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- class Game_Character < Game_CharacterBase
- def can_update_action_command?
- return false if self.nil?
- return false if self.battler.is_a?(Game_Enemy)
- return false if self.action_movement[0] > 0
- return false if self.battler.cast_effect[0] > 0
- return false if $game_temp.command_wait > 0
- return false if $game_temp.in_turn == nil
- return false if $game_temp.in_turn != self.turn_index
- return false if $game_temp.turn_sprite_phase != 0
- return false if !self.battler.turn
- return false if self.fade
- return true
- end
- def reset_battler_parameters(turn = false)
- return if self.nil?
- clear_all_action(self)
- self.battler.at = 0 unless turn
- self.battler.turn = false
- self.active = false
- self.restore_name
- self.battler.cast_effect = [0,1]
- self.jump_count = 0
- self.jump_peak = 0
- self.heal = false
- self.fade = false
- self.set_base_pose
- self.force_action_times = 0
- self.force_action = ""
- self.move_speed = self.pre_move_speed unless self.battler.dead?
- end
- def reset_battler_basic
- return if self.nil?
- self.battler.at = 0
- self.battler.turn = false
- self.active = false
- self.restore_name
- self.jump_count = 0
- self.jump_peak = 0
- self.heal = false
- self.fade = false
- end
- def execute_escape
- clear_base_command(true)
- clear_command_paramenters
- $game_temp.turn_sprite_phase = 3
- for i in $game_temp.target_enemies
- next if i.nil?
- i.fade = true
- i.through = true
- i.disabled = true
- i.erase if i.battler.dead?
- end
- execute_result
- end
- end
- module Schala_Battle
- def remove_battler_knockback
- for i in $game_temp.target_enemies
- next if i.nil?
- i.jump_count = 0
- i.heal = false
- i.fade = false
- i.force_action_times = 0
- i.force_action = ""
- if !i.battler.dead?
- i.battler.invunerable_duration = 0
- i.knock_back_duration = nil
- end
- i.set_base_pose
- end
- for i in $game_temp.target_actors
- next if i.nil?
- i.jump_count = 0
- i.jump_peak = 0
- i.priority_type = 1
- i.heal = false
- i.through = false
- i.fade = false
- i.force_action_times = 0
- i.force_action = ""
- if !i.battler.dead?
- i.battler.invunerable_duration = 0
- i.knock_back_duration = nil
- end
- i.set_base_pose
- end
- end
- def restore_battler_position
- wait = false
- for i in $game_temp.target_actors
- next if i.nil?
- i.make_pose("",0) unless i.battler.dead? or i.battler.cast_effect[0] > 0
- i.update_battler_pose
- i.angle = 0
- i.fade = false
- i.rolling_effect(false)
- i.move_speed = 4
- if i.can_jump_org?
- i.restore_position
- wait = true
- end
- end
- for i in $game_temp.target_enemies
- next if i.nil?
- i.fade = false
- i.angle = 0
- i.priority_type = i.temp_position[3]
- i.rolling_effect(false)
- if i.can_jump_org? and !i.battler.dead?
- i.restore_position
- wait = true
- end
- end
- if wait and $game_temp.target_phase != nil
- $game_temp.target_phase.action_movement[3] = 60
- end
- end
- end
- module Actor_Action
- def fade_events(value,target = false)
- for i in $game_map.events.values
- next if i.nil?
- if target_enemy != nil
- next if i == target_enemy and target
- end
- next if i.tool_id > 0
- i.fade = value
- end
- end
- def fade_party(value)
- return if target_enemy == nil
- if target_enemy.battler.is_a?(Game_Actor)
- for i in $game_temp.target_enemies
- next if i.nil?
- next if i.battler.dead?
- next if !i.target
- i.fade = value
- end
- else
- for i in $game_temp.target_actors
- next if i.nil?
- i.fade = value
- end
- end
- end
- def tilemap_visible(value)
- $game_temp.tilemap_visible = value
- for i in $game_map.events.values
- next if i.nil?
- next if i.tool_id > 0
- next if i.battler != nil
- i.fade = value == true ? false : true
- end
- end
- end
- module XRXS_BattlerAttachment
- def death_in_battle
- return if self.nil?
- self.fade = false
- dead_in_turn(self)
- reset_dead_parameters(self)
- end
- def action_can_hit_target?(bullet, user, skill,tar_invu)
- return false if self.nil?
- return false if skill == nil
- return false if user == nil
- return false if self.battler.invunerable_duration > 0
- return false if self.disabled
- return false if self.can_collapse
- return false if self.erased
- return false if self.transparent
- #return false if $game_temp.turn_sprite_phase != 0
- return false if skill.scope == 0
- return false if self.fade
- if bullet.action.first_impact_time > 0
- return false
- end
- unless bullet.action.all_damage
- if skill.scope >= 7
- if user.battler.is_a?(Game_Actor)
- return false if self.battler.is_a?(Game_Enemy)
- else
- return false if self.battler.is_a?(Game_Actor)
- end
- else
- if user.battler.is_a?(Game_Actor)
- return false if self.battler.is_a?(Game_Actor)
- else
- return false if self.battler.is_a?(Game_Enemy)
- end
- end
- end
- return true
- end
- end
- class Sprite_Character < Sprite_Base
- def can_sprite_fade?
- return false if @character.nil?
- return false if @character.erased
- return true if @character.fade
- return false if @character.tool_id > 0
- return true if @character.disabled
- if @character.battler != nil and !$game_temp.battle_phase[0]
- if @character.knock_back_duration != nil or @character.battler.dead?
- self.opacity = 160
- return true
- end
- return true if @character.battler.dead?
- end
- return true if !@character.target and @character.battler != nil and $game_temp.battle_phase[0]
- return false
- end
- def update_aura
- return if @aura_sprite == nil
- if !can_update_aura_effet?
- @aura_sprite.opacity -= 10
- return
- end
- return if !@aura_sprite.visible
- @aura_sprite.x = self.x
- @aura_sprite.y = self.y - @aura_sprite.oy
- @aura_sprite.z = self.z #- 1
- if @character && @character.fade
- @aura_sprite.opacity -= 5
- return
- end
- if @character.battler.hp == 0 and @character.can_collapse
- @aura_sprite.opacity -= 5
- @aura_sprite.visible = false if @aura_sprite.opacity == 0
- else
- case @aura_sprite_effect[0]
- when 0; update_aura_effect
- when 1; update_aura_effect2
- end
- end
- end
- end
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