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- 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 /<transform (\d+) override:(\d+)>/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 /<transform:(\d+)>/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
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