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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. def step_anime=(step_anime)
  144. @step_anime = step_anime
  145. end
  146. #—
  147. #--------------------------------------------------------------------------
  148. # setup_actor
  149. #--------------------------------------------------------------------------
  150. def setup_actor(actor)
  151. @actor = actor
  152. @step_anime = true
  153. set_graphic(@actor.character_name, @actor.character_index)
  154. setup_coordinates
  155. dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
  156. direction = Direction.opposite(dr)
  157. set_direction(Direction.correct(direction))
  158. end
  159.  
  160. #--------------------------------------------------------------------------
  161. # sprite=
  162. #--------------------------------------------------------------------------
  163. def sprite=(sprite)
  164. @sprite = sprite
  165. end
  166.  
  167. #--------------------------------------------------------------------------
  168. # setup_coordinates
  169. #--------------------------------------------------------------------------
  170. def setup_coordinates
  171. location = ($game_system.party_direction ||
  172. YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
  173. base_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][0]
  174. base_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][1]
  175. mod_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][2]
  176. mod_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][3]
  177. @actor.screen_x = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_X)
  178. @actor.screen_y = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_Y)
  179. @actor.origin_x = @actor.screen_x
  180. @actor.origin_y = @actor.screen_y
  181. @actor.create_move_to(screen_x, screen_y, 1)
  182. end
  183.  
  184. #--------------------------------------------------------------------------
  185. # index
  186. #--------------------------------------------------------------------------
  187. def index
  188. return @actor.index
  189. end
  190.  
  191. #--------------------------------------------------------------------------
  192. # screen_x
  193. #--------------------------------------------------------------------------
  194. def screen_x
  195. return @actor.screen_x
  196. end
  197.  
  198. #--------------------------------------------------------------------------
  199. # screen_y
  200. #--------------------------------------------------------------------------
  201. def screen_y
  202. return @actor.screen_y
  203. end
  204.  
  205. #--------------------------------------------------------------------------
  206. # screen_z
  207. #--------------------------------------------------------------------------
  208. def screen_z
  209. return @actor.screen_z
  210. end
  211.  
  212. end # Game_BattleCharacter
  213.  
  214. #==============================================================================
  215. # ? ¥ Game_Battler
  216. #==============================================================================
  217.  
  218. class Game_Battler < Game_BattlerBase
  219.  
  220. #--------------------------------------------------------------------------
  221. # public instance variables
  222. #--------------------------------------------------------------------------
  223. attr_accessor :moved_back
  224. attr_accessor :origin_x
  225. attr_accessor :origin_y
  226. attr_accessor :screen_x
  227. attr_accessor :screen_y
  228. attr_accessor :started_turn
  229.  
  230. #--------------------------------------------------------------------------
  231. # alias method: execute_damage
  232. #--------------------------------------------------------------------------
  233. alias game_battler_execute_damage_vb execute_damage
  234. def execute_damage(user)
  235. game_battler_execute_damage_vb(user)
  236. if @result.hp_damage > 0
  237. move_backward(24, 6) unless @moved_back
  238. @moved_back = true
  239. end
  240. end
  241.  
  242. #--------------------------------------------------------------------------
  243. # face_opposing_party
  244. #--------------------------------------------------------------------------
  245. def face_opposing_party
  246. direction = ($game_system.party_direction ||
  247. YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
  248. character.set_direction(Direction.correct(direction)) rescue 0
  249. end
  250.  
  251. #--------------------------------------------------------------------------
  252. # new method: face_coordinate
  253. #--------------------------------------------------------------------------
  254. def face_coordinate(destination_x, destination_y)
  255. x1 = Integer(@screen_x)
  256. x2 = Integer(destination_x)
  257. y1 = Graphics.height - Integer(@screen_y)
  258. y2 = Graphics.height - Integer(destination_y)
  259. return if x1 == x2 and y1 == y2
  260. #---
  261. angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI)
  262. if (0..225) === angle or (-225..0) === angle
  263. direction = 6
  264. elsif (226..675) === angle
  265. direction = 9
  266. elsif (676..1125) === angle
  267. direction = 8
  268. elsif (1126..1575) === angle
  269. direction = 7
  270. elsif (1576..1800) === angle or (-1800..-1576) === angle
  271. direction = 4
  272. elsif (-1575..-1126) === angle
  273. direction = 1
  274. elsif (-1125..-676) === angle
  275. direction = 2
  276. elsif (-675..-226) === angle
  277. direction = 3
  278. end
  279. #---
  280. character.set_direction(Direction.correct(direction)) rescue 0
  281. end
  282.  
  283. #--------------------------------------------------------------------------
  284. # create_move_to
  285. #--------------------------------------------------------------------------
  286. def create_move_to(destination_x, destination_y, frames = 12)
  287. @destination_x = destination_x
  288. @destination_y = destination_y
  289. frames = [frames, 1].max
  290. @move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max
  291. @move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max
  292. end
  293.  
  294. #--------------------------------------------------------------------------
  295. # update_move_to
  296. #--------------------------------------------------------------------------
  297. def update_move_to
  298. @move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
  299. @move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
  300. value = [(@screen_x - @destination_x).abs, @move_x_rate].min
  301. @screen_x += (@destination_x > @screen_x) ? value : -value
  302. value = [(@screen_y - @destination_y).abs, @move_y_rate].min
  303. @screen_y += (@destination_y > @screen_y) ? value : -value
  304. end
  305.  
  306. #--------------------------------------------------------------------------
  307. # move_forward
  308. #--------------------------------------------------------------------------
  309. def move_forward(distance = 24, frames = 12)
  310. direction = forward_direction
  311. move_direction(direction, distance, frames)
  312. end
  313.  
  314. #--------------------------------------------------------------------------
  315. # move_backward
  316. #--------------------------------------------------------------------------
  317. def move_backward(distance = 24, frames = 12)
  318. direction = Direction.opposite(forward_direction)
  319. move_direction(direction, distance, frames)
  320. end
  321.  
  322. #--------------------------------------------------------------------------
  323. # move_direction
  324. #--------------------------------------------------------------------------
  325. def move_direction(direction, distance = 24, frames = 12)
  326. case direction
  327. when 1; move_x = distance / -2; move_y = distance / 2
  328. when 2; move_x = distance * 0; move_y = distance * 1
  329. when 3; move_x = distance / -2; move_y = distance / 2
  330. when 4; move_x = distance * -1; move_y = distance * 0
  331. when 6; move_x = distance * 1; move_y = distance * 0
  332. when 7; move_x = distance / -2; move_y = distance / -2
  333. when 8; move_x = distance * 0; move_y = distance * -1
  334. when 9; move_x = distance / 2; move_y = distance / -2
  335. else; return
  336. end
  337. destination_x = @screen_x + move_x
  338. destination_y = @screen_y + move_y
  339. create_move_to(destination_x, destination_y, frames)
  340. end
  341.  
  342. #--------------------------------------------------------------------------
  343. # forward_direction
  344. #--------------------------------------------------------------------------
  345. def forward_direction
  346. return ($game_system.party_direction ||
  347. YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
  348. end
  349.  
  350. #--------------------------------------------------------------------------
  351. # move_origin
  352. #--------------------------------------------------------------------------
  353. def move_origin
  354. create_move_to(@origin_x, @origin_y)
  355. face_coordinate(@origin_x, @origin_y)
  356. @moved_back = false
  357. end
  358.  
  359. #--------------------------------------------------------------------------
  360. # moving?
  361. #--------------------------------------------------------------------------
  362. def moving?
  363. return false if dead? || !exist?
  364. return @move_x_rate != 0 || @move_y_rate != 0
  365. end
  366.  
  367. end # Game_Battler
  368.  
  369. #==============================================================================
  370. # ? ¥ Game_Actor
  371. #==============================================================================
  372.  
  373. class Game_Actor < Game_Battler
  374.  
  375. #--------------------------------------------------------------------------
  376. # overwrite method: use_sprite?
  377. #--------------------------------------------------------------------------
  378. def use_sprite?
  379. return true
  380. end
  381.  
  382. #--------------------------------------------------------------------------
  383. # new method: screen_x
  384. #--------------------------------------------------------------------------
  385. def screen_x
  386. return @screen_x rescue 0
  387. end
  388.  
  389. #--------------------------------------------------------------------------
  390. # new method: screen_y
  391. #--------------------------------------------------------------------------
  392. def screen_y
  393. return @screen_y rescue 0
  394. end
  395.  
  396. #--------------------------------------------------------------------------
  397. # new method: screen_z
  398. #--------------------------------------------------------------------------
  399. def screen_z
  400. return 100
  401. end
  402.  
  403. #--------------------------------------------------------------------------
  404. # new method: sprite
  405. #--------------------------------------------------------------------------
  406. def sprite
  407. index = $game_party.battle_members.index(self)
  408. return SceneManager.scene.spriteset.actor_sprites[index]
  409. end
  410.  
  411. #--------------------------------------------------------------------------
  412. # new method: character
  413. #--------------------------------------------------------------------------
  414. def character
  415. return sprite.character_base
  416. end
  417.  
  418. #--------------------------------------------------------------------------
  419. # face_opposing_party
  420. #--------------------------------------------------------------------------
  421. def face_opposing_party
  422. dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
  423. direction = Direction.opposite(dr)
  424. character.set_direction(Direction.correct(direction)) rescue 0
  425. end
  426.  
  427. #--------------------------------------------------------------------------
  428. # forward_direction
  429. #--------------------------------------------------------------------------
  430. def forward_direction
  431. return Direction.opposite(($game_system.party_direction ||
  432. YEA::VISUAL_BATTLERS::PARTY_DIRECTION))
  433. end
  434.  
  435. end # Game_Actor
  436.  
  437. #==============================================================================
  438. # ? ¥ Game_Enemy
  439. #==============================================================================
  440.  
  441. class Game_Enemy < Game_Battler
  442.  
  443. #--------------------------------------------------------------------------
  444. # new method: sprite
  445. #--------------------------------------------------------------------------
  446. def sprite
  447. return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
  448. end
  449.  
  450. #--------------------------------------------------------------------------
  451. # new method: character
  452. #--------------------------------------------------------------------------
  453. def character
  454. return sprite
  455. end
  456.  
  457. end # Game_Enemy
  458.  
  459. #==============================================================================
  460. # ? ¥ Game_Troop
  461. #==============================================================================
  462.  
  463. class Game_Troop < Game_Unit
  464.  
  465. #--------------------------------------------------------------------------
  466. # alias method: setup
  467. #--------------------------------------------------------------------------
  468. alias game_troop_setup_vb setup
  469. def setup(troop_id)
  470. game_troop_setup_vb(troop_id)
  471. set_coordinates
  472. end
  473.  
  474. #--------------------------------------------------------------------------
  475. # new method: set_coordinates
  476. #--------------------------------------------------------------------------
  477. def set_coordinates
  478. for member in members
  479. member.origin_x = member.screen_x
  480. member.origin_y = member.screen_y
  481. member.create_move_to(member.screen_x, member.screen_y, 1)
  482. end
  483. end
  484.  
  485. end # Game_Troop
  486.  
  487. #==============================================================================
  488. # ? ¥ Sprite_Battler
  489. #==============================================================================
  490.  
  491. class Sprite_Battler < Sprite_Base
  492.  
  493. #--------------------------------------------------------------------------
  494. # public instance_variable
  495. #--------------------------------------------------------------------------
  496. attr_accessor :character_base
  497. attr_accessor :character_sprite
  498.  
  499. #--------------------------------------------------------------------------
  500. # alias method: dispose
  501. #--------------------------------------------------------------------------
  502. alias sprite_battler_dispose_vb dispose
  503. def dispose
  504. dispose_character_sprite
  505. sprite_battler_dispose_vb
  506. end
  507.  
  508. #--------------------------------------------------------------------------
  509. # new method: dispose_character_sprite
  510. #--------------------------------------------------------------------------
  511. def dispose_character_sprite
  512. @character_sprite.dispose unless @character_sprite.nil?
  513. end
  514.  
  515. #--------------------------------------------------------------------------
  516. # alias method: update
  517. #--------------------------------------------------------------------------
  518. alias sprite_battler_update_vb update
  519. def update
  520. sprite_battler_update_vb
  521. return if @battler.nil?
  522. update_move_to
  523. update_character_base
  524. update_character_sprite
  525. end
  526.  
  527. #--------------------------------------------------------------------------
  528. # new method: update_character_base
  529. #--------------------------------------------------------------------------
  530. def update_character_base
  531. return if @character_base.nil?
  532. @character_base.update
  533. end
  534.  
  535. #--------------------------------------------------------------------------
  536. # new method: update_character_sprite
  537. #--------------------------------------------------------------------------
  538. def update_character_sprite
  539. return if @character_sprite.nil?
  540. @character_sprite.update
  541. end
  542.  
  543. #--------------------------------------------------------------------------
  544. # new method: update_move_to
  545. #--------------------------------------------------------------------------
  546. def update_move_to
  547. @battler.update_move_to
  548. end
  549.  
  550. #--------------------------------------------------------------------------
  551. # new method: moving?
  552. #--------------------------------------------------------------------------
  553. def moving?
  554. return false if @battler.nil?
  555. return @battler.moving?
  556. end
  557.  
  558. end # Sprite_Battler
  559.  
  560. #==============================================================================
  561. # ? ¥ Sprite_BattleCharacter
  562. #==============================================================================
  563.  
  564. class Sprite_BattleCharacter < Sprite_Character
  565.  
  566. #--------------------------------------------------------------------------
  567. # initialize
  568. #--------------------------------------------------------------------------
  569. def initialize(viewport, character = nil)
  570. super(viewport, character)
  571. character.sprite = self
  572. end
  573.  
  574. end # Sprite_BattleCharacter
  575.  
  576. #==============================================================================
  577. # ? ¥ Spriteset_Battle
  578. #==============================================================================
  579.  
  580. class Spriteset_Battle
  581.  
  582. #--------------------------------------------------------------------------
  583. # public instance_variable
  584. #--------------------------------------------------------------------------
  585. attr_accessor :actor_sprites
  586. attr_accessor :enemy_sprites
  587.  
  588. #--------------------------------------------------------------------------
  589. # overwrite method: create_actors
  590. #--------------------------------------------------------------------------
  591. def create_actors
  592. total = $game_party.max_battle_members
  593. @current_party = $game_party.battle_members.clone
  594. @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
  595. for actor in $game_party.battle_members
  596. @actor_sprites[actor.index].battler = actor
  597. create_actor_sprite(actor)
  598. end
  599. end
  600.  
  601. #--------------------------------------------------------------------------
  602. # new method: create_actor_sprite
  603. #--------------------------------------------------------------------------
  604. def create_actor_sprite(actor)
  605. character = Game_BattleCharacter.new(actor)
  606. character_sprite = Sprite_BattleCharacter.new(@viewport1, character)
  607. @actor_sprites[actor.index].character_base = character
  608. @actor_sprites[actor.index].character_sprite = character_sprite
  609. actor.face_opposing_party
  610. end
  611.  
  612. #--------------------------------------------------------------------------
  613. # alias method: update_actors
  614. #--------------------------------------------------------------------------
  615. alias spriteset_battle_update_actors_vb update_actors
  616. def update_actors
  617. #—
  618. for actor in $game_party.battle_members
  619. if $game_party.battle_members[actor.index].death_state?
  620. @actor_sprites[actor.index].character_sprite.angle = -90
  621. @actor_sprites[actor.index].character_base.step_anime = false
  622. else
  623. @actor_sprites[actor.index].character_sprite.angle = 0
  624. @actor_sprites[actor.index].character_base.step_anime = true
  625. end
  626. end
  627. #—
  628. if @current_party != $game_party.battle_members
  629. dispose_actors
  630. create_actors
  631. end
  632. spriteset_battle_update_actors_vb
  633. end
  634.  
  635. #--------------------------------------------------------------------------
  636. # new method: moving?
  637. #--------------------------------------------------------------------------
  638. def moving?
  639. return battler_sprites.any? {|sprite| sprite.moving? }
  640. end
  641.  
  642. end # Spriteset_Battle
  643.  
  644. #==============================================================================
  645. # ? ¥ Scene_Battle
  646. #==============================================================================
  647.  
  648. class Scene_Battle < Scene_Base
  649.  
  650. #--------------------------------------------------------------------------
  651. # public instance variables
  652. #--------------------------------------------------------------------------
  653. attr_accessor :spriteset
  654.  
  655. #--------------------------------------------------------------------------
  656. # alias method: process_action_end
  657. #--------------------------------------------------------------------------
  658. alias scene_battle_process_action_end_vb process_action_end
  659. def process_action_end
  660. start_battler_move_origin
  661. scene_battle_process_action_end_vb
  662. end
  663.  
  664. #--------------------------------------------------------------------------
  665. # alias method: execute_action
  666. #--------------------------------------------------------------------------
  667. alias scene_battle_execute_action_vb execute_action
  668. def execute_action
  669. start_battler_move_forward
  670. scene_battle_execute_action_vb
  671. end
  672.  
  673. #--------------------------------------------------------------------------
  674. # new method: start_battler_move_forward
  675. #--------------------------------------------------------------------------
  676. def start_battler_move_forward
  677. return if @subject.started_turn
  678. @subject.started_turn = true
  679. @subject.move_forward
  680. wait_for_moving
  681. end
  682.  
  683. #--------------------------------------------------------------------------
  684. # new method: start_battler_move_origin
  685. #--------------------------------------------------------------------------
  686. def start_battler_move_origin
  687. @subject.started_turn = nil
  688. move_battlers_origin
  689. wait_for_moving
  690. @subject.face_opposing_party rescue 0
  691. end
  692.  
  693. #--------------------------------------------------------------------------
  694. # new method: move_battlers_origin
  695. #--------------------------------------------------------------------------
  696. def move_battlers_origin
  697. for member in all_battle_members
  698. next if member.dead?
  699. next unless member.exist?
  700. member.move_origin
  701. end
  702. end
  703.  
  704. #--------------------------------------------------------------------------
  705. # new method: wait_for_moving
  706. #--------------------------------------------------------------------------
  707. def wait_for_moving
  708. update_for_wait
  709. update_for_wait while @spriteset.moving?
  710. end
  711.  
  712. end # Scene_Battle
  713.  
  714. #==============================================================================
  715. #
  716. # ¥ End of File
  717. #
  718. #==============================================================================
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