# if you get an error under Order Battlers Line 677 put a # there
# if @actor_command_window.current_symbol == :attack #&& !BattleManager.actor.input.attack?
# Order patch by Roninator2
module R2_Turn_Gauge_Display
SWITCH = 10
end
class Game_Interpreter
#--------------------------------------------------------------------------
# * Enemy Appear
#--------------------------------------------------------------------------
def command_335
iterate_enemy_index(@params[0]) do |enemy|
enemy.appear
$game_switches[R2_Turn_Gauge_Display::SWITCH] = true
$game_troop.make_unique_names
end
end
#--------------------------------------------------------------------------
# * Enemy Transform
#--------------------------------------------------------------------------
def command_336
iterate_enemy_index(@params[0]) do |enemy|
enemy.transform(@params[1])
$game_switches[R2_Turn_Gauge_Display::SWITCH] = true
$game_troop.make_unique_names
end
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# new method: update spriteset
#--------------------------------------------------------------------------
def update_spriteset_order
@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: update
#--------------------------------------------------------------------------
alias update_order_guage update
def update
update_spriteset_order if $game_switches[R2_Turn_Gauge_Display::SWITCH] == true
$game_switches[R2_Turn_Gauge_Display::SWITCH] = false
update_order_guage
end
end
class Game_Battler < Game_BattlerBase
alias r2_enemy_revive_order_gauge revive
def revive
r2_enemy_revive_order_gauge
$game_switches[R2_Turn_Gauge_Display::SWITCH] = true
end
end