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  1. #==============================================================================
  2. #
  3. # ¥ Yanfly Engine Ace - Visual Battlers v1.01
  4. # -- Last Updated: 2012.07.24
  5. # -- Level: Easy
  6. # -- Requires: n/a
  7. #
  8. # ¥ Modified by:
  9. # -- Yami
  10. # -- Kread-Ex
  11. # -- Archeia_Nessiah
  12. #==============================================================================
  13.  
  14. $imported = {} if $imported.nil?
  15. $imported["YEA-VisualBattlers"] = true
  16.  
  17. #==============================================================================
  18. # ¥ Updates
  19. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  20. # 2012.12.18 - Added preset views and able to change direction in-game.
  21. # 2012.07.24 - Finished Script.
  22. # 2012.01.05 - Started Script.
  23. #
  24. #==============================================================================
  25. # ¥ Introduction
  26. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  27. # This script provides a visual for all actors by default charsets. The actions
  28. # and movements are alike Final Fantasy 1, only move forward and backward when
  29. # start and finish actions.
  30. #
  31. #==============================================================================
  32. # ¥ Instructions
  33. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  34. # To change the player direction in-game, use the snippet below in a script
  35. # call:
  36. #
  37. # $game_system.party_direction = n
  38. #
  39. # To install this script, open up your script editor and copy/paste this script
  40. # to an open slot below ¥ Materials but above ¥ Main. Remember to save.
  41. #
  42. #==============================================================================
  43. # ¥ Compatibility
  44. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  45. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  46. # it will run with RPG Maker VX without adjusting.
  47. #
  48. #==============================================================================
  49.  
  50. module YEA
  51. module VISUAL_BATTLERS
  52.  
  53. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  54. # - Party Location Setting -
  55. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  56. # These settings are adjusted for Party Location. Each Actor will have
  57. # coordinates calculated by below formula. There are two samples coordinates
  58. # below, change PARTY_DIRECTION to the base index you want to use.
  59. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  60. PARTY_DIRECTION = 6 # This direction is opposite from actual direction.
  61.  
  62. PARTY_LOCATION_BASE_COORDINATES ={
  63. # Index => [base_x, base_y, mod_x, mod_y],
  64. 2 => [ 250, 290, 40, 0], #UP
  65. 4 => [ 150, 280, 20, -20], #LEFT
  66. 3 => [ 460, 280, 30, -10], #RIGHT
  67. 6 => [ 460, 230, 20, 20], #DEFAULT RIGHT
  68. 8 => [ 260, 230, 40, 0], #DOWN
  69. } # Do not remove this.
  70.  
  71. PARTY_LOCATION_FORMULA_X = "base_x + index * mod_x"
  72. PARTY_LOCATION_FORMULA_Y = "base_y + index * mod_y"
  73.  
  74. end # VISUAL_BATTLERS
  75. end # YEA
  76.  
  77. #==============================================================================
  78. # ¥ Editting anything past this point may potentially result in causing
  79. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  80. # halitosis so edit at your own risk.
  81. #==============================================================================
  82.  
  83. #==============================================================================
  84. # ? ¥ Direction
  85. #==============================================================================
  86.  
  87. module Direction
  88.  
  89. #--------------------------------------------------------------------------
  90. # self.correct
  91. #--------------------------------------------------------------------------
  92. def self.correct(direction)
  93. case direction
  94. when 1; return 4
  95. when 3; return 6
  96. when 7; return 4
  97. when 9; return 6
  98. else; return direction
  99. end
  100. end
  101.  
  102. #--------------------------------------------------------------------------
  103. # self.opposite
  104. #--------------------------------------------------------------------------
  105. def self.opposite(direction)
  106. case direction
  107. when 1; return 6
  108. when 2; return 8
  109. when 3; return 4
  110. when 4; return 6
  111. when 6; return 4
  112. when 7; return 6
  113. when 8; return 2
  114. when 9; return 4
  115. else; return direction
  116. end
  117. end
  118.  
  119. end # Direction
  120.  
  121. #==============================================================================
  122. # ? ¥ Game_System
  123. #==============================================================================
  124.  
  125. class Game_System; attr_accessor :party_direction; end
  126.  
  127. #==============================================================================
  128. # ? ¥ Game_BattleCharacter
  129. #==============================================================================
  130.  
  131. class Game_BattleCharacter < Game_Character
  132.  
  133. #--------------------------------------------------------------------------
  134. # initialize
  135. #--------------------------------------------------------------------------
  136. def initialize(actor)
  137. super()
  138. setup_actor(actor)
  139. @move_x_rate = 0
  140. @move_y_rate = 0
  141. end
  142.  
  143. #--------------------------------------------------------------------------
  144. # setup_actor
  145. #--------------------------------------------------------------------------
  146. def setup_actor(actor)
  147. @actor = actor
  148. @step_anime = true
  149. set_graphic(@actor.character_name, @actor.character_index)
  150. setup_coordinates
  151. dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
  152. direction = Direction.opposite(dr)
  153. set_direction(Direction.correct(direction))
  154. end
  155.  
  156. #--------------------------------------------------------------------------
  157. # sprite=
  158. #--------------------------------------------------------------------------
  159. def sprite=(sprite)
  160. @sprite = sprite
  161. end
  162.  
  163. #--------------------------------------------------------------------------
  164. # setup_coordinates
  165. #--------------------------------------------------------------------------
  166. def setup_coordinates
  167. location = ($game_system.party_direction ||
  168. YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
  169. base_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][0]
  170. base_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][1]
  171. mod_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][2]
  172. mod_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][3]
  173. @actor.screen_x = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_X)
  174. @actor.screen_y = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_Y)
  175. @actor.origin_x = @actor.screen_x
  176. @actor.origin_y = @actor.screen_y
  177. @actor.create_move_to(screen_x, screen_y, 1)
  178. end
  179.  
  180. #--------------------------------------------------------------------------
  181. # index
  182. #--------------------------------------------------------------------------
  183. def index
  184. return @actor.index
  185. end
  186.  
  187. #--------------------------------------------------------------------------
  188. # screen_x
  189. #--------------------------------------------------------------------------
  190. def screen_x
  191. return @actor.screen_x
  192. end
  193.  
  194. #--------------------------------------------------------------------------
  195. # screen_y
  196. #--------------------------------------------------------------------------
  197. def screen_y
  198. return @actor.screen_y
  199. end
  200.  
  201. #--------------------------------------------------------------------------
  202. # screen_z
  203. #--------------------------------------------------------------------------
  204. def screen_z
  205. return @actor.screen_z
  206. end
  207.  
  208. end # Game_BattleCharacter
  209.  
  210. #==============================================================================
  211. # ? ¥ Game_Battler
  212. #==============================================================================
  213.  
  214. class Game_Battler < Game_BattlerBase
  215.  
  216. #--------------------------------------------------------------------------
  217. # public instance variables
  218. #--------------------------------------------------------------------------
  219. attr_accessor :moved_back
  220. attr_accessor :origin_x
  221. attr_accessor :origin_y
  222. attr_accessor :screen_x
  223. attr_accessor :screen_y
  224. attr_accessor :started_turn
  225.  
  226. #--------------------------------------------------------------------------
  227. # alias method: execute_damage
  228. #--------------------------------------------------------------------------
  229. alias game_battler_execute_damage_vb execute_damage
  230. def execute_damage(user)
  231. game_battler_execute_damage_vb(user)
  232. if @result.hp_damage > 0
  233. move_backward(24, 6) unless @moved_back
  234. @moved_back = true
  235. end
  236. end
  237.  
  238. #--------------------------------------------------------------------------
  239. # face_opposing_party
  240. #--------------------------------------------------------------------------
  241. def face_opposing_party
  242. direction = ($game_system.party_direction ||
  243. YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
  244. character.set_direction(Direction.correct(direction)) rescue 0
  245. end
  246.  
  247. #--------------------------------------------------------------------------
  248. # new method: face_coordinate
  249. #--------------------------------------------------------------------------
  250. def face_coordinate(destination_x, destination_y)
  251. x1 = Integer(@screen_x)
  252. x2 = Integer(destination_x)
  253. y1 = Graphics.height - Integer(@screen_y)
  254. y2 = Graphics.height - Integer(destination_y)
  255. return if x1 == x2 and y1 == y2
  256. #---
  257. angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI)
  258. if (0..225) === angle or (-225..0) === angle
  259. direction = 6
  260. elsif (226..675) === angle
  261. direction = 9
  262. elsif (676..1125) === angle
  263. direction = 8
  264. elsif (1126..1575) === angle
  265. direction = 7
  266. elsif (1576..1800) === angle or (-1800..-1576) === angle
  267. direction = 4
  268. elsif (-1575..-1126) === angle
  269. direction = 1
  270. elsif (-1125..-676) === angle
  271. direction = 2
  272. elsif (-675..-226) === angle
  273. direction = 3
  274. end
  275. #---
  276. character.set_direction(Direction.correct(direction)) rescue 0
  277. end
  278.  
  279. #--------------------------------------------------------------------------
  280. # create_move_to
  281. #--------------------------------------------------------------------------
  282. def create_move_to(destination_x, destination_y, frames = 12)
  283. @destination_x = destination_x
  284. @destination_y = destination_y
  285. frames = [frames, 1].max
  286. @move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max
  287. @move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max
  288. end
  289.  
  290. #--------------------------------------------------------------------------
  291. # update_move_to
  292. #--------------------------------------------------------------------------
  293. def update_move_to
  294. @move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
  295. @move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
  296. value = [(@screen_x - @destination_x).abs, @move_x_rate].min
  297. @screen_x += (@destination_x > @screen_x) ? value : -value
  298. value = [(@screen_y - @destination_y).abs, @move_y_rate].min
  299. @screen_y += (@destination_y > @screen_y) ? value : -value
  300. end
  301.  
  302. #--------------------------------------------------------------------------
  303. # move_forward
  304. #--------------------------------------------------------------------------
  305. def move_forward(distance = 24, frames = 12)
  306. direction = forward_direction
  307. move_direction(direction, distance, frames)
  308. end
  309.  
  310. #--------------------------------------------------------------------------
  311. # move_backward
  312. #--------------------------------------------------------------------------
  313. def move_backward(distance = 24, frames = 12)
  314. direction = Direction.opposite(forward_direction)
  315. move_direction(direction, distance, frames)
  316. end
  317.  
  318. #--------------------------------------------------------------------------
  319. # move_direction
  320. #--------------------------------------------------------------------------
  321. def move_direction(direction, distance = 24, frames = 12)
  322. case direction
  323. when 1; move_x = distance / -2; move_y = distance / 2
  324. when 2; move_x = distance * 0; move_y = distance * 1
  325. when 3; move_x = distance / -2; move_y = distance / 2
  326. when 4; move_x = distance * -1; move_y = distance * 0
  327. when 6; move_x = distance * 1; move_y = distance * 0
  328. when 7; move_x = distance / -2; move_y = distance / -2
  329. when 8; move_x = distance * 0; move_y = distance * -1
  330. when 9; move_x = distance / 2; move_y = distance / -2
  331. else; return
  332. end
  333. destination_x = @screen_x + move_x
  334. destination_y = @screen_y + move_y
  335. create_move_to(destination_x, destination_y, frames)
  336. end
  337.  
  338. #--------------------------------------------------------------------------
  339. # forward_direction
  340. #--------------------------------------------------------------------------
  341. def forward_direction
  342. return ($game_system.party_direction ||
  343. YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
  344. end
  345.  
  346. #--------------------------------------------------------------------------
  347. # move_origin
  348. #--------------------------------------------------------------------------
  349. def move_origin
  350. create_move_to(@origin_x, @origin_y)
  351. face_coordinate(@origin_x, @origin_y)
  352. @moved_back = false
  353. end
  354.  
  355. #--------------------------------------------------------------------------
  356. # moving?
  357. #--------------------------------------------------------------------------
  358. def moving?
  359. return false if dead? || !exist?
  360. return @move_x_rate != 0 || @move_y_rate != 0
  361. end
  362.  
  363. end # Game_Battler
  364.  
  365. #==============================================================================
  366. # ? ¥ Game_Actor
  367. #==============================================================================
  368.  
  369. class Game_Actor < Game_Battler
  370.  
  371. #--------------------------------------------------------------------------
  372. # overwrite method: use_sprite?
  373. #--------------------------------------------------------------------------
  374. def use_sprite?
  375. return true
  376. end
  377.  
  378. #--------------------------------------------------------------------------
  379. # new method: screen_x
  380. #--------------------------------------------------------------------------
  381. def screen_x
  382. return @screen_x rescue 0
  383. end
  384.  
  385. #--------------------------------------------------------------------------
  386. # new method: screen_y
  387. #--------------------------------------------------------------------------
  388. def screen_y
  389. return @screen_y rescue 0
  390. end
  391.  
  392. #--------------------------------------------------------------------------
  393. # new method: screen_z
  394. #--------------------------------------------------------------------------
  395. def screen_z
  396. return 100
  397. end
  398.  
  399. #--------------------------------------------------------------------------
  400. # new method: sprite
  401. #--------------------------------------------------------------------------
  402. def sprite
  403. index = $game_party.battle_members.index(self)
  404. return SceneManager.scene.spriteset.actor_sprites[index]
  405. end
  406.  
  407. #--------------------------------------------------------------------------
  408. # new method: character
  409. #--------------------------------------------------------------------------
  410. def character
  411. return sprite.character_base
  412. end
  413.  
  414. #--------------------------------------------------------------------------
  415. # face_opposing_party
  416. #--------------------------------------------------------------------------
  417. def face_opposing_party
  418. dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
  419. direction = Direction.opposite(dr)
  420. character.set_direction(Direction.correct(direction)) rescue 0
  421. end
  422.  
  423. #--------------------------------------------------------------------------
  424. # forward_direction
  425. #--------------------------------------------------------------------------
  426. def forward_direction
  427. return Direction.opposite(($game_system.party_direction ||
  428. YEA::VISUAL_BATTLERS::PARTY_DIRECTION))
  429. end
  430.  
  431. end # Game_Actor
  432.  
  433. #==============================================================================
  434. # ? ¥ Game_Enemy
  435. #==============================================================================
  436.  
  437. class Game_Enemy < Game_Battler
  438.  
  439. #--------------------------------------------------------------------------
  440. # new method: sprite
  441. #--------------------------------------------------------------------------
  442. def sprite
  443. return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
  444. end
  445.  
  446. #--------------------------------------------------------------------------
  447. # new method: character
  448. #--------------------------------------------------------------------------
  449. def character
  450. return sprite
  451. end
  452.  
  453. end # Game_Enemy
  454.  
  455. #==============================================================================
  456. # ? ¥ Game_Troop
  457. #==============================================================================
  458.  
  459. class Game_Troop < Game_Unit
  460.  
  461. #--------------------------------------------------------------------------
  462. # alias method: setup
  463. #--------------------------------------------------------------------------
  464. alias game_troop_setup_vb setup
  465. def setup(troop_id)
  466. game_troop_setup_vb(troop_id)
  467. set_coordinates
  468. end
  469.  
  470. #--------------------------------------------------------------------------
  471. # new method: set_coordinates
  472. #--------------------------------------------------------------------------
  473. def set_coordinates
  474. for member in members
  475. member.origin_x = member.screen_x
  476. member.origin_y = member.screen_y
  477. member.create_move_to(member.screen_x, member.screen_y, 1)
  478. end
  479. end
  480.  
  481. end # Game_Troop
  482.  
  483. #==============================================================================
  484. # ? ¥ Sprite_Battler
  485. #==============================================================================
  486.  
  487. class Sprite_Battler < Sprite_Base
  488.  
  489. #--------------------------------------------------------------------------
  490. # public instance_variable
  491. #--------------------------------------------------------------------------
  492. attr_accessor :character_base
  493. attr_accessor :character_sprite
  494.  
  495. #--------------------------------------------------------------------------
  496. # alias method: dispose
  497. #--------------------------------------------------------------------------
  498. alias sprite_battler_dispose_vb dispose
  499. def dispose
  500. dispose_character_sprite
  501. sprite_battler_dispose_vb
  502. end
  503.  
  504. #--------------------------------------------------------------------------
  505. # new method: dispose_character_sprite
  506. #--------------------------------------------------------------------------
  507. def dispose_character_sprite
  508. @character_sprite.dispose unless @character_sprite.nil?
  509. end
  510.  
  511. #--------------------------------------------------------------------------
  512. # alias method: update
  513. #--------------------------------------------------------------------------
  514. alias sprite_battler_update_vb update
  515. def update
  516. sprite_battler_update_vb
  517. return if @battler.nil?
  518. update_move_to
  519. update_character_base
  520. update_character_sprite
  521. end
  522.  
  523. #--------------------------------------------------------------------------
  524. # new method: update_character_base
  525. #--------------------------------------------------------------------------
  526. def update_character_base
  527. return if @character_base.nil?
  528. @character_base.update
  529. end
  530.  
  531. #--------------------------------------------------------------------------
  532. # new method: update_character_sprite
  533. #--------------------------------------------------------------------------
  534. def update_character_sprite
  535. return if @character_sprite.nil?
  536. @character_sprite.update
  537. end
  538.  
  539. #--------------------------------------------------------------------------
  540. # new method: update_move_to
  541. #--------------------------------------------------------------------------
  542. def update_move_to
  543. @battler.update_move_to
  544. end
  545.  
  546. #--------------------------------------------------------------------------
  547. # new method: moving?
  548. #--------------------------------------------------------------------------
  549. def moving?
  550. return false if @battler.nil?
  551. return @battler.moving?
  552. end
  553.  
  554. end # Sprite_Battler
  555.  
  556. #==============================================================================
  557. # ? ¥ Sprite_BattleCharacter
  558. #==============================================================================
  559.  
  560. class Sprite_BattleCharacter < Sprite_Character
  561.  
  562. #--------------------------------------------------------------------------
  563. # initialize
  564. #--------------------------------------------------------------------------
  565. def initialize(viewport, character = nil)
  566. super(viewport, character)
  567. character.sprite = self
  568. end
  569.  
  570. end # Sprite_BattleCharacter
  571.  
  572. #==============================================================================
  573. # ? ¥ Spriteset_Battle
  574. #==============================================================================
  575.  
  576. class Spriteset_Battle
  577.  
  578. #--------------------------------------------------------------------------
  579. # public instance_variable
  580. #--------------------------------------------------------------------------
  581. attr_accessor :actor_sprites
  582. attr_accessor :enemy_sprites
  583.  
  584. #--------------------------------------------------------------------------
  585. # overwrite method: create_actors
  586. #--------------------------------------------------------------------------
  587. def create_actors
  588. total = $game_party.max_battle_members
  589. @current_party = $game_party.battle_members.clone
  590. @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
  591. for actor in $game_party.battle_members
  592. @actor_sprites[actor.index].battler = actor
  593. create_actor_sprite(actor)
  594. end
  595. end
  596.  
  597. #--------------------------------------------------------------------------
  598. # new method: create_actor_sprite
  599. #--------------------------------------------------------------------------
  600. def create_actor_sprite(actor)
  601. character = Game_BattleCharacter.new(actor)
  602. character_sprite = Sprite_BattleCharacter.new(@viewport1, character)
  603. @actor_sprites[actor.index].character_base = character
  604. @actor_sprites[actor.index].character_sprite = character_sprite
  605. actor.face_opposing_party
  606. end
  607.  
  608. #--------------------------------------------------------------------------
  609. # alias method: update_actors
  610. #--------------------------------------------------------------------------
  611. alias spriteset_battle_update_actors_vb update_actors
  612. def update_actors
  613. if @current_party != $game_party.battle_members
  614. dispose_actors
  615. create_actors
  616. end
  617. spriteset_battle_update_actors_vb
  618. end
  619.  
  620. #--------------------------------------------------------------------------
  621. # new method: moving?
  622. #--------------------------------------------------------------------------
  623. def moving?
  624. return battler_sprites.any? {|sprite| sprite.moving? }
  625. end
  626.  
  627. end # Spriteset_Battle
  628.  
  629. #==============================================================================
  630. # ? ¥ Scene_Battle
  631. #==============================================================================
  632.  
  633. class Scene_Battle < Scene_Base
  634.  
  635. #--------------------------------------------------------------------------
  636. # public instance variables
  637. #--------------------------------------------------------------------------
  638. attr_accessor :spriteset
  639.  
  640. #--------------------------------------------------------------------------
  641. # alias method: process_action_end
  642. #--------------------------------------------------------------------------
  643. alias scene_battle_process_action_end_vb process_action_end
  644. def process_action_end
  645. start_battler_move_origin
  646. scene_battle_process_action_end_vb
  647. end
  648.  
  649. #--------------------------------------------------------------------------
  650. # alias method: execute_action
  651. #--------------------------------------------------------------------------
  652. alias scene_battle_execute_action_vb execute_action
  653. def execute_action
  654. start_battler_move_forward
  655. scene_battle_execute_action_vb
  656. end
  657.  
  658. #--------------------------------------------------------------------------
  659. # new method: start_battler_move_forward
  660. #--------------------------------------------------------------------------
  661. def start_battler_move_forward
  662. return if @subject.started_turn
  663. @subject.started_turn = true
  664. @subject.move_forward
  665. wait_for_moving
  666. end
  667.  
  668. #--------------------------------------------------------------------------
  669. # new method: start_battler_move_origin
  670. #--------------------------------------------------------------------------
  671. def start_battler_move_origin
  672. @subject.started_turn = nil
  673. move_battlers_origin
  674. wait_for_moving
  675. @subject.face_opposing_party rescue 0
  676. end
  677.  
  678. #--------------------------------------------------------------------------
  679. # new method: move_battlers_origin
  680. #--------------------------------------------------------------------------
  681. def move_battlers_origin
  682. for member in all_battle_members
  683. next if member.dead?
  684. next unless member.exist?
  685. member.move_origin
  686. end
  687. end
  688.  
  689. #--------------------------------------------------------------------------
  690. # new method: wait_for_moving
  691. #--------------------------------------------------------------------------
  692. def wait_for_moving
  693. update_for_wait
  694. update_for_wait while @spriteset.moving?
  695. end
  696.  
  697. end # Scene_Battle
  698.  
  699. #==============================================================================
  700. #
  701. # ¥ End of File
  702. #
  703. #==============================================================================
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