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TheSixth

Schala ".fade= NoMethodError" fix (untested) by Sixth

Feb 1st, 2016
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  1. class Game_Character < Game_CharacterBase
  2.  
  3.   def can_update_action_command?
  4.     return false if self.nil?
  5.     return false if self.battler.is_a?(Game_Enemy)
  6.     return false if self.action_movement[0] > 0
  7.     return false if self.battler.cast_effect[0] > 0
  8.     return false if $game_temp.command_wait > 0
  9.     return false if $game_temp.in_turn == nil
  10.     return false if $game_temp.in_turn != self.turn_index
  11.     return false if $game_temp.turn_sprite_phase != 0
  12.     return false if !self.battler.turn
  13.     return false if self.fade
  14.     return true
  15.   end
  16.    
  17.   def reset_battler_parameters(turn = false)
  18.     return if self.nil?
  19.     clear_all_action(self)
  20.     self.battler.at = 0 unless turn
  21.     self.battler.turn = false
  22.     self.active = false      
  23.     self.restore_name      
  24.     self.battler.cast_effect = [0,1]
  25.     self.jump_count = 0
  26.     self.jump_peak = 0    
  27.     self.heal = false
  28.     self.fade = false
  29.     self.set_base_pose
  30.     self.force_action_times = 0
  31.     self.force_action = ""        
  32.     self.move_speed = self.pre_move_speed unless self.battler.dead?
  33.   end    
  34.  
  35.   def reset_battler_basic
  36.     return if self.nil?
  37.     self.battler.at = 0
  38.     self.battler.turn = false
  39.     self.active = false      
  40.     self.restore_name      
  41.     self.jump_count = 0
  42.     self.jump_peak = 0    
  43.     self.heal = false
  44.     self.fade = false
  45.   end  
  46.    
  47.   def execute_escape  
  48.     clear_base_command(true)
  49.     clear_command_paramenters
  50.     $game_temp.turn_sprite_phase = 3
  51.     for i in $game_temp.target_enemies
  52.         next if i.nil?
  53.         i.fade = true
  54.         i.through = true
  55.         i.disabled = true          
  56.         i.erase if i.battler.dead?  
  57.     end
  58.     execute_result
  59.   end  
  60.  
  61. end
  62.  
  63. module Schala_Battle
  64.  
  65.   def remove_battler_knockback
  66.     for i in $game_temp.target_enemies
  67.       next if i.nil?
  68.       i.jump_count = 0
  69.       i.heal = false      
  70.       i.fade = false
  71.       i.force_action_times = 0
  72.       i.force_action = ""          
  73.       if !i.battler.dead?
  74.         i.battler.invunerable_duration = 0
  75.         i.knock_back_duration = nil  
  76.       end  
  77.       i.set_base_pose
  78.     end
  79.     for i in $game_temp.target_actors
  80.       next if i.nil?
  81.       i.jump_count = 0
  82.       i.jump_peak = 0
  83.       i.priority_type = 1
  84.       i.heal = false
  85.       i.through = false
  86.       i.fade = false
  87.       i.force_action_times = 0
  88.       i.force_action = ""          
  89.       if !i.battler.dead?
  90.         i.battler.invunerable_duration = 0
  91.         i.knock_back_duration = nil  
  92.       end  
  93.       i.set_base_pose
  94.     end          
  95.   end
  96.    
  97.   def restore_battler_position
  98.     wait = false
  99.     for i in $game_temp.target_actors
  100.       next if i.nil?
  101.       i.make_pose("",0) unless i.battler.dead? or i.battler.cast_effect[0] > 0
  102.       i.update_battler_pose
  103.       i.angle = 0
  104.       i.fade = false
  105.       i.rolling_effect(false)
  106.       i.move_speed = 4
  107.       if i.can_jump_org?
  108.         i.restore_position
  109.         wait = true
  110.       end  
  111.     end
  112.     for i in $game_temp.target_enemies
  113.       next if i.nil?
  114.       i.fade = false
  115.       i.angle = 0
  116.       i.priority_type = i.temp_position[3]
  117.       i.rolling_effect(false)
  118.       if i.can_jump_org? and !i.battler.dead?
  119.         i.restore_position
  120.         wait = true
  121.       end          
  122.     end      
  123.     if wait and $game_temp.target_phase != nil
  124.       $game_temp.target_phase.action_movement[3] = 60
  125.     end
  126.   end    
  127.  
  128. end
  129.  
  130. module Actor_Action
  131.  
  132.   def fade_events(value,target = false)
  133.     for i in $game_map.events.values
  134.       next if i.nil?
  135.       if target_enemy != nil
  136.         next if i == target_enemy and target
  137.       end
  138.       next if i.tool_id > 0
  139.       i.fade = value
  140.     end
  141.   end  
  142.  
  143.   def fade_party(value)
  144.     return if target_enemy == nil
  145.     if target_enemy.battler.is_a?(Game_Actor)
  146.       for i in $game_temp.target_enemies
  147.         next if i.nil?
  148.         next if i.battler.dead?
  149.         next if !i.target
  150.         i.fade = value
  151.       end    
  152.     else  
  153.       for i in $game_temp.target_actors
  154.         next if i.nil?
  155.         i.fade = value
  156.       end
  157.     end      
  158.   end
  159.    
  160.   def tilemap_visible(value)
  161.     $game_temp.tilemap_visible = value
  162.     for i in $game_map.events.values
  163.       next if i.nil?
  164.       next if i.tool_id > 0
  165.       next if i.battler != nil
  166.       i.fade = value == true ? false : true
  167.     end            
  168.   end  
  169.  
  170. end
  171.  
  172. module XRXS_BattlerAttachment
  173.  
  174.   def death_in_battle
  175.     return if self.nil?
  176.     self.fade = false
  177.     dead_in_turn(self)
  178.     reset_dead_parameters(self)
  179.   end  
  180.    
  181.   def action_can_hit_target?(bullet, user, skill,tar_invu)
  182.     return false if self.nil?
  183.     return false if skill == nil
  184.     return false if user == nil      
  185.     return false if self.battler.invunerable_duration > 0    
  186.     return false if self.disabled
  187.     return false if self.can_collapse
  188.     return false if self.erased
  189.     return false if self.transparent
  190.    #return false if $game_temp.turn_sprite_phase != 0
  191.     return false if skill.scope == 0
  192.     return false if self.fade
  193.     if bullet.action.first_impact_time > 0
  194.       return false
  195.     end
  196.     unless bullet.action.all_damage  
  197.       if skill.scope >= 7
  198.         if user.battler.is_a?(Game_Actor)
  199.           return false if self.battler.is_a?(Game_Enemy)
  200.         else
  201.           return false if self.battler.is_a?(Game_Actor)          
  202.         end
  203.       else
  204.         if user.battler.is_a?(Game_Actor)
  205.           return false if self.battler.is_a?(Game_Actor)
  206.         else
  207.           return false if self.battler.is_a?(Game_Enemy)          
  208.         end        
  209.       end
  210.     end
  211.     return true
  212.   end
  213.  
  214. end
  215.  
  216. class Sprite_Character < Sprite_Base
  217.  
  218.   def can_sprite_fade?
  219.     return false if @character.nil?
  220.     return false if @character.erased
  221.     return true if @character.fade
  222.     return false if @character.tool_id > 0
  223.     return true if @character.disabled
  224.     if @character.battler != nil and !$game_temp.battle_phase[0]
  225.       if @character.knock_back_duration != nil or @character.battler.dead?
  226.         self.opacity = 160
  227.         return true
  228.       end
  229.       return true if @character.battler.dead?
  230.     end  
  231.     return true if !@character.target and @character.battler != nil and $game_temp.battle_phase[0]
  232.     return false
  233.   end  
  234.    
  235.   def update_aura
  236.     return if @aura_sprite == nil
  237.     if !can_update_aura_effet?
  238.       @aura_sprite.opacity -= 10
  239.       return
  240.     end
  241.     return if !@aura_sprite.visible
  242.     @aura_sprite.x = self.x
  243.     @aura_sprite.y = self.y - @aura_sprite.oy
  244.     @aura_sprite.z = self.z #- 1
  245.     if @character && @character.fade
  246.       @aura_sprite.opacity -= 5
  247.       return
  248.     end
  249.     if @character.battler.hp == 0 and @character.can_collapse
  250.       @aura_sprite.opacity -= 5
  251.       @aura_sprite.visible = false if @aura_sprite.opacity == 0
  252.     else
  253.       case @aura_sprite_effect[0]    
  254.       when 0; update_aura_effect
  255.       when 1; update_aura_effect2
  256.       end  
  257.     end  
  258.   end
  259.  
  260. end
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