class Game_Enemy < Game_Battler attr_accessor :original_id alias :tlb_et_initialize :initialize def initialize(index, enemy_id) tlb_et_initialize(index, enemy_id) @original_id = nil end alias :tlb_et_add_new_state :add_new_state def add_new_state(state_id) tlb_et_add_new_state(state_id) override = false notes = $data_enemies[@enemy_id].note.split(/[\r\n]/) if notes.size > 0 notes.each do |line| case line when //i override_state_id = $1.to_i if override_state_id == state_id override = true @original_id = @enemy_id self.transform($2.to_i) end end end end if !override $data_states[state_id].note.split(/[\r\n]/).each do |line| case line when //i @original_id = @enemy_id self.transform($1.to_i) end end end end alias :tlb_et_erase_state :erase_state def erase_state(state_id) if @original_id && state?(state_id) self.transform(@original_id) @original_id = nil end tlb_et_erase_state(state_id) end alias :tlb_et_transform :transform def transform(enemy_id) tlb_et_transform(enemy_id) @motion_start = -1 @motion_stand = [-1,0] @motion_action = [-1,0] @motion_collapse = [99,0] @motion_damage = [0,0] @motion_move = [false,0,0] @motion_org_pos = [0,0] @motion_bms = [0,false] @motion_slice = [false,0,0] bact_action_clear setup_motion_animation(@enemy_id) end end