp; = "Który plik zapisać?"<br />
&nbsp;&nbsp;LoadMessage&nbsp;&nbsp;&nbsp;&nbsp; = "Który plik wczytać?"<br />
&nbsp;&nbsp;File&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Plik"<br />
<br />
&nbsp;&nbsp;# Display when there are multiple members<br />
&nbsp;&nbsp;PartyName&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Drużyna %s"<br />
<br />
&nbsp;&nbsp;# Basic Battle Messages<br />
&nbsp;&nbsp;Emerge&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Atakuje %s!"<br />
&nbsp;&nbsp;Preemptive&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s atakuje pierwszy!"<br />
&nbsp;&nbsp;Surprise&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s atakuje z zasadzki!"<br />
&nbsp;&nbsp;EscapeStart&nbsp;&nbsp;&nbsp;&nbsp; = "%s ucieka!"<br />
&nbsp;&nbsp;EscapeFailure&nbsp;&nbsp; = "Ucieczka nieudana!"<br />
<br />
&nbsp;&nbsp;# Battle Ending Messages<br />
&nbsp;&nbsp;Victory&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s zwyciężył!"<br />
&nbsp;&nbsp;Defeat&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s został pokonany."<br />
&nbsp;&nbsp;ObtainExp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Otrzymano %s punktów doświadczenia!"<br />
&nbsp;&nbsp;ObtainGold&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Zdobyto %s%s!"<br />
&nbsp;&nbsp;ObtainItem&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Znaleziono %s!"<br />
&nbsp;&nbsp;LevelUp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s awansuje na %s %s!"<br />
&nbsp;&nbsp;ObtainSkill&nbsp;&nbsp;&nbsp;&nbsp; = "Nauczono się nowej umiejętności: %s!"<br />
<br />
&nbsp;&nbsp;# Battle Actions<br />
&nbsp;&nbsp;DoAttack&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s atakuje!"<br />
&nbsp;&nbsp;DoGuard&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s broni się."<br />
&nbsp;&nbsp;DoEscape&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s ucieka."<br />
&nbsp;&nbsp;DoWait&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s czeka."<br />
&nbsp;&nbsp;UseItem&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s używa %s!"<br />
<br />
&nbsp;&nbsp;# Critical Hit<br />
&nbsp;&nbsp;CriticalToEnemy = "Doskonałe uderzenie!"<br />
&nbsp;&nbsp;CriticalToActor = "To musiało boleć..."<br />
<br />
&nbsp;&nbsp;# Results for Actions on Actors<br />
&nbsp;&nbsp;ActorDamage&nbsp;&nbsp;&nbsp;&nbsp; = "%s otrzymuje %s obrażenia!"<br />
&nbsp;&nbsp;ActorLoss&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%1&#36;s traci %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;ActorDrain&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%1&#36;s absorbuje %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;ActorNoDamage&nbsp;&nbsp; = "%s nie otrzymuje obrażeń!"<br />
&nbsp;&nbsp;ActorNoHit&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Unik! %s nie otrzymuje obrażenia!"<br />
&nbsp;&nbsp;ActorEvasion&nbsp;&nbsp;&nbsp;&nbsp;= "%s unika ataku!"<br />
&nbsp;&nbsp;ActorRecovery&nbsp;&nbsp; = "%1&#36;s odzyskuje %3&#36;s %2&#36;s!"<br />
<br />
&nbsp;&nbsp;# Results for Actions on Enemies<br />
&nbsp;&nbsp;EnemyDamage&nbsp;&nbsp;&nbsp;&nbsp; = "%s otrzymuje %s obrażenia!"<br />
&nbsp;&nbsp;EnemyLoss&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%1&#36;s traci %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;EnemyDrain&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%1&#36;s absorbuje %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;EnemyNoDamage&nbsp;&nbsp; = "%s nie otrzymuje obrażeń!"<br />
&nbsp;&nbsp;EnemyNoHit&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Unik! %s nie otrzymuje obrażeń!"<br />
&nbsp;&nbsp;EnemyEvasion&nbsp;&nbsp;&nbsp;&nbsp;= "%s unika ataku!"<br />
&nbsp;&nbsp;EnemyRecovery&nbsp;&nbsp; = "%1&#36;s odzyskuje %3&#36;s %2&#36;s!"<br />
<br />
&nbsp;&nbsp;# Non-physical skills or items failed<br />
&nbsp;&nbsp;ActionFailure&nbsp;&nbsp; = "Użycie %s nie przyniosło efektu..."</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Podmieńcie tą część skryptu gdzie są te wyrazy do tłumaczenia.]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Vocab PL ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Polska wersja modułu Vocab. Jest to dotłumaczona wersja z twierdzówki (jak macie RPG Makera z tamtąd i przyjrzycie się dokładnie temu modułowi to zobaczycie, że kilka wyrazów jest nie przetłumaczonych)<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Enterbrain<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Tłumaczenie:</span></span><br />
Reptile, Mateix<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code># Shop Screen<br />
&nbsp;&nbsp;ShopBuy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Kup"<br />
&nbsp;&nbsp;ShopSell&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Sprzedaj"<br />
&nbsp;&nbsp;ShopCancel&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Wyjdź"<br />
&nbsp;&nbsp;Possession&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "W posiadaniu"<br />
<br />
&nbsp;&nbsp;# Status Screen<br />
&nbsp;&nbsp;ExpTotal&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Doświadczenie"<br />
&nbsp;&nbsp;ExpNext&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Następny %s"<br />
<br />
&nbsp;&nbsp;# Save/Load Screen<br />
&nbsp;&nbsp;SaveMessage&nbsp;&nbsp;&nbsp;&nbsp; = "Który plik zapisać?"<br />
&nbsp;&nbsp;LoadMessage&nbsp;&nbsp;&nbsp;&nbsp; = "Który plik wczytać?"<br />
&nbsp;&nbsp;File&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Plik"<br />
<br />
&nbsp;&nbsp;# Display when there are multiple members<br />
&nbsp;&nbsp;PartyName&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Drużyna %s"<br />
<br />
&nbsp;&nbsp;# Basic Battle Messages<br />
&nbsp;&nbsp;Emerge&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Atakuje %s!"<br />
&nbsp;&nbsp;Preemptive&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s atakuje pierwszy!"<br />
&nbsp;&nbsp;Surprise&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s atakuje z zasadzki!"<br />
&nbsp;&nbsp;EscapeStart&nbsp;&nbsp;&nbsp;&nbsp; = "%s ucieka!"<br />
&nbsp;&nbsp;EscapeFailure&nbsp;&nbsp; = "Ucieczka nieudana!"<br />
<br />
&nbsp;&nbsp;# Battle Ending Messages<br />
&nbsp;&nbsp;Victory&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s zwyciężył!"<br />
&nbsp;&nbsp;Defeat&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s został pokonany."<br />
&nbsp;&nbsp;ObtainExp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "Otrzymano %s punktów doświadczenia!"<br />
&nbsp;&nbsp;ObtainGold&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Zdobyto %s%s!"<br />
&nbsp;&nbsp;ObtainItem&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Znaleziono %s!"<br />
&nbsp;&nbsp;LevelUp&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s awansuje na %s %s!"<br />
&nbsp;&nbsp;ObtainSkill&nbsp;&nbsp;&nbsp;&nbsp; = "Nauczono się nowej umiejętności: %s!"<br />
<br />
&nbsp;&nbsp;# Battle Actions<br />
&nbsp;&nbsp;DoAttack&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s atakuje!"<br />
&nbsp;&nbsp;DoGuard&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s broni się."<br />
&nbsp;&nbsp;DoEscape&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s ucieka."<br />
&nbsp;&nbsp;DoWait&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%s czeka."<br />
&nbsp;&nbsp;UseItem&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%s używa %s!"<br />
<br />
&nbsp;&nbsp;# Critical Hit<br />
&nbsp;&nbsp;CriticalToEnemy = "Doskonałe uderzenie!"<br />
&nbsp;&nbsp;CriticalToActor = "To musiało boleć..."<br />
<br />
&nbsp;&nbsp;# Results for Actions on Actors<br />
&nbsp;&nbsp;ActorDamage&nbsp;&nbsp;&nbsp;&nbsp; = "%s otrzymuje %s obrażenia!"<br />
&nbsp;&nbsp;ActorLoss&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%1&#36;s traci %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;ActorDrain&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%1&#36;s absorbuje %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;ActorNoDamage&nbsp;&nbsp; = "%s nie otrzymuje obrażeń!"<br />
&nbsp;&nbsp;ActorNoHit&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Unik! %s nie otrzymuje obrażenia!"<br />
&nbsp;&nbsp;ActorEvasion&nbsp;&nbsp;&nbsp;&nbsp;= "%s unika ataku!"<br />
&nbsp;&nbsp;ActorRecovery&nbsp;&nbsp; = "%1&#36;s odzyskuje %3&#36;s %2&#36;s!"<br />
<br />
&nbsp;&nbsp;# Results for Actions on Enemies<br />
&nbsp;&nbsp;EnemyDamage&nbsp;&nbsp;&nbsp;&nbsp; = "%s otrzymuje %s obrażenia!"<br />
&nbsp;&nbsp;EnemyLoss&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = "%1&#36;s traci %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;EnemyDrain&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "%1&#36;s absorbuje %3&#36;s %2&#36;s!"<br />
&nbsp;&nbsp;EnemyNoDamage&nbsp;&nbsp; = "%s nie otrzymuje obrażeń!"<br />
&nbsp;&nbsp;EnemyNoHit&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= "Unik! %s nie otrzymuje obrażeń!"<br />
&nbsp;&nbsp;EnemyEvasion&nbsp;&nbsp;&nbsp;&nbsp;= "%s unika ataku!"<br />
&nbsp;&nbsp;EnemyRecovery&nbsp;&nbsp; = "%1&#36;s odzyskuje %3&#36;s %2&#36;s!"<br />
<br />
&nbsp;&nbsp;# Non-physical skills or items failed<br />
&nbsp;&nbsp;ActionFailure&nbsp;&nbsp; = "Użycie %s nie przyniosło efektu..."</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Podmieńcie tą część skryptu gdzie są te wyrazy do tłumaczenia.]]></content:encoded>
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		<item>
			<title><![CDATA[Netplay Master 2.6 - Twoja gra jako MMORPG Online! [Mini-TuT] [Download]]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-Netplay-Master-2-6-Twoja-gra-jako-MMORPG-Online-Mini-TuT-Download</link>
			<pubDate>Thu, 25 Jul 2013 14:52:12 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-Netplay-Master-2-6-Twoja-gra-jako-MMORPG-Online-Mini-TuT-Download</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Netplay Master 2.6 (najnowsza wersja do VX'a) ~</span></span></span></center><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Opis:</span></span></span><br />
<span style="font-weight: bold;">Jest to skrypt, który umożliwia zrobienie gry MMORPG Online w RPG Makerze VX. Język angielski. Skrypt jest w demie.<br />
<br />
<span style="font-size: medium;"><span style="color: red;">[b]Autor:</span></span></span><br />
<span style="font-weight: bold;">Valentine</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Linki:</span></span></span><br />
<span style="font-weight: bold;"><a href="http://aldeiarpgbr.forumeiros.com/t55-netplay-master-26-beta-test" target="_blank">Oficjalny temat skryptu na portugalskim forum</a><br />
<a href="http://forum.ultimateam.pl/Thread-XP-Netplay-Master-4-0-7-Twoja-gra-jako-MMORPG-Online-Mini-TuT-Download" target="_blank">Ten skrypt do RPG Makera XP</a></span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak włączyć serwer?</span></span></span><br />
<span style="font-weight: bold;">1. Znajdź folder "Server"<br />
2. Uruchom Plik "Server.exe"<br />
3. Kliknij "StartServer" i nie zamykaj tego programu</span><br />
<br />
<span style="font-weight: bold;">Jeżeli wyświetli się jakiś błąd uruchom ten program jako administrator</span>.<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak włączyć grę?</span></span></span><br />
<span style="font-weight: bold;">1. Sprawdź czy masz włączony serwer<br />
2. Uruchom plik "Game.exe"<br />
3. Naciśnij przycisk "Enter"<br />
4. Jeżeli włączasz grę 1 raz naciśnij przycisk "Register" aby się zarejestrować na twoim serwerze<br />
5. Zarejestruj się, stwórz postać i możesz już grać/zacząć testować!</span><br />
<br />
<span style="font-weight: bold;">W przypadku wyświetlenia komunikatu "Nie można odnaleźć RGSS200E.dll" pobierz go z <a href="http://forum.ultimateam.pl/Thread-Bilbioteki-RGSS-2-3-dll" target="_blank">tego</a> tematu i wrzuć do tego samego folderu gdzie jest plik "game.exe"</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Czy demo da się/można edytować?</span></span></span><br />
<span style="font-weight: bold;">Tak, masz w nim wszystkie skrypty odrazu zainstalowane. Wystarczy za pomocą RPG Makera VX otworzyć plik "Game.rvproj" i tworzyć własny projekt.</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak odzielić serwer od gry?</span></span></span><br />
<span style="font-weight: bold;">Tworzysz nowy folder w tym co wypakowałeś z archiwum i wrzucasz tam wszystkie pliki i foldery oprócz "Server".</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak umożliwić innym grę?</span></span></span><br />
<span style="font-weight: bold;">Narazie macie instrukcje niżej na tej stronie (4 post).</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;">
<img class="postimage" src="http://img37.imageshack.us/img37/3683/77652640.png" border="0" alt="[Obrazek: 77652640.png]" /><br />
<img class="postimage" src="http://img12.imageshack.us/img12/3892/74762934.png" border="0" alt="[Obrazek: 74762934.png]" /><br />
<img class="postimage" src="http://img24.imageshack.us/img24/472/70207502.png" border="0" alt="[Obrazek: 70207502.png]" /><br />
<img class="postimage" src="http://img37.imageshack.us/img37/5339/16149996.png" border="0" alt="[Obrazek: 16149996.png]" /><br />
<img class="postimage" src="http://img12.imageshack.us/img12/29/87010695.png" border="0" alt="[Obrazek: 87010695.png]" /><br />
<img class="postimage" src="http://img12.imageshack.us/img12/8961/46300156.png" border="0" alt="[Obrazek: 46300156.png]" /><br />
<img class="postimage" src="http://img692.imageshack.us/img692/5077/88068339.png" border="0" alt="[Obrazek: 88068339.png]" /><br />
<img class="postimage" src="http://img692.imageshack.us/img692/4534/50523058.png" border="0" alt="[Obrazek: 50523058.png]" /><br />
<img class="postimage" src="http://img42.imageshack.us/img42/8282/39816379.png" border="0" alt="[Obrazek: 39816379.png]" /><br />
<img class="postimage" src="http://img64.imageshack.us/img64/5830/75747770.png" border="0" alt="[Obrazek: 75747770.png]" /><br />
</div></div><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Download:</span></span></span><br />
<br />
<a href="http://www.mediafire.com/download/8i7lyrin5rerpdu/Netplay_Master_2.6.rar" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ Netplay Master 2.6 (najnowsza wersja do VX'a) ~</span></span></span></center><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Opis:</span></span></span><br />
<span style="font-weight: bold;">Jest to skrypt, który umożliwia zrobienie gry MMORPG Online w RPG Makerze VX. Język angielski. Skrypt jest w demie.<br />
<br />
<span style="font-size: medium;"><span style="color: red;">[b]Autor:</span></span></span><br />
<span style="font-weight: bold;">Valentine</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Linki:</span></span></span><br />
<span style="font-weight: bold;"><a href="http://aldeiarpgbr.forumeiros.com/t55-netplay-master-26-beta-test" target="_blank">Oficjalny temat skryptu na portugalskim forum</a><br />
<a href="http://forum.ultimateam.pl/Thread-XP-Netplay-Master-4-0-7-Twoja-gra-jako-MMORPG-Online-Mini-TuT-Download" target="_blank">Ten skrypt do RPG Makera XP</a></span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak włączyć serwer?</span></span></span><br />
<span style="font-weight: bold;">1. Znajdź folder "Server"<br />
2. Uruchom Plik "Server.exe"<br />
3. Kliknij "StartServer" i nie zamykaj tego programu</span><br />
<br />
<span style="font-weight: bold;">Jeżeli wyświetli się jakiś błąd uruchom ten program jako administrator</span>.<br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak włączyć grę?</span></span></span><br />
<span style="font-weight: bold;">1. Sprawdź czy masz włączony serwer<br />
2. Uruchom plik "Game.exe"<br />
3. Naciśnij przycisk "Enter"<br />
4. Jeżeli włączasz grę 1 raz naciśnij przycisk "Register" aby się zarejestrować na twoim serwerze<br />
5. Zarejestruj się, stwórz postać i możesz już grać/zacząć testować!</span><br />
<br />
<span style="font-weight: bold;">W przypadku wyświetlenia komunikatu "Nie można odnaleźć RGSS200E.dll" pobierz go z <a href="http://forum.ultimateam.pl/Thread-Bilbioteki-RGSS-2-3-dll" target="_blank">tego</a> tematu i wrzuć do tego samego folderu gdzie jest plik "game.exe"</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Czy demo da się/można edytować?</span></span></span><br />
<span style="font-weight: bold;">Tak, masz w nim wszystkie skrypty odrazu zainstalowane. Wystarczy za pomocą RPG Makera VX otworzyć plik "Game.rvproj" i tworzyć własny projekt.</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak odzielić serwer od gry?</span></span></span><br />
<span style="font-weight: bold;">Tworzysz nowy folder w tym co wypakowałeś z archiwum i wrzucasz tam wszystkie pliki i foldery oprócz "Server".</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Jak umożliwić innym grę?</span></span></span><br />
<span style="font-weight: bold;">Narazie macie instrukcje niżej na tej stronie (4 post).</span><br />
<br />
<span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;">
<img class="postimage" src="http://img37.imageshack.us/img37/3683/77652640.png" border="0" alt="[Obrazek: 77652640.png]" /><br />
<img class="postimage" src="http://img12.imageshack.us/img12/3892/74762934.png" border="0" alt="[Obrazek: 74762934.png]" /><br />
<img class="postimage" src="http://img24.imageshack.us/img24/472/70207502.png" border="0" alt="[Obrazek: 70207502.png]" /><br />
<img class="postimage" src="http://img37.imageshack.us/img37/5339/16149996.png" border="0" alt="[Obrazek: 16149996.png]" /><br />
<img class="postimage" src="http://img12.imageshack.us/img12/29/87010695.png" border="0" alt="[Obrazek: 87010695.png]" /><br />
<img class="postimage" src="http://img12.imageshack.us/img12/8961/46300156.png" border="0" alt="[Obrazek: 46300156.png]" /><br />
<img class="postimage" src="http://img692.imageshack.us/img692/5077/88068339.png" border="0" alt="[Obrazek: 88068339.png]" /><br />
<img class="postimage" src="http://img692.imageshack.us/img692/4534/50523058.png" border="0" alt="[Obrazek: 50523058.png]" /><br />
<img class="postimage" src="http://img42.imageshack.us/img42/8282/39816379.png" border="0" alt="[Obrazek: 39816379.png]" /><br />
<img class="postimage" src="http://img64.imageshack.us/img64/5830/75747770.png" border="0" alt="[Obrazek: 75747770.png]" /><br />
</div></div><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">Download:</span></span></span><br />
<br />
<a href="http://www.mediafire.com/download/8i7lyrin5rerpdu/Netplay_Master_2.6.rar" target="_blank"><img class="postimage" src="http://www.ultimateam.pl/images/demo_download.png" border="0" alt="[Obrazek: demo_download.png]" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HUD Przedmiotów]]></title>
			<link>https://forum.ultimateam.pl/Thread-VX-HUD-Przedmiot%C3%B3w</link>
			<pubDate>Sun, 14 Jul 2013 17:47:06 +0200</pubDate>
			<guid isPermaLink="false">https://forum.ultimateam.pl/Thread-VX-HUD-Przedmiot%C3%B3w</guid>
			<description><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ HUD Przedmiotów VX / Item HUD VX ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt wyświetla na mapie wykaz przedmiotów w plecaku. <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Ayene, Moghunter<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#============================================================================== <br />
# ITEM HUD by Ayene<br />
# na podstawie MOG HUD Equip by Moghunter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
#============================================================================== <br />
<br />
module MOG <br />
&nbsp;&nbsp;module Ayene<br />
&nbsp;&nbsp;# Przełącznik, kontrolujący wyświetlanie HUD <br />
&nbsp;&nbsp;EQPMAPVIS = 5&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;# położenie HUD: <br />
&nbsp;&nbsp; # 0 - lewy górny róg <br />
&nbsp;&nbsp; # 1 - prawy górny róg <br />
&nbsp;&nbsp; # 2 - lewy dolny róg <br />
&nbsp;&nbsp; # 3 - prawy dolny róg <br />
&nbsp;&nbsp; # 4 - ręczne <br />
&nbsp;&nbsp; EQPMAPPO = 2&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# Położenie HUD (gdy wybrano ręczne) - współrzędne x i y <br />
&nbsp;&nbsp; EQPMAPX = 210 # współrzędna x <br />
&nbsp;&nbsp; EQPMAPY = 290 # współrzędna y <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# ID przedmiotów, które będą wyświetlane w pasku <br />
&nbsp;&nbsp; ITEM_IDS = [1, 2, 3, 4, 13, 17, 19, 24]&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# Wielkość dopasowana do liczby przedmiotów <br />
&nbsp;&nbsp; FIT_HUD = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# Liczba slotów na przedmioty, gdy wybrano false <br />
&nbsp;&nbsp; SLOTS = 10 <br />
 end <br />
end <br />
<br />
#============================================================================== <br />
# Window_Base <br />
#============================================================================== <br />
class Window_Base &lt; Window&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_equip_map(item, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(item.icon_index , x + 3 , y + 3)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;number = &#36;game_party.item_number(item) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.size = 16 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x + 4, y + 3, 24, 32, number.to_s, 2)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;end <br />
<br />
&nbsp;&nbsp;def draw_mequip(x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;mequip = Cache.picture("sqequip")<br />
&nbsp;&nbsp;&nbsp;&nbsp;cw = mequip.width <br />
&nbsp;&nbsp;&nbsp;&nbsp;ch = mequip.height <br />
&nbsp;&nbsp;&nbsp;&nbsp;src_rect = Rect.new(0, 0, cw, ch)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;for item in &#36;game_party.items&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(item) if item.is_a?(RPG::Item) and MOG::Ayene::ITEM_IDS.include?(item.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if MOG::Ayene::FIT_HUD <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@data.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.blt(32 * i, y, mequip, src_rect)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...MOG::Ayene::SLOTS<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.blt(32 * i, y, mequip, src_rect)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================================================== <br />
# Window_Equip_Map <br />
#============================================================================== <br />
class Window_Equipmap &lt; Window_Base <br />
&nbsp;&nbsp;def initialize(width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 222 + width, 100) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;case MOG::Ayene::EQPMAPPO <br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 512 - width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 360<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 734 - width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 360&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 4 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = MOG::Ayene::EQPMAPX <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = MOG::Ayene::EQPMAPY <br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;for item in &#36;game_party.items<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(item) if item.is_a?(RPG::Item) and MOG::Ayene::ITEM_IDS.include?(item.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_contents<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_mequip(0, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_equip_map(@data[i], 32 * i, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================================================== <br />
# Scene_Map <br />
#============================================================================== <br />
class Scene_Map <br />
&nbsp;&nbsp;alias ayene_start start <br />
&nbsp;&nbsp;def start&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_hud<br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.visible = !&#36;game_switches[MOG::Ayene::EQPMAPVIS]<br />
&nbsp;&nbsp;&nbsp;&nbsp;ayene_start <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def create_hud<br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap = Window_Equipmap.new(hud_size?)<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def hud_size?<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;for item in &#36;game_party.items<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(item) if item.is_a?(RPG::Item) and MOG::Ayene::ITEM_IDS.include?(item.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;return (MOG::Ayene::FIT_HUD ? @data.size : MOG::Ayene::SLOTS) * 32<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias ayene_terminate terminate <br />
&nbsp;&nbsp;def terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;ayene_terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.dispose unless @eqmap.nil?<br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias mog8_update update <br />
&nbsp;&nbsp;def update <br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.visible = !&#36;game_switches[MOG::Ayene::EQPMAPVIS]&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;eref<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;create_hud<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;eref = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;mog8_update <br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
end&nbsp;&nbsp;<br />
<br />
#============================================================================== <br />
# Game_Map <br />
#============================================================================== <br />
class Game_Map <br />
&nbsp;&nbsp;attr_accessor :eref <br />
end <br />
<br />
class Game_Interpreter <br />
&nbsp;&nbsp;def eref <br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;eref = true <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;alias mog126ref command_126 <br />
&nbsp;&nbsp;def command_126 <br />
&nbsp;&nbsp;&nbsp;&nbsp;eref <br />
&nbsp;&nbsp;&nbsp;&nbsp;return mog126ref <br />
&nbsp;&nbsp;end <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img221.imageshack.us/img221/1663/1eb8.png" border="0" alt="[Obrazek: 1eb8.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Skrypt wymaga pliku 'sqequip', który należy umieścić w folderze 'Grapchics/Pictures':<br />
<img class="postimage" src="http://img63.imageshack.us/img63/1790/sqequip.png" border="0" alt="[Obrazek: sqequip.png]" />]]></description>
			<content:encoded><![CDATA[<center><span style="font-size: medium;"><span style="color: red;"><span style="font-weight: bold;">~ HUD Przedmiotów VX / Item HUD VX ~</span></span></span></center><br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Krótki opis:</span></span><br />
Skrypt wyświetla na mapie wykaz przedmiotów w plecaku. <br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Autor:</span></span><br />
Ayene, Moghunter<br />
<br />
<span style="color: red;"><span style="font-weight: bold;">Skrypt:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><div class="codeblock">
<div class="title">Kod:<br />
</div><div class="body" dir="ltr"><code>#============================================================================== <br />
# ITEM HUD by Ayene<br />
# na podstawie MOG HUD Equip by Moghunter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
#============================================================================== <br />
<br />
module MOG <br />
&nbsp;&nbsp;module Ayene<br />
&nbsp;&nbsp;# Przełącznik, kontrolujący wyświetlanie HUD <br />
&nbsp;&nbsp;EQPMAPVIS = 5&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;# położenie HUD: <br />
&nbsp;&nbsp; # 0 - lewy górny róg <br />
&nbsp;&nbsp; # 1 - prawy górny róg <br />
&nbsp;&nbsp; # 2 - lewy dolny róg <br />
&nbsp;&nbsp; # 3 - prawy dolny róg <br />
&nbsp;&nbsp; # 4 - ręczne <br />
&nbsp;&nbsp; EQPMAPPO = 2&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# Położenie HUD (gdy wybrano ręczne) - współrzędne x i y <br />
&nbsp;&nbsp; EQPMAPX = 210 # współrzędna x <br />
&nbsp;&nbsp; EQPMAPY = 290 # współrzędna y <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# ID przedmiotów, które będą wyświetlane w pasku <br />
&nbsp;&nbsp; ITEM_IDS = [1, 2, 3, 4, 13, 17, 19, 24]&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# Wielkość dopasowana do liczby przedmiotów <br />
&nbsp;&nbsp; FIT_HUD = true <br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;# Liczba slotów na przedmioty, gdy wybrano false <br />
&nbsp;&nbsp; SLOTS = 10 <br />
 end <br />
end <br />
<br />
#============================================================================== <br />
# Window_Base <br />
#============================================================================== <br />
class Window_Base &lt; Window&nbsp;&nbsp;<br />
&nbsp;&nbsp;def draw_equip_map(item, x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;if item == nil <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_icon(item.icon_index , x + 3 , y + 3)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;number = &#36;game_party.item_number(item) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.color = normal_color <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.font.size = 16 <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x + 4, y + 3, 24, 32, number.to_s, 2)&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;end <br />
<br />
&nbsp;&nbsp;def draw_mequip(x, y) <br />
&nbsp;&nbsp;&nbsp;&nbsp;mequip = Cache.picture("sqequip")<br />
&nbsp;&nbsp;&nbsp;&nbsp;cw = mequip.width <br />
&nbsp;&nbsp;&nbsp;&nbsp;ch = mequip.height <br />
&nbsp;&nbsp;&nbsp;&nbsp;src_rect = Rect.new(0, 0, cw, ch)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = [] <br />
&nbsp;&nbsp;&nbsp;&nbsp;for item in &#36;game_party.items&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(item) if item.is_a?(RPG::Item) and MOG::Ayene::ITEM_IDS.include?(item.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;if MOG::Ayene::FIT_HUD <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@data.size <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.blt(32 * i, y, mequip, src_rect)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;else <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...MOG::Ayene::SLOTS<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.blt(32 * i, y, mequip, src_rect)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================================================== <br />
# Window_Equip_Map <br />
#============================================================================== <br />
class Window_Equipmap &lt; Window_Base <br />
&nbsp;&nbsp;def initialize(width) <br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 222 + width, 100) <br />
&nbsp;&nbsp;&nbsp;&nbsp;self.opacity = 0&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;case MOG::Ayene::EQPMAPPO <br />
&nbsp;&nbsp;&nbsp;&nbsp;when 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 1 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 512 - width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 2 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 0 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 360<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = 734 - width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = 360&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;when 4 <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.x = MOG::Ayene::EQPMAPX <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.y = MOG::Ayene::EQPMAPY <br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh <br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;def refresh&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;for item in &#36;game_party.items<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(item) if item.is_a?(RPG::Item) and MOG::Ayene::ITEM_IDS.include?(item.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_contents<br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_mequip(0, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_equip_map(@data[i], 32 * i, 0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;end <br />
end <br />
<br />
#============================================================================== <br />
# Scene_Map <br />
#============================================================================== <br />
class Scene_Map <br />
&nbsp;&nbsp;alias ayene_start start <br />
&nbsp;&nbsp;def start&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;create_hud<br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.visible = !&#36;game_switches[MOG::Ayene::EQPMAPVIS]<br />
&nbsp;&nbsp;&nbsp;&nbsp;ayene_start <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def create_hud<br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap = Window_Equipmap.new(hud_size?)<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def hud_size?<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;for item in &#36;game_party.items<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@data.push(item) if item.is_a?(RPG::Item) and MOG::Ayene::ITEM_IDS.include?(item.id)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;return (MOG::Ayene::FIT_HUD ? @data.size : MOG::Ayene::SLOTS) * 32<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias ayene_terminate terminate <br />
&nbsp;&nbsp;def terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;ayene_terminate <br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.dispose unless @eqmap.nil?<br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias mog8_update update <br />
&nbsp;&nbsp;def update <br />
&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.visible = !&#36;game_switches[MOG::Ayene::EQPMAPVIS]&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;eref<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;@eqmap.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;create_hud<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;eref = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;mog8_update <br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
end&nbsp;&nbsp;<br />
<br />
#============================================================================== <br />
# Game_Map <br />
#============================================================================== <br />
class Game_Map <br />
&nbsp;&nbsp;attr_accessor :eref <br />
end <br />
<br />
class Game_Interpreter <br />
&nbsp;&nbsp;def eref <br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;eref = true <br />
&nbsp;&nbsp;end <br />
&nbsp;&nbsp;alias mog126ref command_126 <br />
&nbsp;&nbsp;def command_126 <br />
&nbsp;&nbsp;&nbsp;&nbsp;eref <br />
&nbsp;&nbsp;&nbsp;&nbsp;return mog126ref <br />
&nbsp;&nbsp;end <br />
end</code></div></div>
</div></div><span style="color: red;"><span style="font-weight: bold;">Screeny:</span></span><br />
<div class="spoiler"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Otwórz)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Zamknij)';}"> (Otwórz) </a></div><div class="spoiler_body" style="display: none;"><img class="postimage" src="http://img221.imageshack.us/img221/1663/1eb8.png" border="0" alt="[Obrazek: 1eb8.png]" /><br />
</div></div><span style="color: red;"><span style="font-weight: bold;">Dodatkowe informacje:</span></span><br />
Skrypt wymaga pliku 'sqequip', który należy umieścić w folderze 'Grapchics/Pictures':<br />
<img class="postimage" src="http://img63.imageshack.us/img63/1790/sqequip.png" border="0" alt="[Obrazek: sqequip.png]" />]]></content:encoded>
		</item>
	</channel>
</rss>