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Hello there, I'm having an issue with the "YEA - Free Turn Battle".
I'm using it with the TheoAllen's side battle system. When I finish a battle and the gold/exp is received, every window close, the monster sprite reappear in the scene and then the transition goes from battle to map.
Is there something wrong in the script?
EDIT:
I don't know if this is the right session or it was the RGSSx Script Support
I'm using it with the TheoAllen's side battle system. When I finish a battle and the gold/exp is received, every window close, the monster sprite reappear in the scene and then the transition goes from battle to map.
Is there something wrong in the script?
Code:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Battle System Add-On: Free Turn Battle v1.02
# -- Last Updated: 2012.01.15
# -- Level: Normal, Hard
# -- Requires: Yanfly Engine Ace - Ace Battle Engine v1.15+
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-BattleSystem-FTB"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.15 - Bug fixed: Battle victory log doesn't play twice.
# 2012.01.11 - Bug fixed: Dead actors are no longer inputable.
# 2012.01.10 - Finished Script.
# 2012.01.09 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Free Turn Battle is a type of battle system made for Ace Battle Engine, where
# actors perform their actions immediately (unless under the effects of berserk
# or any other form of autobattle) as they're selected. After all of their
# actions have been performed, the enemies will take their turn in battling the
# actors. This becomes a system where actors and enemies will take turns
# attacking one another as a whole.
#
#==============================================================================
# ▼ 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.
#
# First, set the default battle system for your game to be :ftb by either going
# to the Ace Battle Engine script and setting DEFAULT_BATTLE_SYSTEM as :ftb or
# by using the following script call:
#
# $game_system:set_battle_system(:ftb)
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <ftb actions: +x>
# <ftb actions: -x>
# This increases or decreases the maximum number of actions available to an
# actor by x. While an actor's individual maximum can be any value, it does not
# provide more than the party maximum applied in the module. An actor's total
# maximum cannot go below 1.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the classes notebox in the database.
# -----------------------------------------------------------------------------
# <ftb actions: +x>
# <ftb actions: -x>
# This increases or decreases the maximum number of actions available to an
# actor by x. While an actor's individual maximum can be any value, it does not
# provide more than the party maximum applied in the module. An actor's total
# maximum cannot go below 1.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <ftb cost: x>
# This causes the skill to have an FTB cost of x. The FTB Cost does not occur
# for individual chain skills, individual input skills, specialized input
# skills, or instant skills. However, an FTB Cost can be used to put a specific
# requirement on those listed types of skills.
#
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <ftb cost: x>
# This causes the item to have an FTB cost of x. The FTB Cost does not occur
# for instant items. If items cost more actions than the party has available,
# then the items will not appear in the usable item list during battle.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <ftb actions: +x>
# <ftb actions: -x>
# This increases or decreases the maximum number of actions available to an
# actor by x. While an actor's individual maximum can be any value, it does not
# provide more than the party maximum applied in the module. An actor's total
# maximum cannot go below 1.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armour notebox in the database.
# -----------------------------------------------------------------------------
# <ftb actions: +x>
# <ftb actions: -x>
# This increases or decreases the maximum number of actions available to an
# actor by x. While an actor's individual maximum can be any value, it does not
# provide more than the party maximum applied in the module. An actor's total
# maximum cannot go below 1.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the state notebox in the database.
# -----------------------------------------------------------------------------
# <ftb actions: +x>
# <ftb actions: -x>
# This increases or decreases the maximum number of actions available to an
# actor by x. While an actor's individual maximum can be any value, it does not
# provide more than the party maximum applied in the module. An actor's total
# maximum cannot go below 1.
#
#==============================================================================
# ▼ 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.
#
# This script requires Yanfly Engine Ace - Ace Battle Engine v1.15+ and the
# script must be placed under Ace Battle Engine in the script listing.
#
#==============================================================================
module YEA
module FTB
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General FTB Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust various general Free Turn Battle constants such as
# the icons used for actions and no actions, whether or not party members
# will have limited actions (or unlimited).
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ICON_ACTION = 0 # Icon displayed when there are actions left.
ICON_EMPTY = 0 # Icon displayed to indicate a used action.
# For every x% above the base AGI, actors will gain an extra action. Change
# the value below to adjust the percentage needed.
EXTRA_FTB_ACTION_BONUS = 0.20
# This is the maximum number of actions that the party can have despite the
# maximum number of individual actor actions totalling to more than this.
MAXIMUM_FTB_ACTIONS = 10
# If this setting is on, then each member can only perform a limited amount
# of actions per turn as opposed to freely performing actions until the
# party's action usage is depleted.
LIMITED_ACTIONS_PER_MEMBER = true
end # FTB
end # YEA
#==============================================================================
# ▼ 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.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
FTB_ACTIONS = /<(?:FTB_ACTIONS|ftb actions):[ ]([\+\-]\d+)>/i
end # BASEITEM
module USABLEITEM
FTB_COST = /<(?:FTB_COST|ftb cost):[ ](\d+)>/i
end # USABLEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.ftb_action
#--------------------------------------------------------------------------
def self.ftb_action
return YEA::FTB::ICON_ACTION
end
#--------------------------------------------------------------------------
# self.ftb_empty
#--------------------------------------------------------------------------
def self.ftb_empty
return YEA::FTB::ICON_EMPTY
end
end # Icon
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_ftb load_database; end
def self.load_database
load_database_ftb
load_notetags_ftb
end
#--------------------------------------------------------------------------
# new method: load_notetags_ftb
#--------------------------------------------------------------------------
def self.load_notetags_ftb
groups = [$data_skills, $data_items, $data_actors, $data_classes,
$data_weapons, $data_armors, $data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_ftb
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :ftb_actions
#--------------------------------------------------------------------------
# common cache: load_notetags_ftb
#--------------------------------------------------------------------------
def load_notetags_ftb
@ftb_actions = 0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::FTB_ACTIONS
@ftb_actions = $1.to_i
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :ftb_cost
#--------------------------------------------------------------------------
# common cache: load_notetags_ftb
#--------------------------------------------------------------------------
def load_notetags_ftb
@ftb_cost = 1
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::FTB_COST
@ftb_cost = $1.to_i
end
} # self.note.split
#---
end
end # RPG::UsableItem
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# alias method: make_action_orders
#--------------------------------------------------------------------------
class <<self; alias make_action_orders_ftb make_action_orders; end
def self.make_action_orders
make_action_orders_ftb
make_ftb_action_orders if btype?(:ftb)
end
#--------------------------------------------------------------------------
# new method: make_ftb_action_orders
#--------------------------------------------------------------------------
def self.make_ftb_action_orders
@action_battlers = []
@action_battlers += $game_party.members unless @surprise
@action_battlers += $game_troop.members unless @preemptive
@action_battlers.each { |battler| battler.make_speed }
@action_battlers.sort! {|a,b| a.screen_x <=> b.screen_x }
end
#--------------------------------------------------------------------------
# alias method: judge_win_loss
#--------------------------------------------------------------------------
class <<self; alias judge_win_loss_ftb judge_win_loss; end
def self.judge_win_loss
if @phase && $game_troop.all_dead? && SceneManager.scene_is?(Scene_Battle)
SceneManager.scene.hide_ftb_gauge
end
judge_win_loss_ftb
end
end # BattleManager
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# new method: init_ftb_actions
#--------------------------------------------------------------------------
def init_ftb_actions
@used_ftb_actions = 0
end
#--------------------------------------------------------------------------
# new method: ftb_actions
#--------------------------------------------------------------------------
def ftb_actions
init_ftb_actions if @used_ftb_actions.nil?
return @used_ftb_actions
end
#--------------------------------------------------------------------------
# new method: max_ftb_actions
#--------------------------------------------------------------------------
def max_ftb_actions
n = make_action_times
n += agi_bonus_max_ftb_actions
n += trait_bonus_max_ftb_actions
return [n, 1].max
end
#--------------------------------------------------------------------------
# new method: agi_bonus_max_ftb_actions
#--------------------------------------------------------------------------
def agi_bonus_max_ftb_actions
bonus_agi = agi - param_base(6)
value_agi = param_base(6) * YEA::FTB::EXTRA_FTB_ACTION_BONUS
return (bonus_agi / value_agi).to_i
end
#--------------------------------------------------------------------------
# new method: trait_bonus_max_ftb_actions
#--------------------------------------------------------------------------
def trait_bonus_max_ftb_actions
n = 0
if actor?
n += self.actor.ftb_actions
n += self.class.ftb_actions
for equip in equips
next if equip.nil?
n += equip.ftb_actions
end
end
for state in states
next if state.nil?
n += state.ftb_actions
end
return n
end
#--------------------------------------------------------------------------
# new method: use_ftb_action
#--------------------------------------------------------------------------
def use_ftb_action(value = 1)
init_ftb_actions if @used_ftb_actions.nil?
@used_ftb_actions += value
end
#--------------------------------------------------------------------------
# alias method: inputable?
#--------------------------------------------------------------------------
alias game_battlerbase_inputable_ftb inputable?
def inputable?
result = game_battlerbase_inputable_ftb
return false unless result
return result unless SceneManager.scene_is?(Scene_Battle)
return result unless BattleManager.btype?(:ftb)
return result unless YEA::FTB::LIMITED_ACTIONS_PER_MEMBER
return max_ftb_actions > ftb_actions
end
#--------------------------------------------------------------------------
# alias method: skill_conditions_met?
#--------------------------------------------------------------------------
alias game_battlerbase_skill_conditions_met_ftb skill_conditions_met?
def skill_conditions_met?(skill)
return false unless ftb_item_conditions_met?(skill)
return game_battlerbase_skill_conditions_met_ftb(skill)
end
#--------------------------------------------------------------------------
# alias method: item_conditions_met?
#--------------------------------------------------------------------------
alias game_battlerbase_item_conditions_met_ftb item_conditions_met?
def item_conditions_met?(item)
return false unless ftb_item_conditions_met?(item)
return game_battlerbase_item_conditions_met_ftb(item)
end
#--------------------------------------------------------------------------
# new method: ftb_item_conditions_met?
#--------------------------------------------------------------------------
def ftb_item_conditions_met?(item)
return true unless actor?
return true unless SceneManager.scene_is?(Scene_Battle)
return true unless BattleManager.btype?(:ftb)
return true if BattleManager.in_turn?
return $game_party.ftb_actions_remaining >= item.ftb_cost
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: on_battle_start
#--------------------------------------------------------------------------
alias game_battler_on_battle_start_ftb on_battle_start
def on_battle_start
game_battler_on_battle_start_ftb
init_ftb_actions
end
#--------------------------------------------------------------------------
# alias method: on_turn_end
#--------------------------------------------------------------------------
alias game_battler_on_turn_end_ftb on_turn_end
def on_turn_end
game_battler_on_turn_end_ftb
init_ftb_actions
end
#--------------------------------------------------------------------------
# alias method: make_action_times
#--------------------------------------------------------------------------
alias game_battler_make_action_times_ftb make_action_times
def make_action_times
if SceneManager.scene_is?(Scene_Battle) && BattleManager.btype?(:ftb)
return make_ftb_action_times
else
return game_battler_make_action_times_ftb
end
end
#--------------------------------------------------------------------------
# new method: make_ftb_action_times
#--------------------------------------------------------------------------
def make_ftb_action_times
return action_plus_set.inject(1) {|r, p| p > 0.01 ? r + 1 : r }
end
end # Game_Battler
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: next_command
#--------------------------------------------------------------------------
alias game_actor_next_command_ftb next_command
def next_command
if SceneManager.scene_is?(Scene_Battle) && BattleManager.btype?(:ftb)
return false
end
return game_actor_next_command_ftb
end
#--------------------------------------------------------------------------
# alias method: prior_command
#--------------------------------------------------------------------------
alias game_actor_prior_command_ftb prior_command
def prior_command
if SceneManager.scene_is?(Scene_Battle) && BattleManager.btype?(:ftb)
return false
end
return game_actor_prior_command_ftb
end
end # Game_Actor
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# alias method: inputable?
#--------------------------------------------------------------------------
alias game_party_inputable_ftb inputable?
def inputable?
return false unless meet_ftb_requirements?
return game_party_inputable_ftb
end
#--------------------------------------------------------------------------
# new method: meet_ftb_requirements?
#--------------------------------------------------------------------------
def meet_ftb_requirements?
return true unless BattleManager.btype?(:ftb)
return ftb_actions_remaining > 0
end
#--------------------------------------------------------------------------
# new method: ftb_actions_remaining
#--------------------------------------------------------------------------
def ftb_actions_remaining
return ftb_actions_maximum - ftb_actions_used
end
#--------------------------------------------------------------------------
# new method: ftb_actions_maximum
#--------------------------------------------------------------------------
def ftb_actions_maximum
n = 0
for member in $game_party.members
next unless member.game_battlerbase_inputable_ftb
n += member.max_ftb_actions
end
return [n, YEA::FTB::MAXIMUM_FTB_ACTIONS].min
end
#--------------------------------------------------------------------------
# new method: ftb_actions_used
#--------------------------------------------------------------------------
def ftb_actions_used
n = 0
for member in $game_party.members
next unless member.game_battlerbase_inputable_ftb
n += member.ftb_actions
end
return n
end
end # Game_Party
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# alias method: action_icon
#--------------------------------------------------------------------------
alias window_battlestatus_action_icon_ftb action_icon
def action_icon(actor)
if SceneManager.scene_is?(Scene_Battle) && BattleManager.btype?(:ftb)
return Icon.ftb_action if act_ftb_valid?(actor)
end
return window_battlestatus_action_icon_ftb(actor)
end
#--------------------------------------------------------------------------
# new method: act_ftb_valid?
#--------------------------------------------------------------------------
def act_ftb_valid?(actor)
return false unless actor.current_action.nil? ||
actor.current_action.item.nil?
return true unless YEA::FTB::LIMITED_ACTIONS_PER_MEMBER
return actor.max_ftb_actions > actor.ftb_actions
end
end # Window_BattleStatus
#==============================================================================
# ■ Window_FTB_Gauge
#==============================================================================
class Window_FTB_Gauge < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(help_window)
@help_window = help_window
super(0, 0, Graphics.width, fitting_height(1))
self.opacity = 0
self.contents_opacity = 0
self.z = 200
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_empty_icons
draw_filled_icons
end
#--------------------------------------------------------------------------
# draw_empty_icons
#--------------------------------------------------------------------------
def draw_empty_icons
n = $game_party.ftb_actions_maximum
dx = contents.width
n.times do
dx -= 24
draw_icon(Icon.ftb_empty, dx, 0)
end
end
#--------------------------------------------------------------------------
# draw_filled_icons
#--------------------------------------------------------------------------
def draw_filled_icons
n = $game_party.ftb_actions_maximum - $game_party.ftb_actions_used
dx = contents.width
n.times do
dx -= 24
draw_icon(Icon.ftb_action, dx, 0)
end
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
self.contents_opacity = 0 unless SceneManager.scene_is?(Scene_Battle)
return unless SceneManager.scene_is?(Scene_Battle)
return unless BattleManager.btype?(:ftb)
change_contents_opacity
change_y_position
end
#--------------------------------------------------------------------------
# change_contents_opacity
#--------------------------------------------------------------------------
def change_contents_opacity
rate = BattleManager.in_turn? ? -8 : 8
self.contents_opacity += rate
end
#--------------------------------------------------------------------------
# change_y_position
#--------------------------------------------------------------------------
def change_y_position
self.y = @help_window.visible ? @help_window.height : 0
end
end # Window_FTB_Gauge
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: create_all_windows
#--------------------------------------------------------------------------
alias scene_battle_create_all_windows_ftb create_all_windows
def create_all_windows
scene_battle_create_all_windows_ftb
create_ftb_gauge
end
#--------------------------------------------------------------------------
# new method: create_ftb_gauge
#--------------------------------------------------------------------------
def create_ftb_gauge
@ftb_gauge = Window_FTB_Gauge.new(@help_window)
end
#--------------------------------------------------------------------------
# alias method: start_party_command_selection
#--------------------------------------------------------------------------
alias start_party_command_selection_ftb start_party_command_selection
def start_party_command_selection
start_party_command_selection_ftb
refresh_ftb_gauge
end
#--------------------------------------------------------------------------
# alias method: start_actor_command_selection
#--------------------------------------------------------------------------
alias start_actor_command_selection_ftb start_actor_command_selection
def start_actor_command_selection
start_actor_command_selection_ftb
refresh_ftb_gauge
end
#--------------------------------------------------------------------------
# new method: refresh_ftb_gauge
#--------------------------------------------------------------------------
def refresh_ftb_gauge
@ftb_gauge.refresh
end
#--------------------------------------------------------------------------
# new method: hide_ftb_gauge
#--------------------------------------------------------------------------
def hide_ftb_gauge
@ftb_gauge.hide
end
#--------------------------------------------------------------------------
# alias method: next_command
#--------------------------------------------------------------------------
alias scene_battle_next_command_ftb next_command
def next_command
if ftb_action?
perform_ftb_action
else
scene_battle_next_command_ftb
end
end
#--------------------------------------------------------------------------
# new method: ftb_action?
#--------------------------------------------------------------------------
def ftb_action?
return false unless BattleManager.btype?(:ftb)
return false if BattleManager.actor.nil?
return false if BattleManager.actor.current_action.nil?
action = BattleManager.actor.current_action.item
return !action.nil?
end
#--------------------------------------------------------------------------
# new method: perform_ftb_action
#--------------------------------------------------------------------------
def perform_ftb_action
hide_ftb_action_windows
@subject = BattleManager.actor
item = @subject.current_action.item
execute_action
process_event
loop do
@subject.remove_current_action
break if $game_troop.all_dead?
break unless @subject.current_action
@subject.current_action.prepare
execute_action if @subject.current_action.valid?
end
return if $game_troop.alive_members.size <= 0
process_action_end
consume_ftb_action(item)
@subject.make_actions
@subject = nil
show_ftb_action_windows
end
#--------------------------------------------------------------------------
# new method: consume_ftb_action
#--------------------------------------------------------------------------
def consume_ftb_action(item)
@subject.use_ftb_action(item.ftb_cost) unless item.nil?
refresh_ftb_gauge
end
#--------------------------------------------------------------------------
# new method: hide_ftb_action_windows
#--------------------------------------------------------------------------
def hide_ftb_action_windows
@info_viewport.visible = true
@status_window.show
@actor_command_window.show
end
#--------------------------------------------------------------------------
# new method: show_ftb_action_windows
#--------------------------------------------------------------------------
def show_ftb_action_windows
@info_viewport.visible = true
end_ftb_action
end
#--------------------------------------------------------------------------
# new method: end_ftb_action
#--------------------------------------------------------------------------
def end_ftb_action
if $game_party.inputable?
select_next_member
else
status_redraw_target(BattleManager.actor)
BattleManager.next_command
turn_start
end
end
#--------------------------------------------------------------------------
# new method: select_next_member
#--------------------------------------------------------------------------
def select_next_member
status_redraw_target(BattleManager.actor)
last_index = $game_party.battle_members.size - 1
for member in $game_party.battle_members.reverse
break if member.inputable?
last_index -= 1
end
next_command if next_ftb_member?(last_index)
return if BattleManager.actor.nil?
if BattleManager.actor.index >= last_index && !BattleManager.actor.inputable?
prior_command
else
start_actor_command_selection
status_redraw_target(BattleManager.actor)
end
end
#--------------------------------------------------------------------------
# new method: next_ftb_member?
#--------------------------------------------------------------------------
def next_ftb_member?(last_index)
actor = BattleManager.actor
return true if actor.nil?
return false if actor.max_ftb_actions > actor.ftb_actions
return false if BattleManager.actor.index >= last_index
return BattleManager.actor.index != last_index
end
#--------------------------------------------------------------------------
# alias method: hide_extra_gauges
#--------------------------------------------------------------------------
alias scene_battle_hide_extra_gauges_ftb hide_extra_gauges
def hide_extra_gauges
scene_battle_hide_extra_gauges_ftb
@ftb_gauge.hide
end
#--------------------------------------------------------------------------
# alias method: show_extra_gauges
#--------------------------------------------------------------------------
alias scene_battle_show_extra_gauges_ftb show_extra_gauges
def show_extra_gauges
scene_battle_show_extra_gauges_ftb
@ftb_gauge.show
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
EDIT:
I don't know if this is the right session or it was the RGSSx Script Support
Last edited by a moderator:


