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Zetu

AMPX v2.03

Jun 29th, 2011
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  1.                             #======================#
  2.                             #  Z-Systems by: Zetu  #
  3. #===========================#======================#===========================#
  4. #                    *  *  *  Alternate MP X v2.03  *  *  *                    #
  5. #------------------------------------------------------------------------------#
  6. #  Will Overwrite Draw Functions for MP.                                       #
  7. #------------------------------------------------------------------------------#
  8. # Known Compatable Battle Systems:                                             #
  9. #   • Tankentai                                                                #
  10. #------------------------------------------------------------------------------#
  11. # Version History                                                              #
  12. #  1.01 ALPHA                                                                  #
  13. #  1.02                                                                        #
  14. #    * Added Customization (allowing you to easly create your own resources    #
  15. #       without programming knowledge.)                                        #
  16. #    * Added Changes to Resource color (for draw_actor_mp).                    #
  17. #  1.03                                                                        #
  18. #    * Corrected on damage Percent algorithum.                                 #
  19. #  1.04                                                                        #
  20. #    * Updated to define resource by Class (not individual Actor)              #
  21. #  1.05-1.06                                                                   #
  22. #    * Using module instead of global variables.                               #
  23. #    * Now allowing floats for further customization.                          #
  24. #    * Since floats are now allowed, no longer a constant divider on base      #
  25. #        values.                                                               #
  26. #    * Corrected end_turn, since Tankentai uses end_turn(actor).               #
  27. #    * Allowing case insensitivity in DEF.                                     #
  28. #  1.07-1.09                                                                   #
  29. #    * Fixed Refresh (or lack of) glitch (so that the proper values are        #
  30. #        displayed.)                                                           #
  31. #    * Fixed healing items and added notetags.                                 #
  32. #    * Fixed degen when healed.                                                #
  33. #    * Fixed regen when dead.                                                  #
  34. #    * Fixed display on MP damage/Healing (to show custom resource)            #
  35. #  2.01-2.03                                                                   #
  36. #    * OVERHAUL                                                                #
  37. #    * Multi Resource Types                                                    #
  38. #=#==========================================================================#=#
  39.   # DEF[type] = [0, 1, 2, ..., 8]                                            #
  40.   # 0 = Defines amount of resource out of battle.                            #
  41.   #   0 = Default (Keep same amount)                                         #
  42.   #   1 = Set to 0                                                           #
  43.   #   2 = Set to Full                                                        #
  44.   # 1 = Defines base resource Regeneration (Float allowed)                   #
  45.   # 2 = Regen Type                                                           #
  46.   #   "Normal" = Multiply base equal to damage * Recomended for max 100 *    #
  47.   #   "Atk"/"Def"/"HP"/"MaxHP"/"MP"/"MaxMP"/"Agi"/"Spi" = Multiply equal to  #
  48.   #       respective user's stat.                                            #
  49.   # 3 = On Damage change to resource (Multiplier / float allowed)            #
  50.   # 4 = On Damage change to resource (Type)                                  #
  51.   #   "Normal" = Gain [3]*Damage MP.                                         #
  52.   #   "Percent" = Gain [3]*(Ratio of damage to MaxMP) as percent to MP       #
  53.   # 5 = Max Resource Value                                                   #
  54.   #   0 = Default (Defined by Database, increases with level)                #
  55.   #   1 = 100                                                                #
  56.   #--------------------------------------------------------------------------#
  57.   # SPEC[type]                                                               #
  58.   # 0 = Vocab of Resource                                                    #
  59.   # 1 = Letter to abbreviate Resource                                        #
  60.   # 2 and 3 = System Color to define resource bar color (as gradient)        #
  61.   # 4 = System Color to define text for particular resource.
  62.   #--------------------------------------------------------------------------#
  63.   #  For mp recovery items, use <regen: TYPE> to force the item to only      #
  64.   #  regenerate that particular mp resource.                                 #
  65.   #==========================================================================#
  66. module Z11
  67.   DEF = {#
  68.     :mana   => [0, 0.05,  "MaxMP",    0,  "Normal", 0, "M", 22, 23],
  69.     :rage   => [1,    0, "Normal",    3, "Percent", 1, "R", 10,  2],
  70.     :energy => [2,   20, "Normal",    0,  "Normal", 1, "E", 14,  6],
  71.     :focus  => [2,   30, "Normal", -1.5, "Percent", 1, "F", 11,  3]}
  72.      
  73.   SPEC = {
  74.     :mana   => ["Mana",   "M", 22, 23, 22],
  75.     :rage   => ["Rage",   "R", 10,  2, 10],
  76.     :energy => ["Energy", "E", 14,  6, 14],
  77.     :focus  => ["Focus",  "F", 11,  3, 11]}
  78.  
  79.   # Customize Char Res types by Class ID
  80.   CLASS = {#It is recommended to have 2 at MOST!
  81.     2 => [:mana, :rage],
  82.     3 => [:energy],
  83.     4 => [:energy, :focus]
  84.   } # DO NOT REMOVE! (If class is not defined, will return [DEF_RES]
  85.   DEF_RES = :mana
  86.   RECOLOR_SINGLE = true # If false, actors with only one resource will not
  87.       # recolor MP cost to match the resource type.
  88.        
  89.   REG_COND = { # Use CTRL+Q to uncomment these if you wish to use them.
  90. #~     #Gain 3 Rage per turn if you have state id 18
  91. #~     :rage = [3, 'actor.states.include?($data_states[18])',
  92. #~     #Gain 5 Rage per turn if you have state id 19
  93. #~              5, 'actor.states.include?($data_states[19])'],
  94. #~     #Gain 2% Mana each turn if actor 1.
  95. #~     :mana = [0.02, 'actor.id == 1']
  96.   }
  97.   #==========================================================================#
  98.   # In Skill Notes                                                           #
  99.   #   <ampx: *>  => Skill uses * resource (refer to SPEC[resource][0])       #
  100.   #   <regen: *> => MP healing is done to * resource. (Also works in Item)   #
  101.   #   <damage: *> does the same as <regen: *>.                               #
  102. #=#======#======================#====#================================#======#=#
  103. #--------#                      #----# DO NOT EDIT PAST THIS POINT!!! #--------#
  104. #--------# End of Customization #----# Editing will cause death by    #--------#
  105. #--------#                      #----# brain asplosions.              #--------#
  106. #========#======================#====#================================#========#
  107.   def self.symbol(type)
  108.     for resource in Z11::resources
  109.       return resource if SPEC[resource][0].upcase == type.upcase
  110.     end
  111.     return DEF_RES
  112.   end
  113.   def self.resources
  114.     return DEF.keys
  115.   end
  116.  
  117. end
  118. $zsys = {} if $zsys.nil?
  119. $zsys[:ampx] = true
  120.  
  121. class RPG::Skill
  122.  
  123.   def resource(default = Z11::DEF_RES)
  124.     self.note.scan(/<ampx[:][ ](.*)>/i){|type|
  125.     return Z11::symbol(type[0])}
  126.     return default
  127.   end
  128.  
  129.   def regresource(default = Z11::DEF_RES)
  130.     self.note.scan(/<(?:regen|damage)[:][ ](.*)>/i){|type|
  131.     return Z11::symbol(type[0])}
  132.     return default
  133.   end
  134.  
  135. end
  136.  
  137. class RPG::ItemBase
  138.  
  139.   def regresource(default = Z11::DEF_RES)
  140.     self.note.scan(/<(?:regen|damage)[:][ ](.*)>/i){|type|
  141.     return Z11::symbol(type[0])}
  142.     return default
  143.   end
  144.  
  145. end
  146.  
  147. class NilClass
  148.  
  149.   def regresource(default = Z11::DEF_RES)
  150.     return default
  151.   end
  152.  
  153. end
  154.  
  155. class Game_Actor < Game_Battler
  156.  
  157.   alias ampx_setup setup
  158.   def setup(actor_id)
  159.     ampx_setup(actor_id)
  160.     @ampx = {}
  161.     for resource in self.resources
  162.       @ampx[resource] = Game_Resources.new(resource, self)
  163.     end
  164.   end
  165.  
  166.   def resources
  167.     result = Z11::CLASS[self.class_id]
  168.     return result.nil? ? [Z11::DEF_RES] : result
  169.   end
  170.  
  171.   def ampx(resource = Z11::DEF_RES)
  172.     return 0 if @ampx[resource].nil?
  173.     return @ampx[resource].value
  174.   end
  175.  
  176.   def set_ampx(value, resource = Z11::DEF_RES)
  177.     return if @ampx[resource].nil?
  178.     @ampx[resource].value = value
  179.   end
  180.  
  181.   def var_ampx(value, resource = Z11::DEF_RES)
  182.     return if @ampx[resource].nil?
  183.     @ampx[resource].value += value
  184.   end
  185.  
  186.   def maxampx(resource = Z11::DEF_RES)
  187.     case Z11::DEF[resource][5]
  188.     when 0
  189.       return maxmp
  190.     when 1
  191.       return 100
  192.     end
  193.   end
  194.  
  195.   def ampx_on_hit(damage)
  196.     return unless damage > 0
  197.     for resource in self.resources
  198.       base = Z11::DEF[resource][3]
  199.       case Z11::DEF[resource][4].upcase
  200.       when "PERCENT"
  201.         ratio = (100*damage)/self.maxhp
  202.         self.var_ampx((100 * (ratio * base) / self.maxampx(resource)).to_i, resource)
  203.       when "NORMAL"
  204.         self.var_ampx((damage*base).to_i, resource)
  205.       end
  206.     end
  207.   end
  208.  
  209.   def execute_damage(user, obj = nil)
  210.     if @hp_damage > 0
  211.       remove_states_shock
  212.     end
  213.     resource = obj.regresource
  214.     self.hp -= @hp_damage
  215.     self.var_ampx(-@mp_damage, resource)
  216.     if @absorbed
  217.       user.hp += @hp_damage
  218.       user.var_ampx(@mp_damage, resource)
  219.     end
  220.     ampx_on_hit(@hp_damage)
  221.   end
  222.  
  223.   def skill_effect(user, skill)
  224.     clear_action_results
  225.     unless skill_effective?(user, skill)
  226.       @skipped = true
  227.       return
  228.     end
  229.     if rand(100) >= calc_hit(user, skill)
  230.       @missed = true
  231.       return
  232.     end
  233.     if rand(100) < calc_eva(user, skill)
  234.       @evaded = true
  235.       return
  236.     end
  237.     make_obj_damage_value(user, skill)
  238.     make_obj_absorb_effect(user, skill)
  239.     execute_damage(user, skill)
  240.     if skill.physical_attack and @hp_damage == 0
  241.       return                                    
  242.     end
  243.     apply_state_changes(skill)
  244.   end
  245.  
  246.   def item_effect(user, item)
  247.     clear_action_results
  248.     unless item_effective?(user, item)
  249.       @skipped = true
  250.       return
  251.     end
  252.     if rand(100) >= calc_hit(user, item)
  253.       @missed = true
  254.       return
  255.     end
  256.     if rand(100) < calc_eva(user, item)
  257.       @evaded = true
  258.       return
  259.     end
  260.     hp_recovery = calc_hp_recovery(user, item)
  261.     mp_recovery = calc_mp_recovery(user, item)
  262.     make_obj_damage_value(user, item)
  263.     @hp_damage -= hp_recovery
  264.     @mp_damage -= mp_recovery
  265.     make_obj_absorb_effect(user, item)
  266.     execute_damage(user, item)
  267.     item_growth_effect(user, item)
  268.     if item.physical_attack and @hp_damage == 0
  269.       return                                    
  270.     end
  271.     apply_state_changes(item)
  272.   end
  273.  
  274.   def item_effective?(user, item)
  275.     if item.for_dead_friend? != dead?
  276.       return false
  277.     end
  278.     if not $game_temp.in_battle and item.for_friend?
  279.       return item_test(user, item)
  280.     end
  281.     return true
  282.   end
  283.  
  284.   def item_test(user, item, resource = Z11::DEF_RES)              #OVERWRITE
  285.     tester = self.clone
  286.     tester.make_obj_damage_value(user, item)
  287.     tester.apply_state_changes(item)
  288.     if tester.hp_damage < 0 or tester.calc_hp_recovery(user, item) > 0
  289.       return true if tester.hp < tester.maxhp
  290.     end
  291.     if tester.mp_damage < 0 or tester.calc_mp_recovery(user, item, tester) > 0
  292.       return true if tester.ampx(resource) < tester.maxampx(resource)
  293.     end
  294.     return true unless tester.added_states.empty?
  295.     return true unless tester.removed_states.empty?
  296.     return true if item.parameter_type > 0
  297.     return false
  298.   end
  299.  
  300.   def calc_mp_recovery(user, item, target, resource=Z11::DEF_RES) #OVERWRITE
  301.     result = maxmp * item.mp_recovery_rate / 100 + item.mp_recovery
  302.     result *= 2 if user.pharmacology
  303.     $type = resource
  304.     for line in item.note.split(/[\r\n]+/)
  305.       case line
  306.       when /<regen:[ ](.*)>/i
  307.         $type = Z11::symbol($1[0])
  308.         return result
  309.       end
  310.     end
  311.     return result
  312.   end
  313.  
  314.   def item_effect(user, item)                                         #OVERWRITE
  315.     clear_action_results
  316.     unless item_effective?(user, item)
  317.       @skipped = true
  318.       return
  319.     end
  320.     if rand(100) >= calc_hit(user, item)
  321.       @missed = true
  322.       return
  323.     end
  324.     if rand(100) < calc_eva(user, item)
  325.       @evaded = true
  326.       return
  327.     end
  328.     hp_recovery = calc_hp_recovery(user, item)
  329.     mp_recovery = calc_mp_recovery(user, item, self)
  330.     make_obj_damage_value(user, item)
  331.     @hp_damage -= hp_recovery
  332.     @mp_damage -= mp_recovery
  333.     make_obj_absorb_effect(user, item)
  334.     execute_damage(user)
  335.     item_growth_effect(user, item)
  336.     if item.physical_attack and @hp_damage == 0
  337.       return                                    
  338.     end
  339.     apply_state_changes(item)
  340.   end
  341.  
  342.   def skill_can_use?(skill)
  343.     return false unless skill.is_a?(RPG::Skill)
  344.     return false unless movable?
  345.     return false if silent? and skill.spi_f > 0
  346.     return false unless self.resources.include?(skill.resource)
  347.     return false if calc_mp_cost(skill) > self.ampx(skill.resource(self.resources[0]))
  348.     if $game_temp.in_battle
  349.       return skill.battle_ok?
  350.     else
  351.       return skill.menu_ok?
  352.     end
  353.   end
  354.  
  355. end
  356.  
  357. class Game_Enemy
  358.  
  359.   def resources
  360.     return [Z11::DEF_RES]
  361.   end
  362.  
  363.   def ampx(resource = Z11::DEF_RES)
  364.     return self.mp
  365.   end
  366.  
  367.   def set_ampx(value, resource = Z11::DEF_RES)
  368.     self.mp = value
  369.   end
  370.  
  371.   def var_ampx(value, resource = Z11::DEF_RES)
  372.     self.mp += value
  373.   end
  374.  
  375.   def maxampx(resource = Z11::DEF_RES)
  376.     return maxmp
  377.   end
  378.  
  379. end
  380.  
  381. class Game_Resources
  382.  
  383.   def initialize(resource, actor)
  384.     @actor = actor
  385.     @resource = resource
  386.     @value = Z11::DEF[resource][0] == 1 ? 0 : @actor.maxampx(resource)
  387.   end
  388.  
  389.   def value
  390.     return @value
  391.   end
  392.  
  393.   def value=(new_value)
  394.     @value = [[0, new_value].max, @actor.maxampx(@resource)].min
  395.   end
  396.  
  397.   def resource
  398.     return @resource
  399.   end
  400.  
  401. end
  402.  
  403. class Window_Base < Window
  404.  
  405.   def draw_actor_ampx(actor, x, y, resource, width = 120)
  406.     draw_actor_ampx_gauge(actor, x, y, resource, width)
  407.     self.contents.font.color = system_color
  408.     self.contents.draw_text(x, y, 30, WLH, Z11::SPEC[resource][1])
  409.     self.contents.font.color = mp_color(actor)
  410.     last_font_size = self.contents.font.size
  411.     xr = x + width
  412.     if width < 120
  413.       self.contents.draw_text(xr - 44, y, 44, WLH, actor.ampx(resource), 2)
  414.     else
  415.       self.contents.draw_text(xr - 99, y, 44, WLH, actor.ampx(resource), 2)
  416.       self.contents.font.color = normal_color
  417.       self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
  418.       self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxampx(resource), 2)
  419.     end
  420.   end
  421.  
  422.   def draw_actor_mp(actor, x, y, width = 120)
  423.     size_x = width / actor.resources.size
  424.     offset = size_x
  425.     unless size_x == width
  426.       offset += 1
  427.       size_x -= 1
  428.     end
  429.     for i in 0...actor.resources.size
  430.       draw_actor_ampx(actor, x + offset*i, y, actor.resources[i], size_x)
  431.     end
  432.   end
  433.  
  434.   def draw_actor_ampx_gauge(actor, x, y, resource, width = 120)
  435.     gw = width * actor.ampx(resource) / [actor.maxampx(resource), 1].max
  436.     gc1 = text_color(Z11::SPEC[resource][2])
  437.     gc2 = text_color(Z11::SPEC[resource][3])
  438.     self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
  439.     self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  440.   end
  441.  
  442. end
  443.  
  444. class Window_BattleStatus < Window_Selectable
  445.  
  446.   def draw_item(index)
  447.     rect = item_rect(index)
  448.     rect.x += 4
  449.     rect.width -= 8
  450.     self.contents.clear_rect(rect)
  451.     self.contents.font.color = normal_color
  452.     actor = $game_party.members[index]
  453.     draw_actor_state(actor, 114, rect.y, 48)
  454.     draw_actor_name(actor, 4, rect.y)
  455.     draw_actor_hp(actor, 124, rect.y, 120)
  456.     draw_actor_mp(actor, 260, rect.y, 120)
  457.   end
  458.  
  459. end
  460.  
  461. class Window_Skill < Window_Selectable
  462.  
  463.   def draw_item(index)
  464.     rect = item_rect(index)
  465.     self.contents.clear_rect(rect)
  466.     skill = @data[index]
  467.     if skill != nil
  468.       rect.width -= 4
  469.       enabled = @actor.skill_can_use?(skill)
  470.       draw_item_name(skill, rect.x, rect.y, enabled)
  471.       resource = skill.resource(@actor.resources[0])
  472.       bool = Z11::RECOLOR_SINGLE and @actor.resources.size == 1
  473.       color = text_color(Z11::RECOLOR_SINGLE ? Z11::SPEC[resource][2] : 0)
  474.       self.contents.font.color = color
  475.       self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2)
  476.     end
  477.   end
  478.  
  479. end
  480.  
  481. class Scene_Base
  482.   alias old_main main
  483.   def main
  484.     old_main
  485.     refresh_zsr
  486.   end
  487.  
  488.   def refresh_zsr
  489.     for actor in $game_party.members
  490.       for resource in actor.resources
  491.         case Z11::DEF[resource][0]
  492.         when 1
  493.           actor.set_ampx(0, resource)
  494.         when 2
  495.           actor.set_ampx(actor.maxampx(resource), resource)
  496.         end
  497.       end
  498.     end
  499.   end
  500.  
  501. end
  502.  
  503. class Scene_Battle < Scene_Base
  504.  
  505.   alias old_battle_end battle_end
  506.   def battle_end(result)
  507.     old_battle_end(result)
  508.     refresh_zsr
  509.   end
  510.  
  511.   alias res_turn_end turn_end
  512.   def turn_end(actor = nil)
  513.     if actor != nil
  514.       res_turn_end(actor)
  515.       regen_mp(actor)
  516.     else
  517.       res_turn_end
  518.       for actor in $game_party.members
  519.         regen_mp(actor)
  520.       end
  521.     end
  522.   end
  523.  
  524.   def regen_mp(actor)
  525.     return if actor.dead?
  526.     for resource in actor.resources
  527.       base = Z11::DEF[resource][1]
  528.       unless Z11::REG_COND[resource].nil?
  529.         for array in Z11::REG_COND[resource]
  530.           base += array[0] if eval(array[1])
  531.         end
  532.       end
  533.       var = 0
  534.       case Z11::DEF[resource][2].upcase
  535.       when "NORMAL"
  536.         value = base.to_i
  537.       when "ATK", "ATTACK"
  538.         value = (base*actor.atk).to_i
  539.       when "DEF", "DEFENSE"
  540.         value = (base*actor.def).to_i
  541.       when "HP", "HIT POINTS"
  542.         value = (base*actor.hp).to_i
  543.       when "MP", "MAGIC POINTS"
  544.         value = (base*actor.mp).to_i
  545.       when "MAXHP"
  546.         value = (base*actor.maxhp).to_i
  547.       when "MAXMP"
  548.         value = (base*actor.maxampx(resource)).to_i
  549.       when "AGI", "AGILITY"
  550.         value = (base*actor.agi).to_i
  551.       when "SPI", "SPIRIT"
  552.         value = (base*actor.spi).to_i
  553.       end
  554.       actor.var_ampx(value, resource) unless var == 0
  555.     end
  556.   end
  557.  
  558.   def refresh_zsr
  559.     for actor in $game_party.members
  560.       for resource in actor.resources
  561.         case Z11::DEF[resource][0]
  562.         when 1
  563.           actor.var_ampx(0, resource)
  564.         when 2
  565.           actor.ampx(actor.maxampx(resource), resource)
  566.         end
  567.       end
  568.     end
  569.   end
  570.  
  571.   alias zsres_update_actor_command_selection update_actor_command_selection
  572.   def update_actor_command_selection
  573.     zsres_update_actor_command_selection
  574.     @status_window.refresh
  575.   end
  576.  
  577.   alias zsres_update_party_command_selection update_party_command_selection
  578.   def update_party_command_selection
  579.     zsres_update_party_command_selection
  580.     @status_window.refresh
  581.   end
  582.  
  583.   def display_mp_damage(target, obj = nil)                            #OVERWRITE
  584.     return if target.dead?
  585.     return if target.mp_damage == 0
  586.     resource = obj.regresource
  587.     type = Z11::SPEC[resource][0]
  588.     if target.absorbed                      # Absorb
  589.       fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
  590.       text = sprintf(fmt, target.name, type, target.mp_damage)
  591.     elsif target.mp_damage > 0              # Damage
  592.       fmt = target.actor? ? Vocab::ActorLoss : Vocab::EnemyLoss
  593.       text = sprintf(fmt, target.name, type, target.mp_damage)
  594.     else                                    # Recovery
  595.       fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
  596.       text = sprintf(fmt, target.name, type, -target.mp_damage)
  597.       Sound.play_recovery
  598.     end
  599.     @message_window.add_instant_text(text)
  600.     wait(30)
  601.   end
  602.  
  603.   def execute_action_skill
  604.     skill = @active_battler.action.skill
  605.     resource = skill.resource(@active_battler.resources[0])
  606.     text = @active_battler.name + skill.message1
  607.     @message_window.add_instant_text(text)
  608.     unless skill.message2.empty?
  609.       wait(10)
  610.       @message_window.add_instant_text(skill.message2)
  611.     end
  612.     targets = @active_battler.action.make_targets
  613.     display_animation(targets, skill.animation_id)
  614.     @active_battler.var_ampx(-@active_battler.calc_mp_cost(skill), resource)
  615.     $game_temp.common_event_id = skill.common_event_id
  616.     for target in targets
  617.       target.skill_effect(@active_battler, skill)
  618.       display_action_effects(target, skill)
  619.     end
  620.   end
  621.  
  622. end
  623.  
  624. class Scene_Skill < Scene_Base
  625.  
  626.   def use_skill_nontarget
  627.     Sound.play_use_skill
  628.     resource = @skill.resource(@actor.resources[0])
  629.     @actor.var_ampx(-@actor.calc_mp_cost(@skill), resource)
  630.     @status_window.refresh
  631.     @skill_window.refresh
  632.     @target_window.refresh
  633.     if $game_party.all_dead?
  634.       $scene = Scene_Gameover.new
  635.     elsif @skill.common_event_id > 0
  636.       $game_temp.common_event_id = @skill.common_event_id
  637.       $scene = Scene_Map.new
  638.     end
  639.   end
  640.  
  641. end
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