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- #==============================================================================
- # Found here
- #http://rm-vx-ace.de/WBB4/index.php/Thread/565-YSA-Battle-System-Predicted-Charge-Turn-Battle-BROKEN/
- # ▼ YSA Battle Add-On: Order Battlers
- # -- Last Updated: 2012.02.20
- # -- Level: Easy
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YSA-OrderBattler"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.02.20 - Reduced lag a little.
- # - Hide Gauge when victory.
- # 2012.02.16 - Compatible with: Yami's PCTB.
- # 2012.01.01 - Bug fixed: No-skill/item issue.
- # 2011.12.28 - Bug fixed: Speed Fix issue.
- # - Groundwork is also made to support future battle system types.
- # - Can show/hide by a switch.
- # 2011.12.27 - Started Script and Finished.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # Actor Notetags - These notetags go in the actor notebox in the database.
- # -----------------------------------------------------------------------------
- # <battler icon: x>
- # Change actor's icon into x.
- #
- # <icon hue: x>
- # Change icon hue.
- #
- # -----------------------------------------------------------------------------
- # Enemy Notetags - These notetags go in the enemy notebox in the database.
- # -----------------------------------------------------------------------------
- # <battler icon: x>
- # Change enemy's icon into x.
- #
- # <icon hue: x>
- # Change icon hue.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YSA
- module ORDER_GAUGE
- # Default Icon for actor and enemy
- DEFAULT_ENEMY_ICON = 339
- DEFAULT_ACTOR_ICON = 189
- # Order Sprite Visual. Decide Order's Background and Border.
- BATTLER_ICON_BORDERS = { # Do not remove this.
- # Type => [Back, Border, ],
- :actor => [ 528, 532, ],
- :enemy => [ 529, 533, ],
- } # Do not remove this.
- # Turn this to true if you want to show death battlers.
- # SHOW_DEATH = false
- # Coordinate-X of order gauge
- GAUGE_X = -5
- # Coordinate-Y of order gauge
- GAUGE_Y = 260
- # Show Switch. Turn this switch on to show it. If you want to disable, set this
- # to 0.
- SHOW_SWITCH = 0
- end
- end
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- #==============================================================================
- # ■ Regular Expression
- #==============================================================================
- module YSA
- module REGEXP
- module ACTOR
- BATTLER_ICON = /<(?:BATTLER_ICON|battler icon):[ ](\d+)?>/i
- ICON_HUE = /<(?:ICON_HUE|icon hue):[ ](\d+)?>/i
- end # ACTOR
- module ENEMY
- BATTLER_ICON = /<(?:BATTLER_ICON|battler icon):[ ](\d+)?>/i
- ICON_HUE = /<(?:ICON_HUE|icon hue):[ ](\d+)?>/i
- end # ENEMY
- end # REGEXP
- end # YSA
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_orbt load_database; end
- def self.load_database
- load_database_orbt
- load_notetags_orbt
- end
- #--------------------------------------------------------------------------
- # new method: load_notetags_orbt
- #--------------------------------------------------------------------------
- def self.load_notetags_orbt
- groups = [$data_enemies + $data_actors]
- for group in groups
- for obj in group
- next if obj.nil?
- obj.load_notetags_orbt
- end
- end
- end
- end # DataManager
- #==============================================================================
- # ■ BattleManager
- #==============================================================================
- module BattleManager
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- class <<self
- attr_accessor :action_battlers
- attr_accessor :performed_battlers
- attr_accessor :ctb_battlers
- alias order_gauge_make_action_orders make_action_orders
- end
- #--------------------------------------------------------------------------
- # new method: make_ctb_battler_order
- #--------------------------------------------------------------------------
- def self.make_ctb_battler_order
- @ctb_battlers = []
- if $imported["YSA-PCTB"] && YSA::PCTB::CTB_MECHANIC[:predict] == 2
- battlers = self.sort_battlers
- battlers.each { |battler|
- battler.pctb_speed_cache = battler.pctb_speed
- }
- number = YSA::PCTB::CTB_MECHANIC[:pre_turns]
- i = 0
- number.times {
- add_ctb_battler_order(i)
- i += 1
- }
- return
- end
- ctb_battlers_dummy = self.sort_battlers
- ctb_battlers_dummy.each { |battler|
- @ctb_battlers.push(battler) unless battler.dead?
- }
- end
- #--------------------------------------------------------------------------
- # new method: add_ctb_battler_order
- #--------------------------------------------------------------------------
- def self.add_ctb_battler_order(i)
- battlers = self.sort_battlers(true)
- first_battler = battlers[0]
- tick = first_battler.pctb_ctr(true)
- battlers.each { |battler|
- battler.pctb_speed_cache += tick * battler.real_gain_pctb
- }
- first_battler.reset_pctb_speed(true) if i == 0
- first_battler.pctb_speed_cache -= self.pctb_threshold if i != 0
- @ctb_battlers.push(first_battler)
- end
- #--------------------------------------------------------------------------
- # alias method: make_action_orders
- #--------------------------------------------------------------------------
- def self.make_action_orders
- return if btype?(:pctb)
- order_gauge_make_action_orders
- end
- end # BattleManager
- #==============================================================================
- # ■ RPG::Actor
- #==============================================================================
- class RPG::Actor < RPG::BaseItem
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :battler_icon
- attr_accessor :icon_hue
- #--------------------------------------------------------------------------
- # common cache: load_notetags_orbt
- #--------------------------------------------------------------------------
- def load_notetags_orbt
- @battler_icon = YSA::ORDER_GAUGE::DEFAULT_ACTOR_ICON
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YSA::REGEXP::ACTOR::BATTLER_ICON
- @battler_icon = $1.to_i
- when YSA::REGEXP::ACTOR::ICON_HUE
- @icon_hue = $1.to_i
- end
- } # self.note.split
- #---
- end
- end # RPG::Actor
- #==============================================================================
- # ■ RPG::Enemy
- #==============================================================================
- class RPG::Enemy < RPG::BaseItem
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :battler_icon
- attr_accessor :icon_hue
- #--------------------------------------------------------------------------
- # common cache: load_notetags_orbt
- #--------------------------------------------------------------------------
- def load_notetags_orbt
- @battler_icon = YSA::ORDER_GAUGE::DEFAULT_ENEMY_ICON
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YSA::REGEXP::ENEMY::BATTLER_ICON
- @battler_icon = $1.to_i
- when YSA::REGEXP::ENEMY::ICON_HUE
- @icon_hue = $1.to_i
- end
- } # self.note.split
- #---
- end
- end # RPG::Enemy
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler < Game_BattlerBase
- #--------------------------------------------------------------------------
- # new method: battler_icon
- #--------------------------------------------------------------------------
- def battler_icon
- actor? ? actor.battler_icon : enemy.battler_icon
- end
- #--------------------------------------------------------------------------
- # new method: battler_icon_hue
- #--------------------------------------------------------------------------
- def battler_icon_hue
- actor? ? actor.icon_hue : enemy.icon_hue
- end
- end # Game_Battler
- #==============================================================================
- # ■ Sprite_OrderBattler
- #==============================================================================
- class Sprite_OrderBattler < Sprite_Base
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(viewport, battler, battle = :dtb, number = 0)
- super(viewport)
- @battler = battler
- @battle = battle
- @move_rate_x = 1
- @move_rate_y = 1
- @move_x = nil
- @move_y = nil
- @first_time = true
- @update_wait = 0
- @show_dead = false
- @number = number
- if $imported["YSA-PCTB"]
- type = YSA::PCTB::CTB_MECHANIC[:predict]
- num = YSA::PCTB::CTB_MECHANIC[:pre_turns]
- end
- self.x = num * 24 + 36 if @battle == :pctb2 && type && type == 2
- create_battler_bitmap
- end
- #--------------------------------------------------------------------------
- # create_battler_bitmap
- #--------------------------------------------------------------------------
- def create_battler_bitmap
- return unless @battler
- create_dtb_style if @battle == :dtb || @battle == :pctb
- end
- #--------------------------------------------------------------------------
- # create_dtb_style
- #--------------------------------------------------------------------------
- def create_dtb_style
- bitmap = Bitmap.new(24, 24)
- if $imported["YEA-BattleEngine"]
- icon_bitmap = $game_temp.iconset
- else
- icon_bitmap = Cache.system("IconSet")
- end
- #--- Create Battler Background ---
- icon_index = @battler.actor? ? YSA::ORDER_GAUGE::BATTLER_ICON_BORDERS[:actor][0] : YSA::ORDER_GAUGE::BATTLER_ICON_BORDERS[:enemy][0]
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- bitmap.blt(0, 0, icon_bitmap, rect)
- #--- Create Battler Icon ---
- icon_index = @battler.battler_icon
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- temp_bitmap = Bitmap.new(24, 24)
- temp_bitmap.blt(0, 0, icon_bitmap, rect)
- temp_bitmap.hue_change(@battler.battler_icon_hue) if @battler.battler_icon_hue
- bitmap.blt(0, 0, temp_bitmap, Rect.new(0, 0, 24, 24))
- temp_bitmap.dispose
- #--- Create Battler Border ---
- icon_index = @battler.actor? ? YSA::ORDER_GAUGE::BATTLER_ICON_BORDERS[:actor][1] : YSA::ORDER_GAUGE::BATTLER_ICON_BORDERS[:enemy][1]
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- bitmap.blt(0, 0, icon_bitmap, rect)
- #---
- self.bitmap.dispose if self.bitmap != nil
- self.bitmap = bitmap
- return if @created_icon
- @created_icon = true
- self.ox = 12; self.oy = 12
- self.x = 24 if @battle != :pctb2 && @battle != :pctb3
- self.y = 24
- self.z = 8000
- end
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- return unless SceneManager.scene_is?(Scene_Battle)
- if $imported["YSA-PCTB"]
- type = YSA::PCTB::CTB_MECHANIC[:predict]
- num = YSA::PCTB::CTB_MECHANIC[:pre_turns]
- end
- self.x = BattleManager.ctb_battlers.size * 24 + 36 if BattleManager.ctb_battlers && @battle == :pctb2 && type && type == 1
- return if @battle == :pctb2 || @battle == :pctb3
- #---
- update_dtb_style if @battle == :dtb || @battle == :pctb
- self.opacity = 0 if @battle == :catb
- end
- #--------------------------------------------------------------------------
- # battler=
- #--------------------------------------------------------------------------
- def battler=(battler)
- @battler = battler
- return unless @battler
- create_dtb_style
- end
- #--------------------------------------------------------------------------
- # update_dtb_style
- #--------------------------------------------------------------------------
- def update_dtb_style
- #---
- actor_window = SceneManager.scene.actor_window
- enemy_window = SceneManager.scene.enemy_window
- if actor_window.active
- if $game_party.members[actor_window.index] == @battler
- @move_y = 12
- else
- @move_y = 24
- end
- end
- if enemy_window.active
- if $game_troop.members[enemy_window.index] == @battler
- @move_y = 12
- else
- @move_y = 24
- end
- end
- if !actor_window.active && !enemy_window.active
- @move_y = 24
- end
- #---
- return if !@move_x && !@move_y
- if @battler.hidden? || (!@show_dead && @battler.dead?)
- self.opacity -= 20
- end
- if self.x != @move_x && @move_x
- if @move_x > self.x
- @move_y = 30
- elsif @move_x < self.x
- @move_y = 16
- else
- @move_y = 20
- end
- self.z = (@move_x < self.x) ? 7500 : 8500
- if @move_x >= self.x
- self.x += [@move_rate_x, @move_x - self.x].min
- else
- self.x -= [@move_rate_x, - @move_x + self.x].min
- end
- end
- if self.y != @move_y && @move_y
- self.y += (self.y > @move_y) ? -@move_rate_y : @move_rate_y
- end
- if self.x == @move_x && @move_x
- @first_time = false if @first_time
- @move_x = nil
- end
- if self.y == @move_y && @move_y
- @move_y = nil
- end
- end
- #--------------------------------------------------------------------------
- # make_destination
- #--------------------------------------------------------------------------
- def make_destination
- make_dtb_destination if @battle == :dtb
- make_pctb_destination if @battle == :pctb
- make_pctb2_image if @battle == :pctb3
- end
- #--------------------------------------------------------------------------
- # make_dtb_destination
- #--------------------------------------------------------------------------
- def make_dtb_destination
- #---
- BattleManager.performed_battlers = [] if !BattleManager.performed_battlers
- array = BattleManager.performed_battlers.reverse
- action = BattleManager.action_battlers.reverse - BattleManager.performed_battlers.reverse
- array += action
- action.uniq!
- array.uniq!
- #---
- result = []
- for member in array
- next if member.hidden?
- result.push(member) unless member.dead?
- action.delete(member) if member.dead? and !@show_dead
- end
- if @show_dead
- for member in array
- next if member.hidden?
- result.push(member) if member.dead?
- end
- end
- #---
- index = result.index(@battler).to_i
- @move_x = 24 + index * 24
- if BattleManager.in_turn?
- @move_x += 6 if action.include?(@battler)
- @move_x += 6 if (index + 1 == result.size) and action.size > 1
- end
- den = @first_time ? 12 : 24
- @move_rate_x = [((@move_x - self.x)/den).abs, 1].max
- end
- #--------------------------------------------------------------------------
- # make_pctb_destination
- #--------------------------------------------------------------------------
- def make_pctb_destination
- return unless BattleManager.ctb_battlers
- #---
- array = BattleManager.ctb_battlers.reverse
- #---
- result = []
- for member in array
- next if member.hidden?
- result.push(member) unless member.dead?
- end
- if @show_dead
- for member in array
- next if member.hidden?
- result.push(member) if member.dead?
- end
- end
- #---
- index = result.index(@battler).to_i
- @move_x = 24 + index * 24
- den = @first_time ? 12 : 24
- @move_rate_x = [((@move_x - self.x)/den).abs, 1].max
- end
- #--------------------------------------------------------------------------
- # make_pctb2_image
- #--------------------------------------------------------------------------
- def make_pctb2_image
- return unless BattleManager.ctb_battlers
- num = YSA::PCTB::CTB_MECHANIC[:pre_turns] - 1
- array = BattleManager.ctb_battlers
- self.battler = array[@number]
- self.x = 24 + (num - @number) * 24
- end
- end # Sprite_OrderBattler
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :viewportOrder
- #--------------------------------------------------------------------------
- # alias method: create_viewports
- #--------------------------------------------------------------------------
- alias order_gauge_create_viewports create_viewports
- def create_viewports
- order_gauge_create_viewports
- @viewportOrder = Viewport.new
- @viewportOrder.z = 1000
- if YSA::ORDER_GAUGE::SHOW_SWITCH == 0 || $game_switches[YSA::ORDER_GAUGE::SHOW_SWITCH]
- @viewportOrder.ox = -YSA::ORDER_GAUGE::GAUGE_X
- @viewportOrder.oy = -YSA::ORDER_GAUGE::GAUGE_Y
- else
- @viewportOrder.ox = Graphics.width
- @viewportOrder.oy = Graphics.height
- end
- end
- end # Spriteset_Battle
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :actor_window
- attr_accessor :enemy_window
- #--------------------------------------------------------------------------
- # alias method: create_all_windows
- #--------------------------------------------------------------------------
- alias order_gauge_create_all_windows create_all_windows
- def create_all_windows
- order_gauge_create_all_windows
- @spriteset_order = []
- if $imported["YSA-PCTB"] && YSA::PCTB::CTB_MECHANIC[:predict] == 1
- @active_order_sprite = Sprite_OrderBattler.new(@spriteset.viewportOrder, nil, :pctb2)
- end
- if $imported["YSA-PCTB"] && YSA::PCTB::CTB_MECHANIC[:predict] == 2
- num = YSA::PCTB::CTB_MECHANIC[:pre_turns]
- i = 0
- num.times {
- order = Sprite_OrderBattler.new(@spriteset.viewportOrder, nil, :pctb3, i)
- @spriteset_order.push(order)
- i += 1
- }
- return
- end
- for battler in $game_party.members + $game_troop.members
- battle_type = :dtb
- battle_type = :pctb if BattleManager.btype?(:pctb)
- battle_type = :catb if BattleManager.btype?(:catb)
- order = Sprite_OrderBattler.new(@spriteset.viewportOrder, battler, battle_type)
- @spriteset_order.push(order)
- end
- end
- #--------------------------------------------------------------------------
- # alias method: battle_start
- #--------------------------------------------------------------------------
- alias order_gauge_battle_start battle_start
- def battle_start
- order_gauge_battle_start
- unless BattleManager.btype?(:pctb)
- BattleManager.make_action_orders
- for order in @spriteset_order
- order.make_destination
- end
- end
- end
- #--------------------------------------------------------------------------
- # alias method: dispose_spriteset
- #--------------------------------------------------------------------------
- alias order_gauge_dispose_spriteset dispose_spriteset
- def dispose_spriteset
- for order in @spriteset_order
- order.bitmap.dispose
- order.dispose
- end
- order_gauge_dispose_spriteset
- end
- #--------------------------------------------------------------------------
- # alias method: update_basic
- #--------------------------------------------------------------------------
- alias order_gauge_update_basic update_basic
- def update_basic
- order_gauge_update_basic
- for order in @spriteset_order
- order.update
- end
- @active_order_sprite.update if @active_order_sprite
- if $imported["YSA-PCTB"]
- type = YSA::PCTB::CTB_MECHANIC[:predict]
- end
- if @update_ordergauge
- if type && type == 1
- BattleManager.actor.restore_speed
- BattleManager.actor.storage_speed
- BattleManager.actor.reset_pctb_speed
- end
- BattleManager.make_action_orders
- BattleManager.make_ctb_battler_order if BattleManager.btype?(:pctb)
- for order in @spriteset_order
- order.make_destination
- end
- @update_ordergauge = false
- end
- if YSA::ORDER_GAUGE::SHOW_SWITCH == 0 || $game_switches[YSA::ORDER_GAUGE::SHOW_SWITCH]
- @spriteset.viewportOrder.ox = -YSA::ORDER_GAUGE::GAUGE_X if @spriteset.viewportOrder.ox != -YSA::ORDER_GAUGE::GAUGE_X
- @spriteset.viewportOrder.oy = -YSA::ORDER_GAUGE::GAUGE_Y if @spriteset.viewportOrder.oy != -YSA::ORDER_GAUGE::GAUGE_Y
- else
- @spriteset.viewportOrder.ox = Graphics.height if @spriteset.viewportOrder.ox != Graphics.width
- @spriteset.viewportOrder.oy = Graphics.width if @spriteset.viewportOrder.oy != Graphics.height
- end
- if $game_party.all_dead? || $game_troop.all_dead?
- @spriteset.viewportOrder.ox = Graphics.height if @spriteset.viewportOrder.ox != Graphics.width
- @spriteset.viewportOrder.oy = Graphics.width if @spriteset.viewportOrder.oy != Graphics.height
- end
- end
- #--------------------------------------------------------------------------
- # alias method: update
- #--------------------------------------------------------------------------
- alias order_gauge_update update
- def update
- order_gauge_update
- #return if YSA::PCTB::CTB_MECHANIC[:predict] == 2
- if @actor_command_window.active
- if @actor_command_window.current_symbol == :attack && !BattleManager.actor.input.attack?
- BattleManager.actor.input.set_attack if BattleManager.actor.usable?($data_skills[BattleManager.actor.attack_skill_id])
- @update_ordergauge = true
- end
- if @actor_command_window.current_symbol == :guard && BattleManager.actor.input.item != $data_skills[BattleManager.actor.guard_skill_id]
- BattleManager.actor.input.set_guard if BattleManager.actor.usable?($data_skills[BattleManager.actor.guard_skill_id])
- @update_ordergauge = true
- end
- if $imported["YEA-BattleCommandList"]
- if @actor_command_window.current_symbol == :use_skill && BattleManager.actor.input.item != $data_skills[@actor_command_window.current_ext]
- BattleManager.actor.input.set_skill(@actor_command_window.current_ext) if BattleManager.actor.usable?($data_skills[@actor_command_window.current_ext])
- @update_ordergauge = true
- end
- end
- end
- if @skill_window.active && BattleManager.actor && BattleManager.actor.input.item != @skill_window.item && @skill_window.current_item_enabled?
- BattleManager.actor.input.set_skill(@skill_window.item.id) if BattleManager.actor.usable?(@skill_window.item)
- @update_ordergauge = true
- end
- if @item_window.active && BattleManager.actor && BattleManager.actor.input.item != @item_window.item && @item_window.current_item_enabled?
- BattleManager.actor.input.set_item(@item_window.item.id) if BattleManager.actor.usable?(@item_window.item)
- @update_ordergauge = true
- end
- end
- #--------------------------------------------------------------------------
- # alias method: on_skill_cancel
- #--------------------------------------------------------------------------
- alias order_gauge_on_skill_cancel on_skill_cancel
- def on_skill_cancel
- order_gauge_on_skill_cancel
- BattleManager.actor.input.clear
- @update_ordergauge = true
- end
- #--------------------------------------------------------------------------
- # alias method: on_item_cancel
- #--------------------------------------------------------------------------
- alias order_gauge_on_item_cancel on_item_cancel
- def on_item_cancel
- order_gauge_on_item_cancel
- BattleManager.actor.input.clear
- @update_ordergauge = true
- end
- #--------------------------------------------------------------------------
- # alias method: turn_start
- #--------------------------------------------------------------------------
- alias order_gauge_turn_start turn_start
- def turn_start
- order_gauge_turn_start
- for order in @spriteset_order
- order.make_destination
- end
- end
- #--------------------------------------------------------------------------
- # alias method: process_action_end
- #--------------------------------------------------------------------------
- alias order_gauge_process_action_end process_action_end
- def process_action_end
- order_gauge_process_action_end
- for order in @spriteset_order
- order.make_destination
- end
- end
- end # Scene_Battle
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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