Yami Order Gauge Script

Discussion in 'RGSSx Script Support' started by dreamfall887, Oct 13, 2019.

  1. dreamfall887

    dreamfall887 Moon Priestess Veteran

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    Primarily Uses:
    RMVXA
    Hello everyone.
    I want to use Yami's Order Gauge Script but I can't seem to find the iconset for it. I was wondering if anyone had it? Thanks. :smile:

    Link: https://yamiworld.wordpress.com/2011/12/27/ysa-battle-add-on-order-gauge/

    #==============================================================================
    #
    # ▼ YSA Battle Add-On: Order Battlers
    # -- Last Updated: 2012.02.20
    # -- Level: Easy
    # -- Requires: n/a
    #
    #==============================================================================

    $imported = {} if $imported.nil?
    $imported["YSA-OrderBattler"] = true

    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.02.20 - Reduced lag a little.
    # - Hide Gauge when victory.
    # 2012.02.16 - Compatible with: Yami's PCTB.
    # 2012.01.01 - Bug fixed: No-skill/item issue.
    # 2011.12.28 - Bug fixed: Speed Fix issue.
    # - Groundwork is also made to support future battle system types.
    # - Can show/hide by a switch.
    # 2011.12.27 - Started Script and Finished.
    #
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    #
    # -----------------------------------------------------------------------------
    # Actor Notetags - These notetags go in the actor notebox in the database.
    # -----------------------------------------------------------------------------
    #
    # Change actor's icon into x.
    #
    #
    # Change icon hue.
    #
    # -----------------------------------------------------------------------------
    # Enemy Notetags - These notetags go in the enemy notebox in the database.
    # -----------------------------------------------------------------------------
    #
    # Change enemy's icon into x.
    #
    #
    # Change icon hue.
    #
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    #
    #==============================================================================

    module YSA
    module ORDER_GAUGE

    # Default Icon for actor and enemy
    DEFAULT_ENEMY_ICON = 3
    DEFAULT_ACTOR_ICON = 3

    # Order Sprite Visual. Decide Order's Background and Border.
    BATTLER_ICON_BORDERS = { # Do not remove this.
    # Type => [back, Border, ],
    :actor => [ 3, 3, ],
    :enemy => [ 3, 3, ],
    } # Do not remove this.

    # Turn this to true if you want to show death battlers.
    # SHOW_DEATH = false

    # Coordinate-X of order gauge
    GAUGE_X = 0
    # Coordinate-Y of order gauge
    GAUGE_Y = 255

    # Show Switch. Turn this switch on to show it. If you want to disable, set this
    # to 0.
    SHOW_SWITCH = 1

    end
    end

    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================

    #==============================================================================
    # ■ Regular Expression
    #==============================================================================

    module YSA
    module REGEXP
    module ACTOR

    BATTLER_ICON = /<(?:BATTLER_ICON|battler icon):[ ](\d+)?>/i
    ICON_HUE = /<(?:ICON_HUE|icon hue):[ ](\d+)?>/i

    end # ACTOR
    module ENEMY

    BATTLER_ICON = /<(?:BATTLER_ICON|battler icon):[ ](\d+)?>/i
    ICON_HUE = /<(?:ICON_HUE|icon hue):[ ](\d+)?>/i

    end # ENEMY
    end # REGEXP
    end # YSA

    #==============================================================================
    # ■ DataManager
    #==============================================================================

    module DataManager

    #--------------------------------------------------------------------------
    # alias method: load_database
    #--------------------------------------------------------------------------
    class < def self.load_database
    load_database_orbt
    load_notetags_orbt
    end

    #--------------------------------------------------------------------------
    # new method: load_notetags_orbt
    #--------------------------------------------------------------------------
    def self.load_notetags_orbt
    groups = [$data_enemies + $data_actors]
    for group in groups
    for obj in group
    next if obj.nil?
    obj.load_notetags_orbt
    end
    end
    end

    end # DataManager

    #==============================================================================
    # ■ BattleManager
    #==============================================================================

    module BattleManager

    #--------------------------------------------------------------------------
    # public instance variables
    #--------------------------------------------------------------------------
    class < attr_accessor :action_battlers
    attr_accessor :performed_battlers
    attr_accessor :ctb_battlers
    alias order_gauge_make_action_orders make_action_orders
    end

    #--------------------------------------------------------------------------
    # new method: make_ctb_battler_order
    #--------------------------------------------------------------------------
    def self.make_ctb_battler_order
    @ctb_battlers = []
    if $imported["YSA-PCTB"] && YSA::pCTB::CTB_MECHANIC[:predict] == 2
    battlers = self.sort_battlers
    battlers.each { |battler|
    battler.pctb_speed_cache = battler.pctb_speed
    }
    number = YSA::pCTB::CTB_MECHANIC[:pre_turns]
    i = 0
    while i < number do
    c = add_ctb_battler_order(i)
    i += 1 if c
    end
    return
    end
    ctb_battlers_dummy = self.sort_battlers
    ctb_battlers_dummy.each { |battler|
    @ctb_battlers.push(battler) unless battler.dead?
    }
    end

    #--------------------------------------------------------------------------
    # new method: add_ctb_battler_order
    #--------------------------------------------------------------------------
    def self.add_ctb_battler_order(i)
    battlers = self.sort_battlers(true)
    first_battler = battlers[0]
    tick = first_battler.pctb_ctr(true)
    battlers.each { |battler|
    battler.pctb_speed_cache += tick * battler.real_gain_pctb
    }
    first_battler.reset_pctb_speed(true) if i == 0
    first_battler.pctb_speed_cache -= self.pctb_threshold if i != 0
    return false if first_battler.hidden?
    @ctb_battlers.push(first_battler)
    return true
    end

    #--------------------------------------------------------------------------
    # alias method: make_action_orders
    #--------------------------------------------------------------------------
    def self.make_action_orders
    return if btype?:)pctb)
    order_gauge_make_action_orders
    end

    end # BattleManager

    #==============================================================================
    # ■ RPG::Actor
    #==============================================================================

    class RPG::Actor < RPG::BaseItem

    #--------------------------------------------------------------------------
    # public instance variables
    #--------------------------------------------------------------------------
    attr_accessor :battler_icon
    attr_accessor :icon_hue

    #--------------------------------------------------------------------------
    # common cache: load_notetags_orbt
    #--------------------------------------------------------------------------
    def load_notetags_orbt
    @battler_icon = YSA::oRDER_GAUGE::DEFAULT_ACTOR_ICON
    #---
    self.note.split(/[\r\n]+/).each { |line|
    case line
    #---
    when YSA::REGEXP::ACTOR::BATTLER_ICON
    @battler_icon = $1.to_i
    when YSA::REGEXP::ACTOR::ICON_HUE
    @icon_hue = $1.to_i
    end
    } # self.note.split
    #---
    end

    end # RPG::Actor

    #==============================================================================
    # ■ RPG::Enemy
    #==============================================================================

    class RPG::Enemy < RPG::BaseItem

    #--------------------------------------------------------------------------
    # public instance variables
    #--------------------------------------------------------------------------
    attr_accessor :battler_icon
    attr_accessor :icon_hue

    #--------------------------------------------------------------------------
    # common cache: load_notetags_orbt
    #--------------------------------------------------------------------------
    def load_notetags_orbt
    @battler_icon = YSA::oRDER_GAUGE::DEFAULT_ENEMY_ICON
    #---
    self.note.split(/[\r\n]+/).each { |line|
    case line
    #---
    when YSA::REGEXP::ENEMY::BATTLER_ICON
    @battler_icon = $1.to_i
    when YSA::REGEXP::ENEMY::ICON_HUE
    @icon_hue = $1.to_i
    end
    } # self.note.split
    #---
    end

    end # RPG::Enemy

    #==============================================================================
    # ■ Game_Battler
    #==============================================================================

    class Game_Battler < Game_BattlerBase

    #--------------------------------------------------------------------------
    # new method: battler_icon
    #--------------------------------------------------------------------------
    def battler_icon
    actor? ? actor.battler_icon : enemy.battler_icon
    end

    #--------------------------------------------------------------------------
    # new method: battler_icon_hue
    #--------------------------------------------------------------------------
    def battler_icon_hue
    actor? ? actor.icon_hue : enemy.icon_hue
    end

    end # Game_Battler

    #==============================================================================
    # ■ Sprite_OrderBattler
    #==============================================================================

    class Sprite_OrderBattler < Sprite_Base

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize(viewport, battler, battle = :dtb, number = 0)
    super(viewport)
    @battler = battler
    @battle = battle
    @move_rate_x = 1
    @move_rate_y = 1
    @move_x = nil
    @move_y = nil
    @first_time = true
    @update_wait = 0
    @show_dead = false
    @Number = number
    if $imported["YSA-PCTB"]
    type = YSA::pCTB::CTB_MECHANIC[:predict]
    num = YSA::pCTB::CTB_MECHANIC[:pre_turns]
    end
    self.x = num * 24 + 36 if @battle == :pctb2 && type && type == 2
    create_battler_bitmap
    end

    #--------------------------------------------------------------------------
    # create_battler_bitmap
    #--------------------------------------------------------------------------
    def create_battler_bitmap
    return unless @battler
    create_dtb_style if @battle == :dtb || @battle == :pctb
    end

    #--------------------------------------------------------------------------
    # create_dtb_style
    #--------------------------------------------------------------------------
    def create_dtb_style
    bitmap = Bitmap.new(24, 24)
    if $imported["YEA-BattleEngine"]
    icon_bitmap = $game_temp.iconset
    else
    icon_bitmap = Cache.system("IconSet")
    end
    #--- Create Battler Background ---
    icon_index = @battler.actor? ? YSA::oRDER_GAUGE::BATTLER_ICON_BORDERS[:actor][0] : YSA::oRDER_GAUGE::BATTLER_ICON_BORDERS[:enemy][0]
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    bitmap.blt(0, 0, icon_bitmap, rect)
    #--- Create Battler Icon ---
    icon_index = @battler.battler_icon
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    temp_bitmap = Bitmap.new(24, 24)
    temp_bitmap.blt(0, 0, icon_bitmap, rect)
    temp_bitmap.hue_change(@battler.battler_icon_hue) if @battler.battler_icon_hue
    bitmap.blt(0, 0, temp_bitmap, Rect.new(0, 0, 24, 24))
    temp_bitmap.dispose
    #--- Create Battler Border ---
    icon_index = @battler.actor? ? YSA::oRDER_GAUGE::BATTLER_ICON_BORDERS[:actor][1] : YSA::oRDER_GAUGE::BATTLER_ICON_BORDERS[:enemy][1]
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    bitmap.blt(0, 0, icon_bitmap, rect)
    #---
    self.bitmap.dispose if self.bitmap != nil
    self.bitmap = bitmap
    return if @created_icon
    @created_icon = true
    self.ox = 12; self.oy = 12
    self.x = 24 if @battle != :pctb2 && @battle != :pctb3
    self.y = 24
    self.z = 8000
    end

    #--------------------------------------------------------------------------
    # update
    #--------------------------------------------------------------------------
    def update
    super
    return unless SceneManager.scene_is?(Scene_Battle)
    if $imported["YSA-PCTB"]
    type = YSA::pCTB::CTB_MECHANIC[:predict]
    num = YSA::pCTB::CTB_MECHANIC[:pre_turns]
    end
    self.x = BattleManager.ctb_battlers.size * 24 + 36 if BattleManager.ctb_battlers && @battle == :pctb2 && type && type == 1
    return if @battle == :pctb2 || @battle == :pctb3
    #---
    update_dtb_style if @battle == :dtb || @battle == :pctb
    self.opacity = 0 if @battle == :catb
    end

    #--------------------------------------------------------------------------
    # battler=
    #--------------------------------------------------------------------------
    def battler=(battler)
    @battler = battler
    return unless @battler
    create_dtb_style
    end

    #--------------------------------------------------------------------------
    # update_dtb_style
    #--------------------------------------------------------------------------
    def update_dtb_style
    #---
    actor_window = SceneManager.scene.actor_window
    enemy_window = SceneManager.scene.enemy_window
    if actor_window.active
    if $game_party.members[actor_window.index] == @battler
    @move_y = 12
    else
    @move_y = 24
    end
    end
    if enemy_window.active
    if $game_troop.members[enemy_window.index] == @battler
    @move_y = 12
    else
    @move_y = 24
    end
    end
    if !actor_window.active && !enemy_window.active
    @move_y = 24
    end
    #---
    return if !@move_x && !@move_y
    if @battler.hidden? || (!@show_dead && @battler.dead?)
    self.opacity -= 20
    end
    if self.x != @move_x && @move_x
    if @move_x > self.x
    @move_y = 30
    elsif @move_x < self.x
    @move_y = 16
    else
    @move_y = 20
    end
    self.z = (@move_x < self.x) ? 7500 : 8500
    if @move_x >= self.x
    self.x += [@move_rate_x, @move_x - self.x].min
    else
    self.x -= [@move_rate_x, - @move_x + self.x].min
    end
    end
    if self.y != @move_y && @move_y
    self.y += (self.y > @move_y) ? -@move_rate_y : @move_rate_y
    end
    if self.x == @move_x && @move_x
    @first_time = false if @first_time
    @move_x = nil
    end
    if self.y == @move_y && @move_y
    @move_y = nil
    end
    end

    #--------------------------------------------------------------------------
    # make_destination
    #--------------------------------------------------------------------------
    def make_destination
    make_dtb_destination if @battle == :dtb
    make_pctb_destination if @battle == :pctb
    make_pctb2_image if @battle == :pctb3
    end

    #--------------------------------------------------------------------------
    # make_dtb_destination
    #--------------------------------------------------------------------------
    def make_dtb_destination
    #---
    BattleManager.performed_battlers = [] if !BattleManager.performed_battlers
    array = BattleManager.performed_battlers.reverse
    action = BattleManager.action_battlers.reverse - BattleManager.performed_battlers.reverse
    array += action
    action.uniq!
    array.uniq!
    #---
    result = []
    for member in array
    next if member.hidden?
    result.push(member) unless member.dead?
    action.delete(member) if member.dead? and !@show_dead
    end
    if @show_dead
    for member in array
    next if member.hidden?
    result.push(member) if member.dead?
    end
    end
    #---
    index = result.index(@battler).to_i
    @move_x = 24 + index * 24
    if BattleManager.in_turn?
    @move_x += 6 if action.include?(@battler)
    @move_x += 6 if (index + 1 == result.size) and action.size > 1
    end
    den = @first_time ? 12 : 24
    @move_rate_x = [((@move_x - self.x)/den).abs, 1].max
    end

    #--------------------------------------------------------------------------
    # make_pctb_destination
    #--------------------------------------------------------------------------
    def make_pctb_destination
    return unless BattleManager.ctb_battlers
    #---
    array = BattleManager.ctb_battlers.reverse
    #---
    result = []
    for member in array
    next if member.hidden?
    result.push(member) unless member.dead?
    end
    if @show_dead
    for member in array
    next if member.hidden?
    result.push(member) if member.dead?
    end
    end
    #---
    index = result.index(@battler).to_i
    @move_x = 24 + index * 24
    den = @first_time ? 12 : 24
    @move_rate_x = [((@move_x - self.x)/den).abs, 1].max
    end

    #--------------------------------------------------------------------------
    # make_pctb2_image
    #--------------------------------------------------------------------------
    def make_pctb2_image
    return unless BattleManager.ctb_battlers
    num = YSA::pCTB::CTB_MECHANIC[:pre_turns] - 1
    array = BattleManager.ctb_battlers
    self.battler = array[@number]
    self.x = 24 + (num - @Number) * 24
    end

    end # Sprite_OrderBattler

    #==============================================================================
    # ■ Spriteset_Battle
    #==============================================================================

    class Spriteset_Battle

    #--------------------------------------------------------------------------
    # public instance variables
    #--------------------------------------------------------------------------
    attr_accessor :viewportOrder

    #--------------------------------------------------------------------------
    # alias method: create_viewports
    #--------------------------------------------------------------------------
    alias order_gauge_create_viewports create_viewports
    def create_viewports
    order_gauge_create_viewports
    @viewportOrder = Viewport.new
    @viewportOrder.z = 1000
    if YSA::oRDER_GAUGE::SHOW_SWITCH == 0 || $game_switches[YSA::oRDER_GAUGE::SHOW_SWITCH]
    @viewportOrder.ox = -YSA::oRDER_GAUGE::GAUGE_X
    @viewportOrder.oy = -YSA::oRDER_GAUGE::GAUGE_Y
    else
    @viewportOrder.ox = Graphics.width
    @viewportOrder.oy = Graphics.height
    end
    end

    end # Spriteset_Battle

    #==============================================================================
    # ■ Scene_Battle
    #==============================================================================

    class Scene_Battle < Scene_Base

    #--------------------------------------------------------------------------
    # public instance variables
    #--------------------------------------------------------------------------
    attr_accessor :actor_window
    attr_accessor :enemy_window

    #--------------------------------------------------------------------------
    # alias method: create_all_windows
    #--------------------------------------------------------------------------
    alias order_gauge_create_all_windows create_all_windows
    def create_all_windows
    order_gauge_create_all_windows
    @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: battle_start
    #--------------------------------------------------------------------------
    alias order_gauge_battle_start battle_start
    def battle_start
    order_gauge_battle_start
    unless BattleManager.btype?:)pctb)
    BattleManager.make_action_orders
    for order in @spriteset_order
    order.make_destination
    end
    end
    end

    #--------------------------------------------------------------------------
    # alias method: dispose_spriteset
    #--------------------------------------------------------------------------
    alias order_gauge_dispose_spriteset dispose_spriteset
    def dispose_spriteset
    for order in @spriteset_order
    order.bitmap.dispose
    order.dispose
    end
    order_gauge_dispose_spriteset
    end

    #--------------------------------------------------------------------------
    # alias method: update_basic
    #--------------------------------------------------------------------------
    alias order_gauge_update_basic update_basic
    def update_basic
    order_gauge_update_basic
    for order in @spriteset_order
    order.update
    end
    @active_order_sprite.update if @active_order_sprite
    if $imported["YSA-PCTB"]
    type = YSA::pCTB::CTB_MECHANIC[:predict]
    end
    if @update_ordergauge
    if type && type == 1
    BattleManager.actor.restore_speed
    BattleManager.actor.storage_speed
    BattleManager.actor.reset_pctb_speed
    end
    BattleManager.make_action_orders
    BattleManager.make_ctb_battler_order if BattleManager.btype?:)pctb)
    for order in @spriteset_order
    order.make_destination
    end
    @update_ordergauge = false
    end
    if YSA::oRDER_GAUGE::SHOW_SWITCH == 0 || $game_switches[YSA::oRDER_GAUGE::SHOW_SWITCH]
    @spriteset.viewportOrder.ox = -YSA::oRDER_GAUGE::GAUGE_X if @spriteset.viewportOrder.ox != -YSA::oRDER_GAUGE::GAUGE_X
    @spriteset.viewportOrder.oy = -YSA::oRDER_GAUGE::GAUGE_Y if @spriteset.viewportOrder.oy != -YSA::oRDER_GAUGE::GAUGE_Y
    else
    @spriteset.viewportOrder.ox = Graphics.height if @spriteset.viewportOrder.ox != Graphics.width
    @spriteset.viewportOrder.oy = Graphics.width if @spriteset.viewportOrder.oy != Graphics.height
    end
    if $game_party.all_dead? || $game_troop.all_dead?
    @spriteset.viewportOrder.ox = Graphics.height if @spriteset.viewportOrder.ox != Graphics.width
    @spriteset.viewportOrder.oy = Graphics.width if @spriteset.viewportOrder.oy != Graphics.height
    end
    end

    #--------------------------------------------------------------------------
    # alias method: update
    #--------------------------------------------------------------------------
    alias order_gauge_update update
    def update
    order_gauge_update
    #return if YSA::pCTB::CTB_MECHANIC[:predict] == 2
    if @actor_command_window.active
    if @actor_command_window.current_symbol == :attack && !BattleManager.actor.input.attack?
    BattleManager.actor.input.set_attack if BattleManager.actor.usable?($data_skills[battleManager.actor.attack_skill_id])
    @update_ordergauge = true
    end
    if @actor_command_window.current_symbol == :guard && BattleManager.actor.input.item != $data_skills[battleManager.actor.guard_skill_id]
    BattleManager.actor.input.set_guard if BattleManager.actor.usable?($data_skills[battleManager.actor.guard_skill_id])
    @update_ordergauge = true
    end
    if $imported["YEA-BattleCommandList"]
    if @actor_command_window.current_symbol == :use_skill && BattleManager.actor.input.item != $data_skills[@actor_command_window.current_ext]
    BattleManager.actor.input.set_skill(@actor_command_window.current_ext) if BattleManager.actor.usable?($data_skills[@actor_command_window.current_ext])
    @update_ordergauge = true
    end
    end
    end
    if @skill_window.active && BattleManager.actor && BattleManager.actor.input.item != @skill_window.item && @skill_window.current_item_enabled?
    BattleManager.actor.input.set_skill(@skill_window.item.id) if BattleManager.actor.usable?(@skill_window.item)
    @update_ordergauge = true
    end
    if @item_window.active && BattleManager.actor && BattleManager.actor.input.item != @item_window.item && @item_window.current_item_enabled?
    BattleManager.actor.input.set_item(@item_window.item.id) if BattleManager.actor.usable?(@item_window.item)
    @update_ordergauge = true
    end
    end

    #--------------------------------------------------------------------------
    # alias method: on_skill_cancel
    #--------------------------------------------------------------------------
    alias order_gauge_on_skill_cancel on_skill_cancel
    def on_skill_cancel
    order_gauge_on_skill_cancel
    BattleManager.actor.input.clear
    @update_ordergauge = true
    end

    #--------------------------------------------------------------------------
    # alias method: on_item_cancel
    #--------------------------------------------------------------------------
    alias order_gauge_on_item_cancel on_item_cancel
    def on_item_cancel
    order_gauge_on_item_cancel
    BattleManager.actor.input.clear
    @update_ordergauge = true
    end

    #--------------------------------------------------------------------------
    # alias method: turn_start
    #--------------------------------------------------------------------------
    alias order_gauge_turn_start turn_start
    def turn_start
    order_gauge_turn_start
    for order in @spriteset_order
    order.make_destination
    end
    end

    #--------------------------------------------------------------------------
    # alias method: process_action_end
    #--------------------------------------------------------------------------
    alias order_gauge_process_action_end process_action_end
    def process_action_end
    order_gauge_process_action_end
    for order in @spriteset_order
    order.make_destination
    end
    end

    end # Scene_Battle

    #==============================================================================
    #
    # ▼ End of File
    #
    #==============================================================================
     
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  2. bgillisp

    bgillisp Global Moderators Global Mod

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