def calculate_tp
actor = {}
max_actors = item_max - 1
for i in 0..max_actors
actor[i] = $game_party.battle_members[i]
end
@gauge_variable = (
actor[0].tp +
actor[1].tp +
actor[2].tp +
actor[3].tp
)
end
def update_gauge
return if @gauge_meter == nil
sprite_visible(@gauge_meter)
if @sprite_visible
calculate_tp
actor = $game_party.battle_members[0]
actor.bp = 400
burst_rate(actor)
if(@gauge_width <= @burst_mw)
@gauge_width = @burst_cw
end
@gauge_meter_rect = Rect.new(@scroll, 0, @gauge_width, 9)
@gauge_meter.bitmap.blt(0, 0, @gauge_sprite, @gauge_meter_rect)
@scroll += 1
if(@scroll >= @scroll_max)
@scroll = 20
end
end
end
def sprite_visible(sprite)
if @sprite_visible
sprite.opacity += 2 unless @sprite_visible_wait > 0
else
sprite.opacity -= 10 ; @sprite_visible_wait = 5
end
end
def burst_rate(actor)
@burst_iw = 0
@burst_cw = (@burst_iw + (@gauge_variable / item_max)).to_i
@burst_mw = (actor.hp / 2).to_i
#actor.bp = @burst_cw
#actor.bp_cost = 400
end