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2010.01.05 05:29

턴제 전투방식(RTAB 스크립트)

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턴제 전투방식 구현한 RTAB 스크립트
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  • ?
    紅雀 2010.04.22 18:59

    감사합니다

     

  • ?
    호호리터엉 2011.01.22 21:29

    class Scene_Battle
      #--------------------------------------------------------------------------
      # 걶 뚺둎귽깛긚?깛긚빾릶
      #--------------------------------------------------------------------------
      attr_reader   :status_window            # 긚긡??긚긂귻깛긤긂
      attr_reader   :spriteset                # 긫긣깑긚긵깋귽긣
      attr_reader   :scroll_time              # 긚긏깏?깛댷벍딈?렄듩
      attr_reader   :zoom_rate                # 밎긫긣깋?딈?댧뭫
      attr_reader   :drive                    # 긇긽깋뗭벍
      attr_accessor :force                    # 귺긏긘깈깛떗맕뱗
      attr_accessor :camera                   # 뙸띪궻긇긽깋룋렃롌
      #--------------------------------------------------------------------------
      # 걶 ATB딈멳긜긞긣귺긞긵
      #--------------------------------------------------------------------------
      def atb_setup
        # ATB룊딖돸
        # speed   : 긫긣깑긚긯?긤뙂믦갃뭠궕룷궠궋귌궵몓궋
        # @active : 귺긏긡귻긳뱗먠믦
        #           3 : 륂궸귺긏긡귻긳륉뫴
        #           2 : 긚긌깑갋귺귽긡?멗묖뭷궻귒귺긏긡귻긳긒?긙궕?귏귡
        #           1 : 2궻륉뫴궸돿궑갂??긒긞긣멗묖렄귖긂긃귽긣궕?궔귡
        #           0 : 1궻륉뫴궸돿궑갂긓?깛긤볺쀍렄궸귖긂긃귽긣궕?궔귡
        # @action : 뫜릐궕뛱벍뭷궸렔빁귖뛱벍귩딳궞궥궞궴귩떀궥궔
        #           3 : 렔빁궕뛱벍븉?궳궶궋뙽귟뙽귟떀궥
        #           2 : 렔빁궕?긽?긙귩롷궚궲궋궶궋뙽귟떀궥
        #           1 : 2궻륉뫴궸돿궑갂??긒긞긣궕뛱벍궢궲궋궶궋뙽귟떀궥
        #           0 : 뛱벍귩떀궠궶궋갃룈붥궸뛱벍궢뢎궑귡귏궳뫲궰
        # @anime_wait : true궸궥귡궴긫긣깑귺긦긽갋?긽?긙?렑뭷궼긂긃귽긣궕?궔귡
        # @damage_wait : ?긽?긙?렑뫲궭렄듩걁뭁댧궼긲깒??걂
        # @enemy_speed : 밎궻럙뛩뫊뱗갃1궶귞뫂렄뛱벍갃
        #                1긲깒??뻽궸갂1/@enemy_speed궻둴뿦궳뛱벍귩딳궞궥
        # @force : 떗맕귺긏긘깈깛궳긚긌깑럊뾭렄궻떗맕뗰뜃
        #          2:긚긌깑궼멣궲뎣룯궧궦갂뷠궦뫂렄렳뛱
        #          1:뭁벲긚긌깑궼뎣룯궢갂쁀똤긚긌깑궻귒뫂렄렳뛱
        #          0:멣긚긌깑뎣룯귩뛱궎궬궚
        # ($scene.force = x 궴궥귡궞궴궸귝귟갂믅륂귽긹깛긣궻긚긏깏긵긣궔귞빾뛛됀?걂
        # @drive : 긇긽깋뗭벍ON/OFF갃true궳뗭벍ON갂false궳뗭벍OFF
        # @scroll_time : 긚긏깏?깛댷벍궸뾴궥귡딈?렄듩
        # @zoom_rate = [i, j] : 긄긨??궻긛??뿦
        #                       i 궕됪뽋띍뤵븫궸봹뭫궢궫렄궻둮묈뿦
        #                       j 궕됪뽋띍돷븫궸봹뭫궢궫렄궻둮묈뿦
        #                       1 ?궴궢궫궋궴궖귖갂1.0 궴뷠궦룷릶궳먠믦궥귡궞궴
        speed = 150
        @active = 1
        @action = 2
        @anime_wait = false
        @damage_wait = 10
        @enemy_speed = 40
        @force = 2
        @drive = true
        @scroll_time = 15
        @zoom_rate = [0.2, 1.0]
        @help_time = 40
        @escape == false
        @camera = nil
        @max = 0
        @turn_cnt = 0
        @help_wait = 0
        @action_battlers = []
        @synthe = []
        @spell_p = {}
        @spell_e = {}
        @command_a = false
        @command = []
        @party = false
        for battler in $game_party.actors + $game_troop.enemies
          spell_reset(battler)
          battler.at = battler.agi * rand(speed / 2)
          battler.damage_pop = {}
          battler.damage = {}
          battler.damage_sp = {}
          battler.critical = {}
          battler.recover_hp = {}
          battler.recover_sp = {}
          battler.state_p = {}
          battler.state_m = {}
          battler.animation = []
          if battler.is_a?(Game_Actor)
            @max += battler.agi
          end
        end
        @max *= speed
        @max /= $game_party.actors.size
        for battler in $game_party.actors + $game_troop.enemies
          battler.atp = 100 * battler.at / @max
        end
      end
      #--------------------------------------------------------------------------
      # 걶 AT긒?긙Max렄SE
      #--------------------------------------------------------------------------
      def fullat_se
        Audio.se_play("Audio/SE/033-switch02", 80, 100)
      end
      #--------------------------------------------------------------------------
      # 걶 깒긹깑귺긞긵SE
      #--------------------------------------------------------------------------
      def levelup_se
        Audio.se_play("Audio/SE/056-Right02", 80, 100)
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑뢐벦SE
      #--------------------------------------------------------------------------
      def skill_se
        Audio.se_play("Audio/SE/056-Right02", 80, 150)
      end
    end

    class Window_Base < Window
      #--------------------------------------------------------------------------
      # 걶 ATG 궻?됪
      #     actor : 귺긏??
      #     x     : ?됪먩 X 띆뷭
      #     y     : ?됪먩 Y 띆뷭
      #     width : ?됪먩궻븴
      #--------------------------------------------------------------------------
      def draw_actor_atg(actor, x, y, width = 144)
        if @at_gauge == nil
          # plus_x:X띆뷭궻댧뭫뺚맫 rate_x:X띆뷭궻댧뭫뺚맫(%) plus_y:Y띆뷭궻댧뭫뺚맫
          # plus_width:븴궻뺚맫 rate_width:븴궻뺚맫(%) height:뢢븴
          # align1:?됪?귽긵1 0:뜺땗귕 1:뭷돍뫓궑 2:덭땗귕
          # align2:?됪?귽긵2 0:뤵땗귕 1:뭷돍뫓궑 2:돷땗귕
          # align3:긒?긙?귽긵 0:뜺땗귕 1:덭땗귕
          @plus_x = 0
          @rate_x = 0
          @plus_y = 16
          @plus_width = 0
          @rate_width = 100
          @width = @plus_width + width * @rate_width / 100
          @height = 16
          @align1 = 0
          @align2 = 1
          @align3 = 0
          # 긐깋긢?긘깈깛먠믦 grade1:뗴긒?긙 grade2:렳긒?긙
          # (0:돘궸긐깋긢?긘깈깛 1:뢢궸긐깋긢?긘깈깛 2:롈귕궸긐깋긢?긘깈깛걂
          grade1 = 1
          grade2 = 0
          # 륡먠믦갃color1:띍둖쁤갅color2:뭷쁤
          # color3:뗴쁤??긏긇깋?갅color4:뗴쁤깋귽긣긇깋?
          color1 = Color.new(0, 0, 0)
          color2 = Color.new(255, 255, 192)
          color3 = Color.new(0, 0, 0, 192)
          color4 = Color.new(0, 0, 64, 192)
          # 긒?긙궻륡먠믦
          # 믅륂렄궻륡먠믦
          color5 = Color.new(0, 64, 80)
          color6 = Color.new(0, 128, 160)
          # 긒?긙궕MAX궻렄궻륡먠믦
          color7 = Color.new(80, 0, 0)
          color8 = Color.new(240, 0, 0)
          # 쁀똤긚긌깑럊뾭렄궻륡먠믦
          color9 = Color.new(80, 64, 32)
          color10 = Color.new(240, 192, 96)
          # 긚긌깑뎣룯렄궻륡먠믦
          color11 = Color.new(80, 0, 64)
          color12 = Color.new(240, 0, 192)
          # 긒?긙궻?됪
          gauge_rect_at(@width, @height, @align3, color1, color2,
                      color3, color4, color5, color6, color7, color8,
                      color9, color10, color11, color12, grade1, grade2)
        end
        # 빾릶at궸?됪궥귡긒?긙궻븴귩묆볺
        if actor.rtp == 0
          at = (width + @plus_width) * actor.atp * @rate_width / 10000
        else
          at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
        end
        if at > width
          at = width
        end
        # 긒?긙궻뜺땗갋뭷돍?궑뱳궻뺚맫
        case @align1
        when 1
          x += (@rect_width - width) / 2
        when 2
          x += @rect_width - width
        end
        case @align2
        when 1
          y -= @height / 2
        when 2
          y -= @height
        end
        self.contents.blt(x + @plus_x + width * @rate_x / 100, y + @plus_y,
                          @at_gauge, Rect.new(0, 0, @width, @height))
        if @align3 == 0
          rect_x = 0
        else
          x += @width - at - 1
          rect_x = @width - at - 1
        end
        # 긒?긙궻륡먠믦
        if at == width
            # MAX렄궻긒?긙?됪
          self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
                            @at_gauge, Rect.new(rect_x, @height * 2, at, @height))
        else
          if actor.rtp == 0
            # 믅륂렄궻긒?긙?됪
            self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
                              @at_gauge, Rect.new(rect_x, @height, at, @height))
          else
            if actor.spell == true
              # 쁀똤긚긌깑럊뾭렄궻긒?긙?됪
              self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
                            @at_gauge, Rect.new(rect_x, @height * 3, at, @height))
            else
              # 긚긌깑뎣룯렄궻긒?긙?됪
              self.contents.blt(x + @plus_x + @width * @rate_x / 100, y + @plus_y,
                            @at_gauge, Rect.new(rect_x, @height * 4, at, @height))
            end
          end
        end
      end
    end

    #==============================================================================
    # 걾 Scene_Battle (빁뒆믦? 1)
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
    #==============================================================================

    class Scene_Battle
      #--------------------------------------------------------------------------
      # 걶 긽귽깛룉뿚
      #--------------------------------------------------------------------------
      def main
        # 먰벉뾭궻둫롰덇렄긢??귩룊딖돸
        $game_temp.in_battle = true
        $game_temp.battle_turn = 0
        $game_temp.battle_event_flags.clear
        $game_temp.battle_abort = false
        $game_temp.battle_main_phase = false
        $game_temp.battleback_name = $game_map.battleback_name
        $game_temp.forcing_battler = nil
        # 긫긣깑귽긹깛긣뾭귽깛?긵깏?귩룊딖돸
        $game_system.battle_interpreter.setup(nil, 0)
        # 긣깑?긵귩?뷈
        @troop_id = $game_temp.battle_troop_id
        $game_troop.setup(@troop_id)
        atb_setup
        # 귺긏??긓?깛긤긂귻깛긤긂귩띿맟
        s1 = $data_system.words.attack
        s2 = $data_system.words.skill
        s3 = $data_system.words.guard
        s4 = $data_system.words.item
        @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
        @actor_command_window.y = 160
        @actor_command_window.back_opacity = 160
        @actor_command_window.active = false
        @actor_command_window.visible = false
        # 궩궻뫜궻긂귻깛긤긂귩띿맟
        @party_command_window = Window_PartyCommand.new
        @help_window = Window_Help.new
        @help_window.back_opacity = 160
        @help_window.visible = false
        @status_window = Window_BattleStatus.new
        @message_window = Window_Message.new
        # 긚긵깋귽긣긜긞긣귩띿맟
        @spriteset = Spriteset_Battle.new
        # 긂긃귽긣긇긂깛긣귩룊딖돸
        @wait_count = 0
        # 긣깋깛긙긘깈깛렳뛱
        if $data_system.battle_transition == ""
          Graphics.transition(20)
        else
          Graphics.transition(40, "Graphics/Transitions/" +
            $data_system.battle_transition)
        end
        # 긵깒긫긣깑긲긃?긛둎럑
        start_phase1
        # 긽귽깛깑?긵
        loop do
          # 긒??됪뽋귩뛛륷
          Graphics.update
          # 볺쀍륃뺪귩뛛륷
          Input.update
          # 긲깒??뛛륷
          update
          # 됪뽋궕먛귟뫶귦궯궫귞깑?긵귩뭷뭚
          if $scene != self
            break
          end
        end
        # ?긞긵귩깏긲깒긞긘깄
        $game_map.refresh
        # 긣깋깛긙긘깈깛?뷈
        Graphics.freeze
        # 긂귻깛긤긂귩됶뺳
        @actor_command_window.dispose
        @party_command_window.dispose
        @help_window.dispose
        @status_window.dispose
        @message_window.dispose
        if @skill_window != nil
          @skill_window.dispose
        end
        if @item_window != nil
          @item_window.dispose
        end
        if @result_window != nil
          @result_window.dispose
        end
        # 긚긵깋귽긣긜긞긣귩됶뺳
        @spriteset.dispose
        # ?귽긣깑됪뽋궸먛귟뫶궑뭷궻뤾뜃
        if $scene.is_a?(Scene_Title)
          # 됪뽋귩긲긃?긤귺긂긣
          Graphics.transition
          Graphics.freeze
        end
        # 먰벉긡긚긣궔귞긒??긆?긫?됪뽋댥둖궸먛귟뫶궑뭷궻뤾뜃
        if $BTEST and not $scene.is_a?(Scene_Gameover)
          $scene = nil
        end
      end
      #--------------------------------------------------------------------------
      # 걶 룦봲뵽믦
      #--------------------------------------------------------------------------
      def judge
        # 멣뽅뵽믦궕?갂귏궫궼긬?긡귻릐릶궕 0 릐궻뤾뜃
        if $game_party.all_dead? or $game_party.actors.size == 0
          # 봲뻢됀?궻뤾뜃
          if $game_temp.battle_can_lose
            # 긫긣깑둎럑멟궻 BGM 궸뽣궥
            $game_system.bgm_play($game_temp.map_bgm)
            # 긫긣깑뢎뿹
            battle_end(2)
            # true 귩뺅궥
            return true
          end
          # 긒??긆?긫?긲깋긐귩긜긞긣
          $game_temp.gameover = true
          # true 귩뺅궥
          return true
        end
        # 긄긨??궕 1 뫬궳귖뫔띪궥귢궽 false 귩뺅궥
        for enemy in $game_troop.enemies
          if enemy.exist?
            return false
          end
        end
        # 귺긲??긫긣깑긲긃?긛둎럑 (룦뿕)
        start_phase5
        # true 귩뺅궥
        return true
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷
      #--------------------------------------------------------------------------
      def update
        # 긫긣깑귽긹깛긣렳뛱뭷궻뤾뜃
        if $game_system.battle_interpreter.running?
          if @command.size > 0
            @command_a = false
            @command = []
            command_delete
          end
          @status_window.at_refresh
          # 귽깛?긵깏?귩뛛륷
          $game_system.battle_interpreter.update
          # 귺긏긘깈깛귩떗맕궠귢궲궋귡긫긣깋?궕뫔띪궢궶궋뤾뜃
          if $game_temp.forcing_battler == nil
            # 긫긣깑귽긹깛긣궻렳뛱궕뢎귦궯궫뤾뜃
            unless $game_system.battle_interpreter.running?
              # 긫긣깑귽긹깛긣궻긜긞긣귺긞긵귩띋렳뛱
              @status_window.refresh
              setup_battle_event
            end
          end
        end
        # 긘긚긡? (?귽??)갂됪뽋귩뛛륷
        $game_system.update
        $game_screen.update
        # ?귽??궕 0 궸궶궯궫뤾뜃
        if $game_system.timer_working and $game_system.timer == 0
          # 긫긣깑뭷뭚
          $game_temp.battle_abort = true
        end
        # 긂귻깛긤긂귩뛛륷
        @help_window.update
        @party_command_window.update
        @actor_command_window.update
        @status_window.update
        @message_window.update
        # 긚긵깋귽긣긜긞긣귩뛛륷
        @spriteset.update
        # 긣깋깛긙긘깈깛룉뿚뭷궻뤾뜃
        if $game_temp.transition_processing
          # 긣깋깛긙긘깈깛룉뿚뭷긲깋긐귩긏깏귺
          $game_temp.transition_processing = false
          # 긣깋깛긙긘깈깛렳뛱
          if $game_temp.transition_name == ""
            Graphics.transition(20)
          else
            Graphics.transition(40, "Graphics/Transitions/" +
              $game_temp.transition_name)
          end
        end
        # 긽긞긜?긙긂귻깛긤긂?렑뭷궻뤾뜃
        if $game_temp.message_window_showing
          return
        end
        # 긒??긆?긫?궻뤾뜃
        if $game_temp.gameover
          # 긒??긆?긫?됪뽋궸먛귟뫶궑
          $scene = Scene_Gameover.new
          return
        end
        # ?귽긣깑됪뽋궸뽣궥뤾뜃
        if $game_temp.to_title
          # ?귽긣깑됪뽋궸먛귟뫶궑
          $scene = Scene_Title.new
          return
        end
        # 긫긣깑뭷뭚궻뤾뜃
        if $game_temp.battle_abort
          # 긫긣깑둎럑멟궻 BGM 궸뽣궥
          $game_system.bgm_play($game_temp.map_bgm)
          # 긫긣깑뢎뿹
          battle_end(1)
          return
        end
        # 긶깑긵긂귻깛긤긂?렑뭷궻뤾뜃
        if @help_wait > 0
          @help_wait -= 1
          if @help_wait == 0
            # 긶깑긵긂귻깛긤긂귩덨궥
            @help_window.visible = false
          end
        end
        # 긲긃?긛궸귝궯궲빁딌
        case @phase
        when 0  # AT긒?긙뛛륷긲긃?긛
          if anime_wait_return
            update_phase0
          end
        when 1  # 긵깒긫긣깑긲긃?긛
          update_phase1
          return
        when 2  # 긬?긡귻긓?깛긤긲긃?긛
          update_phase2
          return
        when 5  # 귺긲??긫긣깑긲긃?긛
          update_phase5
          return
        end
        if $scene != self
          return
        end
        if @phase == 0
          if @command.size != 0  # 귺긏??긓?깛긤긲긃?긛
            if @command_a == false
              start_phase3
            end
            update_phase3
          end
          # 긂긃귽긣뭷궻뤾뜃
          if @wait_count > 0
            # 긂긃귽긣긇긂깛긣귩뙵귞궥
            @wait_count -= 1
            return
          end
          update_phase4
        end
      end

    #==============================================================================
    # 걾 Scene_Battle (빁뒆믦? 2)
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
    #==============================================================================

      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (AT긒?긙뛛륷긲긃?긛)
      #--------------------------------------------------------------------------
      def update_phase0
        if $game_temp.battle_turn == 0
          $game_temp.battle_turn = 1
        end
        # B ??깛궕돓궠귢궫뤾뜃
        if @command_a == false and @party == false
          if Input.trigger?(Input::B)
            # 긌긿깛긜깑 SE 귩뎶몋
            $game_system.se_play($data_system.cancel_se)
            @party = true
          end
        end
        if @party == true and
            ((@action > 0 and @action_battlers.empty?) or (@action == 0 and
            (@action_battlers.empty? or @action_battlers[0].phase == 1)))
          # 긬?긡귻긓?깛긤긲긃?긛귉
          start_phase2
          return
        end
        # AT긒[긙몵돿룉뿚
        cnt = 0
        for battler in $game_party.actors + $game_troop.enemies
          active?(battler)
          if battler.rtp == 0
            if battler.at >= @max
              if battler.is_a?(Game_Actor)
                if battler.inputable?
                  unless @action_battlers.include?(battler) or
                      @command.include?(battler) or @escape == true
                    if battler.current_action.forcing
                      fullat_se
                      force_action(battler)
                      action_start(battler)
                    else
                      fullat_se
                      @command.push(battler)
                    end
                  end
                else
                  unless @action_battlers.include?(battler) or
                          battler == @command[0]
                    battler.current_action.clear
                    if @command.include?(battler)
                      @command.delete(battler)
                    else
                      if battler.movable?
                        fullat_se
                      end
                    end
                    action_start(battler)
                  end
                end
              else
                unless @action_battlers.include?(battler)
                  if battler.current_action.forcing
                    force_action(battler)
                    action_start(battler)
                  else
                    if @enemy_speed != 0
                      if rand(@enemy_speed) == 0
                        number = cnt - $game_party.actors.size
                        enemy_action(number)
                      end
                    else
                      number = cnt - $game_party.actors.size
                      enemy_action(number)
                    end
                  end
                end
              end
            else
              battler.at += battler.agi
              if battler.guarding?
                battler.at += battler.agi
              end
              if battler.movable?
                battler.atp = 100 * battler.at / @max
              end
            end
          else
            if battler.rt >= battler.rtp
              speller = synthe?(battler)
              if speller != nil
                battler = speller[0]
              end
              unless @action_battlers.include?(battler)
                if battler.is_a?(Game_Actor)
                  fullat_se
                end
                battler.rt = battler.rtp
                action_start(battler)
              end
            else
              battler.rt += battler.agi
              speller = synthe?(battler)
              if speller != nil
                for spell in speller
                  if spell != battler
                    spell.rt += battler.agi
                  end
                end
              end
            end
          end
          cnt += 1
        end
        # AT긒?긙귩깏긲깒긞긘깄
        @status_window.at_refresh
        # 벀몪룉뿚
        if @escape == true and
            ((@action > 0 and @action_battlers.empty?) or (@action == 0 and
            (@action_battlers.empty? or @action_battlers[0].phase == 1)))
          temp = false
          for battler in $game_party.actors
            if battler.inputable?
              temp = true
            end
          end
          if temp == true
            for battler in $game_party.actors
              if battler.at < @max and battler.inputable?
                temp = false
                break
              end
            end
            if temp == true
              @escape = false
              for battler in $game_party.actors
                battler.at %= @max
              end
              $game_temp.battle_main_phase = false
              update_phase2_escape
            end
          end
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긬?긡귻긓?깛긤긲긃?긛둎럑
      #--------------------------------------------------------------------------
      def start_phase2
        # 긲긃?긛 2 궸댷뛱
        @phase = 2
        @party = false
        # 긬?긡귻긓?깛긤긂귻깛긤긂귩뾎뚼돸
        @party_command_window.active = true
        @party_command_window.visible = true
        # 귺긏??귩뷄멗묖륉뫴궸먠믦
        @actor_index = -1
        # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
        @actor_command_window.active = false
        @actor_command_window.visible = false
        if @command.size != 0
          # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
          if @active_actor != nil
            @active_actor.blink = false
          end
        end
        # 긇긽깋긜긞긣
        @camera == "party"
        @spriteset.screen_target(0, 0, 1)
        # 긽귽깛긲긃?긛긲깋긐귩긏깏귺
        $game_temp.battle_main_phase = false
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긬?긡귻긓?깛긤긲긃?긛)
      #--------------------------------------------------------------------------
      def update_phase2
        # C ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::C)
          # 긬?긡귻긓?깛긤긂귻깛긤긂궻긇??깑댧뭫궳빁딌
          case @party_command_window.index
          when 0  # 먰궎
            # 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
            @party_command_window.active = false
            @party_command_window.visible = false
            # 뙂믦 SE 귩뎶몋
            $game_system.se_play($data_system.decision_se)
            @escape = false
            @phase = 0
            if $game_temp.battle_turn == 0
              $game_temp.battle_turn = 1
            end
            if @command_a == true
              # 귺긏??긓?깛긤긲긃?긛둎럑
              start_phase3
            else
              $game_temp.battle_main_phase = true
            end
          when 1  # 벀궛귡
            # 벀몪됀?궳궼궶궋뤾뜃
            if $game_temp.battle_can_escape == false
              # 긳긗? SE 귩뎶몋
              $game_system.se_play($data_system.buzzer_se)
              return
            end
            # 뙂믦 SE 귩뎶몋
            $game_system.se_play($data_system.decision_se)
            @phase = 0
            # 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
            @party_command_window.active = false
            @party_command_window.visible = false
            $game_temp.battle_main_phase = true
            if $game_temp.battle_turn == 0
              update_phase2_escape
              $game_temp.battle_turn = 1
              for battler in $game_party.actors
                battler.at -= @max / 2
              end
              return
            end
            # 뙂믦 SE 귩뎶몋
            $game_system.se_play($data_system.decision_se)
            @escape = true
            for battler in $game_party.actors
              @command_a = false
              @command.delete(battler)
              @action_battlers.delete(battler)
              skill_reset(battler)
            end
          end
          return
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺긲??긫긣깑긲긃?긛둎럑
      #--------------------------------------------------------------------------
      def start_phase5
        # 긲긃?긛 5 궸댷뛱
        @phase = 5
        # 긫긣깑뢎뿹 ME 귩뎶몋
        $game_system.me_play($game_system.battle_end_me)
        # 긫긣깑둎럑멟궻 BGM 궸뽣궥
        $game_system.bgm_play($game_temp.map_bgm)
        # EXP갂긕?깑긤갂긣깒긙긿?귩룊딖돸
        exp = 0
        gold = 0
        treasures = []
        if @active_actor != nil
          @active_actor.blink = false
        end
        # 긽귽깛긲긃?긛긲깋긐귩긜긞긣
        $game_temp.battle_main_phase = true
        # 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
        @party_command_window.active = false
        @party_command_window.visible = false
        # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
        @actor_command_window.active = false
        @actor_command_window.visible = false
        if @skill_window != nil
          # 긚긌깑긂귻깛긤긂귩됶뺳
          @skill_window.dispose
          @skill_window = nil
        end
        if @item_window != nil
          # 귺귽긡?긂귻깛긤긂귩됶뺳
          @item_window.dispose
          @item_window = nil
        end
        # 긶깑긵긂귻깛긤긂귩덨궥
        @help_window.visible = false
        # 깑?긵
        for enemy in $game_troop.enemies
          # 긄긨??궕덨귢륉뫴궳궶궋뤾뜃
          unless enemy.hidden
            # 둳벦 EXP갂긕?깑긤귩믁돿
            exp += enemy.exp
            gold += enemy.gold
            # 긣깒긙긿?뢯뙸뵽믦
            if rand(100) < enemy.treasure_prob
              if enemy.item_id > 0
                treasures.push($data_items[enemy.item_id])
              end
              if enemy.weapon_id > 0
                treasures.push($data_weapons[enemy.weapon_id])
              end
              if enemy.armor_id > 0
                treasures.push($data_armors[enemy.armor_id])
              end
            end
          end
        end
        # 긣깒긙긿?궻릶귩 6 뙿귏궳궸뙽믦
        treasures = treasures[0..5]
        # EXP 둳벦
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.cant_get_exp? == false
            last_level = actor.level
            actor.exp += exp
            if actor.level > last_level
              @status_window.level_up(i)
              actor.damage[[actor, -1]] = "Level up!"
              actor.up_level = actor.level - last_level
            end
          end
        end
        # 긕?깑긤둳벦
        $game_party.gain_gold(gold)
        # 긣깒긙긿?둳벦
        for item in treasures
          case item
          when RPG::Item
            $game_party.gain_item(item.id, 1)
          when RPG::Weapon
            $game_party.gain_weapon(item.id, 1)
          when RPG::Armor
            $game_party.gain_armor(item.id, 1)
          end
        end
        # 긫긣깑깏긗깑긣긂귻깛긤긂귩띿맟
        @result_window = Window_BattleResult.new(exp, gold, treasures)
        # 긂긃귽긣긇긂깛긣귩먠믦
        @phase5_wait_count = 100
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (귺긲??긫긣깑긲긃?긛)
      #--------------------------------------------------------------------------
      def update_phase5
        # 긂긃귽긣긇긂깛긣궕 0 귝귟묈궖궋뤾뜃
        if @phase5_wait_count > 0
          # 긂긃귽긣긇긂깛긣귩뙵귞궥
          @phase5_wait_count -= 1
          # 긂긃귽긣긇긂깛긣궕 0 궸궶궯궫뤾뜃
          if @phase5_wait_count == 0
            # 깏긗깑긣긂귻깛긤긂귩?렑
            @result_window.visible = true
            # 긽귽깛긲긃?긛긲깋긐귩긏깏귺
            $game_temp.battle_main_phase = false
            # 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
            @status_window.refresh
            for actor in $game_party.actors
              if actor.damage.include?([actor, 0])
                @phase5_wait_count = 20
                actor.damage_pop[[actor, 0]] = true
              end
              if actor.damage.include?([actor, -1])
                @phase5_wait_count = 20
                actor.damage_pop[[actor, -1]] = true
                for level in actor.level - actor.up_level + 1..actor.level
                  for skill in $data_classes[actor.class_id].learnings
                    if level == skill.level and not actor.skill_learn?(skill.id)
                      actor.damage[[actor, 0]] = "New Skill!"
                      break
                    end
                  end
                end
              end
            end
          end
          return
        end
        # C ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::C)
          # 긫긣깑뢎뿹
          battle_end(0)
        end
      end

    #==============================================================================
    # 걾 Scene_Battle (빁뒆믦? 3)
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
    #==============================================================================

      #--------------------------------------------------------------------------
      # 걶 귺긏??긓?깛긤긲긃?긛둎럑
      #--------------------------------------------------------------------------
      def start_phase3
        # 긽귽깛긲긃?긛긲깋긐귩긏깏귺
        $game_temp.battle_main_phase = false
        @command_a = true
        @active_actor = @command[0]
        cnt = 0
        for actor in $game_party.actors
          if actor == @active_actor
            @actor_index = cnt
          end
          cnt += 1
        end
        @active_actor.blink = true
        unless @active_actor.inputable?
          @active_actor.current_action.clear
          phase3_next_actor
          return
        end
        phase3_setup_command_window
        # 긇긽깋궻먠믦
        @camera = "command"
        plus = ($game_party.actors.size - 1) / 2.0 - @actor_index
        y = [(plus.abs - 1.5) * 10 , 0].min
        @spriteset.screen_target(plus * 50, y, 1.0 + y * 0.002)
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏??궻긓?깛긤볺쀍뢎뿹
      #--------------------------------------------------------------------------
      def phase3_next_actor
        @command.shift
        @command_a = false
        # 긽귽깛긲긃?긛긲깋긐귩긜긞긣
        $game_temp.battle_main_phase = true
        # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
        @actor_command_window.active = false
        @actor_command_window.visible = false
        # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
        if @active_actor != nil
          @active_actor.blink = false
        end
        action_start(@active_actor)
        # 긇긽깋귩뙰궸뽣궥
        if @camera == "command"
          @spriteset.screen_target(0, 0, 1)
        end
        return
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏??긓?깛긤긂귻깛긤긂궻긜긞긣귺긞긵
      #--------------------------------------------------------------------------
      def phase3_setup_command_window
        # 긬?긡귻긓?깛긤긂귻깛긤긂귩뼰뚼돸
        @party_command_window.active = false
        @party_command_window.visible = false
        # 귺긏??긓?깛긤긂귻깛긤긂귩뾎뚼돸
        @actor_command_window.active = true
        @actor_command_window.visible = true
        # 귺긏??긓?깛긤긂귻깛긤긂궻댧뭫귩먠믦
        @actor_command_window.x = @actor_index * 160 +
                                  (4 - $game_party.actors.size) * 80
        # 귽깛긢긞긏긚귩 0 궸먠믦
        @actor_command_window.index = 0
      end
      #--------------------------------------------------------------------------
      # 걶 긄긨??귺긏긘깈깛띿맟
      #--------------------------------------------------------------------------
      def enemy_action(number)
        enemy = $game_troop.enemies[number]
        unless enemy.current_action.forcing
          enemy.make_action
        end
        action_start(enemy)
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 딈?긓?깛긤)
      #--------------------------------------------------------------------------
      def update_phase3_basic_command
        unless @active_actor.inputable?
          @active_actor.current_action.clear
          phase3_next_actor
          return
        end
        # B ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::B) and @party == false
          # 긌긿깛긜깑 SE 귩뎶몋
          $game_system.se_play($data_system.cancel_se)
          @party = true
        end
        if @party == true and
            ((@action > 0 and @action_battlers.empty?) or (@action == 0 and
            (@action_battlers.empty? or @action_battlers[0].phase == 1)))
          # 긬?긡귻긓?깛긤긲긃?긛귉
          start_phase2
          return
        end
        # C ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::C)
          @party = false
          # 귺긏??긓?깛긤긂귻깛긤긂궻긇??깑댧뭫궳빁딌
          case @actor_command_window.index
          when 0  # 뛘똼
            if victory?
              # 긳긗? SE 귩뎶몋
              $game_system.se_play($data_system.buzzer_se)
              return
            end
            # 뙂믦 SE 귩뎶몋
            $game_system.se_play($data_system.decision_se)
            # 긄긨??궻멗묖귩둎럑
            start_enemy_select
          when 1  # 긚긌깑
            # 뙂믦 SE 귩뎶몋
            $game_system.se_play($data_system.decision_se)
            # 긚긌깑궻멗묖귩둎럑
            start_skill_select
          when 2  # 뻞뚥
            # 뙂믦 SE 귩뎶몋
            $game_system.se_play($data_system.decision_se)
            # 귺긏긘깈깛귩먠믦
            @active_actor.current_action.kind = 0
            @active_actor.current_action.basic = 1
            # 렅궻귺긏??궻긓?깛긤볺쀍귉
            phase3_next_actor
          when 3  # 귺귽긡?
            # 뙂믦 SE 귩뎶몋
            $game_system.se_play($data_system.decision_se)
            # 귺귽긡?궻멗묖귩둎럑
            start_item_select
          end
          return
        end
        # R ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::R)
          $game_system.se_play($data_system.cursor_se)
          @party = false
          # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
          if @active_actor != nil
            @active_actor.blink = false
          end
          @command.push(@command[0])
          @command.shift
          @command_a = false
          # 긽귽깛긲긃?긛긲깋긐귩긜긞긣
          $game_temp.battle_main_phase = true
          # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
          @actor_command_window.active = false
          @actor_command_window.visible = false
        end
        # L ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::L)
          $game_system.se_play($data_system.cursor_se)
          @party = false
          # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
          if @active_actor != nil
            @active_actor.blink = false
          end
          @command.unshift(@command[@command.size - 1])
          @command.delete_at(@command.size - 1)
          @command_a = false
          # 긽귽깛긲긃?긛긲깋긐귩긜긞긣
          $game_temp.battle_main_phase = true
          # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
          @actor_command_window.active = false
          @actor_command_window.visible = false
        end
        # 덭 ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::RIGHT)
          $game_system.se_play($data_system.cursor_se)
          @party = false
          # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
          if @active_actor != nil
            @active_actor.blink = false
          end
          actor = $game_party.actors[@actor_index]
          while actor == @command[0] or (not @command.include?(actor))
            @actor_index += 1
            @actor_index %= $game_party.actors.size
            actor = $game_party.actors[@actor_index]
            if actor == @command[0]
              break
            end
          end
          while actor != @command[0]
            @command.push(@command.shift)
          end
          @command_a = false
          # 긽귽깛긲긃?긛긲깋긐귩긜긞긣
          $game_temp.battle_main_phase = true
          # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
          @actor_command_window.active = false
          @actor_command_window.visible = false
        end
        # 뜺 ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::LEFT)
          $game_system.se_play($data_system.cursor_se)
          @party = false
          # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
          if @active_actor != nil
            @active_actor.blink = false
          end
          actor = $game_party.actors[@actor_index]
          while actor == @command[0] or (not @command.include?(actor))
            @actor_index -= 1
            @actor_index %= $game_party.actors.size
            actor = $game_party.actors[@actor_index]
            if actor == @command[0]
              break
            end
          end
          while actor != @command[0]
            @command.push(@command.shift)
          end
          @command_a = false
          # 긽귽깛긲긃?긛긲깋긐귩긜긞긣
          $game_temp.battle_main_phase = true
          # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
          @actor_command_window.active = false
          @actor_command_window.visible = false
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 긚긌깑멗묖)
      #--------------------------------------------------------------------------
      def update_phase3_skill_select
        # 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
        unless @active_actor.inputable?
          @active_actor.current_action.clear
          command_delete
          # 렅궻귺긏??궻긓?깛긤볺쀍귉
          phase3_next_actor
          return
        end
        # 긚긌깑긂귻깛긤긂귩됀럨륉뫴궸궥귡
        @skill_window.visible = true
        # 긚긌깑긂귻깛긤긂귩뛛륷
        @skill_window.update
        # B ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::B)
          # 긌긿깛긜깑 SE 귩뎶몋
          $game_system.se_play($data_system.cancel_se)
          # 긚긌깑궻멗묖귩뢎뿹
          end_skill_select
          return
        end
        # C ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::C)
          # 긚긌깑긂귻깛긤긂궳뙸띪멗묖궠귢궲궋귡긢??귩롦벦
          @skill = @skill_window.skill
          # 럊뾭궳궖궶궋뤾뜃
          if @skill == nil or not @active_actor.skill_can_use?(@skill.id)
            # 긳긗? SE 귩뎶몋
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          if @skill.scope == 1 or @skill.scope == 2
            if victory?
              # 긳긗? SE 귩뎶몋
              $game_system.se_play($data_system.buzzer_se)
              return
            end
          end       
          # 뙂믦 SE 귩뎶몋
          $game_system.se_play($data_system.decision_se)
          # 귺긏긘깈깛귩먠믦
          @active_actor.current_action.skill_id = @skill.id
          # 긚긌깑긂귻깛긤긂귩븉됀럨륉뫴궸궥귡
          @skill_window.visible = false
          # 뚼됈붝댪궕밎뭁뫬궻뤾뜃
          if @skill.scope == 1
            # 긄긨??궻멗묖귩둎럑
            start_enemy_select
          # 뚼됈붝댪궕뼞뺴뭁뫬궻뤾뜃
          elsif @skill.scope == 3 or @skill.scope == 5
            # 귺긏??궻멗묖귩둎럑
            start_actor_select
          # 뚼됈붝댪궕뭁뫬궳궼궶궋뤾뜃
          else
            # 귺긏긘깈깛귩먠믦
            @active_actor.current_action.kind = 1
            # 긚긌깑궻멗묖귩뢎뿹
            end_skill_select
            # 렅궻귺긏??궻긓?깛긤볺쀍귉
            phase3_next_actor
          end
          return
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 귺귽긡?멗묖)
      #--------------------------------------------------------------------------
      def update_phase3_item_select
        # 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
        unless @active_actor.inputable?
          @active_actor.current_action.clear
          command_delete
          # 렅궻귺긏??궻긓?깛긤볺쀍귉
          phase3_next_actor
          return
        end
        # 귺귽긡?긂귻깛긤긂귩됀럨륉뫴궸궥귡
        @item_window.visible = true
        # 귺귽긡?긂귻깛긤긂귩뛛륷
        @item_window.update
        # B ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::B)
          # 긌긿깛긜깑 SE 귩뎶몋
          $game_system.se_play($data_system.cancel_se)
          # 귺귽긡?궻멗묖귩뢎뿹
          end_item_select
          return
        end
        # C ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::C)
          # 귺귽긡?긂귻깛긤긂궳뙸띪멗묖궠귢궲궋귡긢??귩롦벦
          @item = @item_window.item
          # 럊뾭궳궖궶궋뤾뜃
          unless $game_party.item_can_use?(@item.id)
            # 긳긗? SE 귩뎶몋
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          if @item.scope == 1 or @item.scope == 2
            if victory?
              # 긳긗? SE 귩뎶몋
              $game_system.se_play($data_system.buzzer_se)
              return
            end
          end
          # 뙂믦 SE 귩뎶몋
          $game_system.se_play($data_system.decision_se)
          # 귺긏긘깈깛귩먠믦
          @active_actor.current_action.item_id = @item.id
          # 귺귽긡?긂귻깛긤긂귩븉됀럨륉뫴궸궥귡
          @item_window.visible = false
          # 뚼됈붝댪궕밎뭁뫬궻뤾뜃
          if @item.scope == 1
            # 긄긨??궻멗묖귩둎럑
            start_enemy_select
          # 뚼됈붝댪궕뼞뺴뭁뫬궻뤾뜃
          elsif @item.scope == 3 or @item.scope == 5
            # 귺긏??궻멗묖귩둎럑
            start_actor_select
          # 뚼됈붝댪궕뭁뫬궳궼궶궋뤾뜃
          else
            # 귺긏긘깈깛귩먠믦
            @active_actor.current_action.kind = 2
            # 귺귽긡?궻멗묖귩뢎뿹
            end_item_select
            # 렅궻귺긏??궻긓?깛긤볺쀍귉
            phase3_next_actor
          end
          return
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 긄긨??멗묖)
      #--------------------------------------------------------------------------
      def update_phase3_enemy_select
        if victory?
          # 긇긽깋귩뙰궸뽣궥
          if @camera == "select"
            @spriteset.screen_target(0, 0, 1)
          end
          # 긄긨??궻멗묖귩뢎뿹
          end_enemy_select
          return
        end
        # 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
        unless @active_actor.inputable?
          # 긇긽깋귩뙰궸뽣궥
          if @camera == "select"
            @spriteset.screen_target(0, 0, 1)
          end
          @active_actor.current_action.clear
          command_delete
          # 렅궻귺긏??궻긓?깛긤볺쀍귉
          phase3_next_actor
          return
        end
        # 긄긨??귺깓?귩뛛륷
        @enemy_arrow.update
        # B ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::B)
          # 긌긿깛긜깑 SE 귩뎶몋
          $game_system.se_play($data_system.cancel_se)
          # 긇긽깋귩뙰궸뽣궥
          if @camera == "select"
            # 긇긽깋궻먠믦
            @camera = "command"
            plus = ($game_party.actors.size - 1) / 2.0 - @actor_index
            y = [(plus.abs - 1.5) * 10 , 0].min
            @spriteset.screen_target(plus * 50, y, 1.0 + y * 0.002)
          end
          # 긄긨??궻멗묖귩뢎뿹
          end_enemy_select
          return
        end
        # C ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::C)
          # 뙂믦 SE 귩뎶몋
          $game_system.se_play($data_system.decision_se)
          # 귺긏긘깈깛귩먠믦
          @active_actor.current_action.kind = 0
          @active_actor.current_action.basic = 0
          @active_actor.current_action.target_index = @enemy_arrow.index
          # 긚긌깑긂귻깛긤긂?렑뭷궻뤾뜃
          if @skill_window != nil
            # 귺긏긘깈깛귩띋먠믦
            @active_actor.current_action.kind = 1
            # 긚긌깑궻멗묖귩뢎뿹
            end_skill_select
          end
          # 귺귽긡?긂귻깛긤긂?렑뭷궻뤾뜃
          if @item_window != nil
            # 귺긏긘깈깛귩띋먠믦
            @active_actor.current_action.kind = 2
            # 귺귽긡?궻멗묖귩뢎뿹
            end_item_select
          end
          # 긄긨??궻멗묖귩뢎뿹
          end_enemy_select
          # 렅궻귺긏??궻긓?깛긤볺쀍귉
          phase3_next_actor
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (귺긏??긓?깛긤긲긃?긛 : 귺긏??멗묖)
      #--------------------------------------------------------------------------
      def update_phase3_actor_select
        # 긓?깛긤멗묖뭷궸뛱벍븉?궸궶궯궫뤾뜃
        unless @active_actor.inputable?
          @active_actor.current_action.clear
          command_delete
          # 렅궻귺긏??궻긓?깛긤볺쀍귉
          phase3_next_actor
          return
        end
        # 귺긏??귺깓?귩뛛륷
        @actor_arrow.update
        # B ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::B)
          # 긌긿깛긜깑 SE 귩뎶몋
          $game_system.se_play($data_system.cancel_se)
          # 귺긏??궻멗묖귩뢎뿹
          end_actor_select
          return
        end
        # C ??깛궕돓궠귢궫뤾뜃
        if Input.trigger?(Input::C)
          # 뙂믦 SE 귩뎶몋
          $game_system.se_play($data_system.decision_se)
          # 귺긏긘깈깛귩먠믦
          @active_actor.current_action.kind = 0
          @active_actor.current_action.basic = 0
          @active_actor.current_action.target_index = @actor_arrow.index
          # 귺긏??궻멗묖귩뢎뿹
          end_actor_select
          # 긚긌깑긂귻깛긤긂?렑뭷궻뤾뜃
          if @skill_window != nil
            # 귺긏긘깈깛귩띋먠믦
            @active_actor.current_action.kind = 1
            # 긚긌깑궻멗묖귩뢎뿹
            end_skill_select
          end
          # 귺귽긡?긂귻깛긤긂?렑뭷궻뤾뜃
          if @item_window != nil
            # 귺긏긘깈깛귩띋먠믦
            @active_actor.current_action.kind = 2
            # 귺귽긡?궻멗묖귩뢎뿹
            end_item_select
          end
          # 렅궻귺긏??궻긓?깛긤볺쀍귉
          phase3_next_actor
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긄긨??멗묖둎럑
      #--------------------------------------------------------------------------
      alias :start_enemy_select_rtab :start_enemy_select
      def start_enemy_select
        @camera = "select"
        for enemy in $game_troop.enemies
          if enemy.exist?
            zoom = 1 / enemy.zoom
            @spriteset.screen_target(enemy.attack_x(zoom) * 0.75,
                                      enemy.attack_y(zoom) * 0.75, zoom)
            break
          end
        end
        # 긆깏긙긥깑궻룉뿚
        start_enemy_select_rtab
      end
      #--------------------------------------------------------------------------
      # 걶 긄긨??멗묖뢎뿹
      #--------------------------------------------------------------------------
      alias :end_enemy_select_rtab :end_enemy_select
      def end_enemy_select
        # 긆깏긙긥깑궻룉뿚
        end_enemy_select_rtab
        if (@action == 0 and not @action_battlers.empty?) or
              (@camera == "select" and (@active_actor.current_action.kind != 0 or
                                                @active_actor.animation1_id != 0))
          @spriteset.screen_target(0, 0, 1)
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑멗묖둎럑
      #--------------------------------------------------------------------------
      def start_skill_select
        # 긚긌깑긂귻깛긤긂귩띿맟
        @skill_window = Window_Skill.new(@active_actor)
        # 긶깑긵긂귻깛긤긂귩듫쁀븊궚
        @skill_window.help_window = @help_window
        # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
        @actor_command_window.active = false
        @actor_command_window.visible = false
      end

    #==============================================================================
    # 걾 Scene_Battle (빁뒆믦? 4)
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궻룉뿚귩뛱궎긏깋긚궳궥갃
    #==============================================================================

      #--------------------------------------------------------------------------
      # 걶 긽귽깛긲긃?긛둎럑
      #--------------------------------------------------------------------------
      def start_phase4
        $game_temp.battle_main_phase = true
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긽귽깛긲긃[긛)
      #--------------------------------------------------------------------------
      def update_phase4
        # 귺긏긘깈깛귩떗맕궠귢궲궋귡긫긣깋?궕뫔띪궥귡뤾뜃
        if $game_temp.forcing_battler != nil
          battler = $game_temp.forcing_battler
          if battler.current_action.forcing == false
            if @action_battlers.include?(battler)
              if @action > 0 or @action_battlers[0].phase == 1
                @action_battlers.delete(battler)
                @action_battlers.push(battler)
              end
              if battler.phase == 1
                battler.current_action.forcing = true
                force_action(battler)
              end
            else
              battler.current_action.forcing = true
              force_action(battler)
              action_start(battler)
              @action_battlers.delete(battler)
              @action_battlers.push(battler)
            end
            battler.at = @max
            battler.atp = 100 * battler.at / @max
          end
        end
        # action 궕1댥뤵궻뤾뜃갂덇먅궸뛱벍귩딳궞궥
        for battler in @action_battlers.reverse
          # 긂긃귽긣뭷궻뤾뜃
          if battler.wait > 0
            # 긂긃귽긣긇긂깛긣귩뙵귞궥
            battler.wait -= 1
            break if @action == 0
            next
          end
          unless fin? and battler.phase < 3 and
              not $game_system.battle_interpreter.running?
            action_phase(battler)
          end
          break if @action == 0
        end
        # 귺긏긘깈깛귩떗맕궠귢궲궋귡긫긣깋?궕뫔띪궢궶궋뤾뜃
        if $game_temp.forcing_battler == nil
          # 긫긣깑귽긹깛긣귩긜긞긣귺긞긵
          setup_battle_event
          # 긫긣깑귽긹깛긣렳뛱뭷궻뤾뜃
          if $game_system.battle_interpreter.running?
            return
          end
        end
        for battler in @action_battlers.reverse
          if fin? and battler.phase < 3 and
              not $game_system.battle_interpreter.running?
            # 먰벉궕뢎뿹궢갂궔궰귺긏??궕뛱벍뮳멟궻뤾뜃궼귺긏??궻뛱벍귩뤑땸
            @action_battlers.delete(battler)
          end
        end
        if @action_battlers.empty? and not $game_system.battle_interpreter.running?
          # 룦봲뵽믦
          judge
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏긘깈깛뛛륷 (긽귽깛긲긃?긛)
      #--------------------------------------------------------------------------
      def action_phase(battler)
        # action 궕 1 궻뤾뜃갂긫긣깋?궕뛱벍뭷궔궵궎궔둴봃
        if @action == 1 and battler.phase < 3
          for target in battler.target
            speller = synthe?(target)
            if speller == nil
              # ??긒긞긣궕믅륂뛱벍뭷궻뤾뜃
              if @action_battlers.include?(target)
                if target.phase > 2
                  return
                end
              end
            else
              # ??긒긞긣궕쁀똤긚긌깑뵯벍뭷궻뤾뜃
              for spell in speller
                if @action_battlers.include?(spell)
                  if spell.phase > 2
                    return
                  end
                end
              end
            end
          end
        end
        case battler.phase
        when 1
          update_phase4_step1(battler)
        when 2
          update_phase4_step2(battler)
        when 3
          update_phase4_step3(battler)
        when 4
          update_phase4_step4(battler)
        when 5
          update_phase4_step5(battler)
        when 6
          update_phase4_step6(battler)
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 1 : 귺긏긘깈깛?뷈)
      #--------------------------------------------------------------------------
      def update_phase4_step1(battler)
        # 궥궳궸먰벉궔귞둖궠귢궲궋귡뤾뜃
        if battler.index == nil
          @action_battlers.delete(battler)
          anime_wait_return
          return
        end
        speller = synthe?(battler)
        if speller == nil
          # ?긽?긙륣귞궋뭷궻뤾뜃
          unless battler.damage.empty? or @action > 2
            return
          end
          # 뛱벍됀?궔궵궎궔뵽믦
          unless battler.movable?
            battler.phase = 6
            return
          end
        else
          # ?긽?긙륣귞궋뭷궻뤾뜃
          for spell in speller
            unless spell.damage.empty? or @action > 2
              return
            end
            # 뛱벍됀?궔궵궎궔뵽믦
            unless spell.movable?
              battler.phase = 6
              return
            end
          end
        end
        # 긚긌깑럊뾭렄갂뎣룯렄듩먠믦
        # 떗맕귺긏긘깈깛궔궰 @force 궕 2 궻렄궼긚긌깑귩뫂렄뵯벍
        if battler.current_action.kind == 1 and
          (not battler.current_action.forcing or @force != 2)
          if battler.rtp == 0
            # 긚긌깑뎣룯뭷궶귞궽갂됶룣
            skill_reset(battler)
            # 긚긌깑뎣룯렄듩먠믦
            recite_time(battler)
            # 쁀똤땆먠믦
            synthe_spell(battler)
            # 긚긌깑귩뎣룯궥귡뤾뜃
            if battler.rtp > 0
              # 떗맕귺긏긘깈깛궔궰 @force 궕 1 궻렄궼쁀똤긚긌깑궻귒뫂렄뵯벍
              speller = synthe?(battler)
              if battler.current_action.forcing and @force > 0 and speller != nil
                for spell in speller
                  spell.rt = spell.rtp
                end
              else
                battler.blink = true
                if battler.current_action.forcing
                  $game_temp.forcing_battler = nil
                  battler.current_action.forcing = false
                end
                @action_battlers.delete(battler)
                return
              end
            end
          end
        end
        # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
        if battler != nil
          battler.blink = false
        end
        speller = synthe?(battler)
        if speller == nil
          @spell_p.delete(battler)
          @spell_e.delete(battler)
        else
          for spell in speller
            spell.blink = false
            @spell_p.delete(spell)
            @spell_e.delete(spell)
          end
        end
        # 긚긡긞긵 2 궸댷뛱
        battler.phase = 2
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 2 : 귺긏긘깈깛둎럑)
      #--------------------------------------------------------------------------
      def update_phase4_step2(battler)
        # 떗맕귺긏긘깈깛궳궶궚귢궽
        unless battler.current_action.forcing
          # 맕뽵궕 [밎귩믅륂뛘똼궥귡] 궔 [뼞뺴귩믅륂뛘똼궥귡] 궻뤾뜃
          if battler.restriction == 2 or battler.restriction == 3
            # 귺긏긘깈깛궸뛘똼귩먠믦
            battler.current_action.kind = 0
            battler.current_action.basic = 0
          end
        end
        # 귺긏긘깈깛궻롰빶궳빁딌
        case battler.current_action.kind
        when 0  # 딈?
          if fin?
            battler.phase = 6
            return
          end
          make_basic_action_result(battler)
        when 1  # 긚긌깑
          if fin? and $data_skills[battler.current_action.skill_id].scope == 1..2
            battler.phase = 6
            return
          end
          make_skill_action_result(battler)
        when 2  # 귺귽긡?
          if fin? and $data_items[battler.current_action.item_id].scope == 1..2
            battler.phase = 6
            return
          end
          make_item_action_result(battler)
        end
        if battler.phase == 2
          # 긚긡긞긵 3 궸댷뛱
          battler.phase = 3
        end
      end
      #--------------------------------------------------------------------------
      # 걶 딈?귺긏긘깈깛 뙅됈띿맟
      #--------------------------------------------------------------------------
      def make_basic_action_result(battler)
        # 뛘똼궻뤾뜃
        if battler.current_action.basic == 0
          # 귺긦긽?긘깈깛 ID 귩먠믦
          battler.anime1 = battler.animation1_id
          battler.anime2 = battler.animation2_id
          # 뛱벍뫀긫긣깋?궕긄긨??궻뤾뜃
          if battler.is_a?(Game_Enemy)
            if battler.restriction == 3
              target = $game_troop.random_target_enemy
            elsif battler.restriction == 2
              target = $game_party.random_target_actor
            else
              index = battler.current_action.target_index
              target = $game_party.smooth_target_actor(index)
            end
          end
          # 뛱벍뫀긫긣깋?궕귺긏??궻뤾뜃
          if battler.is_a?(Game_Actor)
            if battler.restriction == 3
              target = $game_party.random_target_actor
            elsif battler.restriction == 2
              target = $game_troop.random_target_enemy
            else
              index = battler.current_action.target_index
              target = $game_troop.smooth_target_enemy(index)
            end
          end
          # 뫮뤭뫀긫긣깋?궻봹쀱귩먠믦
          battler.target = [target]
          # 믅륂뛘똼궻뚼됈귩밙뾭
          for target in battler.target
            target.attack_effect(battler)
          end
          return
        end
        # 뻞뚥궻뤾뜃
        if battler.current_action.basic == 1
          return
        end
        # 벀궛귡궻뤾뜃
        if battler.is_a?(Game_Enemy) and battler.current_action.basic == 2
          # 벀궛귡
          battler.escape
          return
        end
        # 돺귖궢궶궋궻뤾뜃
        if battler.current_action.basic == 3
          # 긚긡긞긵 6 궸댷뛱
          battler.phase = 6
          return
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑귏궫궼귺귽긡?궻뫮뤭뫀긫긣깋?먠믦
      #     scope : 긚긌깑귏궫궼귺귽긡?궻뚼됈붝댪
      #--------------------------------------------------------------------------
      def set_target_battlers(scope, battler)
        # 뛱벍뫀긫긣깋?궕긄긨??궻뤾뜃
        if battler.is_a?(Game_Enemy)
          # 뚼됈붝댪궳빁딌
          case scope
          when 1  # 밎뭁뫬
            index =battler.current_action.target_index
            battler.target.push($game_party.smooth_target_actor(index))
          when 2  # 밎멣뫬
            for actor in $game_party.actors
              if actor.exist?
                battler.target.push(actor)
              end
            end
          when 3  # 뼞뺴뭁뫬
            index = battler.current_action.target_index
            battler.target.push($game_troop.smooth_target_enemy(index))
          when 4  # 뼞뺴멣뫬
            for enemy in $game_troop.enemies
              if enemy.exist?
                battler.target.push(enemy)
              end
            end
          when 5  # 뼞뺴뭁뫬 (HP 0)
            index = battler.current_action.target_index
            enemy = $game_troop.enemies[index]
            if enemy != nil and enemy.hp0?
              battler.target.push(enemy)
            end
          when 6  # 뼞뺴멣뫬 (HP 0)
            for enemy in $game_troop.enemies
              if enemy != nil and enemy.hp0?
                battler.target.push(enemy)
              end
            end
          when 7  # 럊뾭롌
            battler.target.push(battler)
          end
        end
        # 뛱벍뫀긫긣깋?궕귺긏??궻뤾뜃
        if battler.is_a?(Game_Actor)
          # 뚼됈붝댪궳빁딌
          case scope
          when 1  # 밎뭁뫬
            index = battler.current_action.target_index
            battler.target.push($game_troop.smooth_target_enemy(index))
          when 2  # 밎멣뫬
            for enemy in $game_troop.enemies
              if enemy.exist?
                battler.target.push(enemy)
              end
            end
          when 3  # 뼞뺴뭁뫬
            index = battler.current_action.target_index
            battler.target.push($game_party.smooth_target_actor(index))
          when 4  # 뼞뺴멣뫬
            for actor in $game_party.actors
              if actor.exist?
                battler.target.push(actor)
              end
            end
          when 5  # 뼞뺴뭁뫬 (HP 0)
            index = battler.current_action.target_index
            actor = $game_party.actors[index]
            if actor != nil and actor.hp0?
              battler.target.push(actor)
            end
          when 6  # 뼞뺴멣뫬 (HP 0)
            for actor in $game_party.actors
              if actor != nil and actor.hp0?
                battler.target.push(actor)
              end
            end
          when 7  # 럊뾭롌
            battler.target.push(battler)
          end
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑귺긏긘깈깛 뙅됈띿맟
      #--------------------------------------------------------------------------
      def make_skill_action_result(battler)
        # 긚긌깑귩롦벦
        @skill = $data_skills[battler.current_action.skill_id]
        # 쁀똤긚긌깑궳궇귡궔궵궎궔둴봃
        speller = synthe?(battler)
        # 떗맕귺긏긘깈깛궳궶궚귢궽
        unless battler.current_action.forcing
          # SP 먛귢궶궵궳럊뾭궳궖궶궘궶궯궫뤾뜃
          if speller == nil
            unless battler.skill_can_use?(@skill.id)
              # 긚긡긞긵 6 궸댷뛱
              battler.phase = 6
             return
            end
          end
        end
        # SP 뤑뷂
        temp = false
        if speller != nil
          for spell in speller
            if spell.current_action.spell_id == 0
              spell.sp -= @skill.sp_cost
            else
              spell.sp -= $data_skills[spell.current_action.spell_id].sp_cost
            end
            # 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
            status_refresh(spell)
          end
        else
          battler.sp -= @skill.sp_cost
          # 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
          status_refresh(battler)
        end
        # 귺긦긽?긘깈깛 ID 귩먠믦
        battler.anime1 = @skill.animation1_id
        battler.anime2 = @skill.animation2_id
        # 긓긾깛귽긹깛긣 ID 귩먠믦
        battler.event = @skill.common_event_id
        # 뫮뤭뫀긫긣깋?귩먠믦
        set_target_battlers(@skill.scope, battler)
        # 긚긌깑궻뚼됈귩밙뾭
        for target in battler.target
          if speller != nil
            damage = 0
            effective = false
            state_p = []
            state_m = []
            for spell in speller
              if spell.current_action.spell_id != 0
                @skill = $data_skills[spell.current_action.spell_id]
              end
              effective |= target.skill_effect(spell, @skill)
              if target.damage[spell].class != String
                damage += target.damage[spell]
              elsif effective == true
                effect = target.damage[spell]
              end
              state_p += target.state_p[spell]
              state_m += target.state_m[spell]
              target.damage.delete(spell)
              target.state_p.delete(spell)
              target.state_m.delete(spell)
            end
            if damage != 0
              target.damage[battler] = damage
            elsif effective = true
              target.damage[battler] = effect
            end
            target.state_p[battler] = state_p
            target.state_m[battler] = state_m
          else
            target.skill_effect(battler, @skill)
          end
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺귽긡?귺긏긘깈깛 뙅됈띿맟
      #--------------------------------------------------------------------------
      def make_item_action_result(battler)
        # 귺귽긡?귩롦벦
        @item = $data_items[battler.current_action.item_id]
        # 귺귽긡?먛귢궶궵궳럊뾭궳궖궶궘궶궯궫뤾뜃
        unless $game_party.item_can_use?(@item.id)
          # 긚긡긞긵 6 궸댷뛱
          battler.phase = 6
          return
        end
        # 뤑뽙뷼궻뤾뜃
        if @item.consumable
          # 럊뾭궢궫귺귽긡?귩 1 뙵귞궥
          $game_party.lose_item(@item.id, 1)
        end
        # 귺긦긽?긘깈깛 ID 귩먠믦
        battler.anime1 = @item.animation1_id
        battler.anime2 = @item.animation2_id
        # 긓긾깛귽긹깛긣 ID 귩먠믦
        battler.event = @item.common_event_id
        # 뫮뤭귩뙂믦
        index = battler.current_action.target_index
        target = $game_party.smooth_target_actor(index)
        # 뫮뤭뫀긫긣깋?귩먠믦
        set_target_battlers(@item.scope, battler)
        # 귺귽긡?궻뚼됈귩밙뾭
        for target in battler.target
          target.item_effect(@item, battler)
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 3 : 뛱벍뫀귺긦긽?긘깈깛)
      #--------------------------------------------------------------------------
      def update_phase4_step3(battler)
        # 긶깑긵긂귻깛긤긂궻뛛륷갃귺긏긘깈깛궻롰빶궳빁딌
        case battler.current_action.kind
        when 0  # 딈?
          if battler.current_action.basic == 1
            @help_window.set_text($data_system.words.guard, 1)
            @help_wait = @help_time
          end
          if battler.is_a?(Game_Enemy) and battler.current_action.basic == 2
            @help_window.set_text("벀궛귡", 1)
            @help_wait = @help_time
          end
        when 1  # 긚긌깑
          skill =  $data_skills[battler.current_action.skill_id]
          @help_window.set_text(skill.name, 1)
          @help_wait = @help_time
        when 2  # 귺귽긡?
          item = $data_items[battler.current_action.item_id]
          @help_window.set_text(item.name, 1)
          @help_wait = @help_time
        end
        # 뛱벍뫀귺긦긽?긘깈깛 (ID 궕 0 궻뤾뜃궼뵏긲깋긞긘깄)
        if battler.anime1 == 0
          battler.white_flash = true
          battler.wait = 5
          # 긇긽깋먠믦
          if battler.target[0].is_a?(Game_Enemy)
            camera_set(battler)
          end
        else
          battler.animation.push([battler.anime1, true])
          speller = synthe?(battler)
          if speller != nil
            for spell in speller
              if spell != battler
                if spell.current_action.spell_id == 0
                  spell.animation.push([battler.anime1, true])
                else
                  skill = spell.current_action.spell_id
                  spell.animation.push([$data_skills[skill].animation1_id, true])
                  spell.current_action.spell_id = 0
                end
              end
            end
          end
          battler.wait = 2 * $data_animations[battler.anime1].frame_max - 10
        end
        # 긚긡긞긵 4 궸댷뛱
        battler.phase = 4
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 4 : 뫮뤭뫀귺긦긽?긘깈깛)
      #--------------------------------------------------------------------------
      def update_phase4_step4(battler)
        # 긇긽깋먠믦
        if battler.target[0].is_a?(Game_Enemy) and battler.anime1 != 0
           camera_set(battler)
        end
        # 뫮뤭뫀귺긦긽?긘깈깛
        for target in battler.target
          target.animation.push([battler.anime2,
                                              (target.damage[battler] != "Miss")])
          unless battler.anime2 == 0
            battler.wait = 2 * $data_animations[battler.anime2].frame_max - 10
          end
        end
        # 긚긡긞긵 5 궸댷뛱
        battler.phase = 5
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 5 : ?긽?긙?렑)
      #--------------------------------------------------------------------------
      def update_phase4_step5(battler)
        # ?긽?긙?렑
        for target in battler.target
          if target.damage[battler] != nil
            target.damage_pop[battler] = true
            target.damage_effect(battler, battler.current_action.kind)
            battler.wait = @damage_wait
            # 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
            status_refresh(target)
          end
        end
        # 긚긡긞긵 6 궸댷뛱
        battler.phase = 6
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷 (긽귽깛긲긃?긛 긚긡긞긵 6 : 깏긲깒긞긘깄)
      #--------------------------------------------------------------------------
      def update_phase4_step6(battler)
        # 긇긽깋귩뽣궥
        if battler.target[0].is_a?(Game_Enemy) and @camera == battler
          @spriteset.screen_target(0, 0, 1)
        end
        # 긚긌깑깋?긦깛긐
        if battler.target[0].is_a?(Game_Actor) and battler.current_action.kind == 1
          for target in battler.target
            skill_learning(target, target.class_id,
                            battler.current_action.skill_id)
          end
        end
        # 귺긏긘깈깛떗맕뫮뤭궻긫긣깋?귩긏깏귺
        if battler.current_action.forcing == true and
            battler.current_action.force_kind == 0 and
            battler.current_action.force_basic == 0 and
            battler.current_action.force_skill_id == 0
          $game_temp.forcing_battler = nil
          battler.current_action.forcing = false
        end
        refresh_phase(battler)
        speller = synthe?(battler)
        if speller != nil
          for spell in speller
            if spell != battler
              refresh_phase(spell)
            end
          end
          synthe_delete(speller)
        end
        # 긓긾깛귽긹깛긣 ID 궕뾎뚼궻뤾뜃
        if battler.event > 0
          # 귽긹깛긣귩긜긞긣귺긞긵
          common_event = $data_common_events[battler.event]
          $game_system.battle_interpreter.setup(common_event.list, 0)
        end
        act = 0
        for actor in $game_party.actors + $game_troop.enemies
          if actor.movable?
            act += 1
          end
        end
        if @turn_cnt >= act and act > 0
          @turn_cnt %= act
          $game_temp.battle_turn += 1
          # 긫긣깑귽긹깛긣궻멣긻?긙귩뙚랊
          for index in 0...$data_troops[@troop_id].pages.size
            # 귽긹깛긣긻?긙귩롦벦
            page = $data_troops[@troop_id].pages[index]
            # 궞궻긻?긙궻긚긬깛궕 [??깛] 궻뤾뜃
            if page.span == 1
              # 렳뛱띙귒긲깋긐귩긏깏귺
              $game_temp.battle_event_flags[index] = false
            end
          end
        end
        battler.phase = 1
        @action_battlers.delete(battler)
      end
      #--------------------------------------------------------------------------
      # 걶 깏긲깒긞긘깄
      #--------------------------------------------------------------------------
      def refresh_phase(battler)
        battler.at %= @max
        if battler.movable?
          battler.atp = 100 * battler.at / @max
        end
        spell_reset(battler)
        # 긚깏긞긵?긽?긙
        if battler.hp > 0 and battler.slip_damage?
          battler.slip_damage_effect
          battler.damage_pop["slip"] = true
        end
        # 긚긡?긣렔멢됶룣
        battler.remove_states_auto
        # 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
        status_refresh(battler, true)
        unless battler.movable?
          return
        end
        # ??깛릶긇긂깛긣
        @turn_cnt += 1
      end
      #--------------------------------------------------------------------------
      # 걶 긫긣깋?귺긏긘깈깛긚??긣
      #--------------------------------------------------------------------------
      def action_start(battler)
        battler.phase = 1
        battler.anime1 = 0
        battler.anime2 = 0
        battler.target = []
        battler.event = 0
        @action_battlers.unshift(battler)
      end
      #--------------------------------------------------------------------------
      # 걶 긚긡??긚긂귻깛긤긂귩깏긲깒긞긘깄
      #--------------------------------------------------------------------------
      def status_refresh(battler, at = false)
        if battler.is_a?(Game_Actor)
          for i in 0...$game_party.actors.size
            if battler == $game_party.actors[i]
              number = i + 1
            end
          end
          @status_window.refresh(number)
          if at == true
            @status_window.at_refresh(number)
          end
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺긦긽긂긃귽긣뵽뭚룉뿚
      #--------------------------------------------------------------------------
      def anime_wait_return
        if (@action_battlers.empty? or @anime_wait == false) and
            not $game_system.battle_interpreter.running? and not fin?
          # 긄긨??귺깓?궕뾎뚼궻뤾뜃
          if @enemy_arrow != nil
            return [@active - 2, 0].min == 0
          # 귺긏??귺깓?궕뾎뚼궻뤾뜃
          elsif @actor_arrow != nil
            return [@active - 2, 0].min == 0
          # 긚긌깑긂귻깛긤긂궕뾎뚼궻뤾뜃
          elsif @skill_window != nil
            return [@active - 3, 0].min == 0
          # 귺귽긡?긂귻깛긤긂궕뾎뚼궻뤾뜃
          elsif @item_window != nil
            return [@active - 3, 0].min == 0
          # 귺긏??긓?깛긤긂귻깛긤긂궕뾎뚼궻뤾뜃
          elsif @actor_command_window.active
            return [@active - 1, 0].min == 0
          else
            return true
          end
        else
          return false
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏??긓?깛긤뤑땸뵽뭚
      #--------------------------------------------------------------------------
      def command_delete
        # 긄긨??귺깓?궕뾎뚼궻뤾뜃
        if @enemy_arrow != nil
          end_enemy_select
        # 귺긏??귺깓?궕뾎뚼궻뤾뜃
        elsif @actor_arrow != nil
          end_actor_select
        end
        # 긚긌깑긂귻깛긤긂궕뾎뚼궻뤾뜃
        if @skill_window != nil
          end_skill_select
        # 귺귽긡?긂귻깛긤긂궕뾎뚼궻뤾뜃
        elsif @item_window != nil
          end_item_select
        end
        # 귺긏??긓?깛긤긂귻깛긤긂궕뾎뚼궻뤾뜃
        if @actor_command_window.active
          @command.shift
          @command_a = false
          # 긽귽깛긲긃?긛긲깋긐귩긜긞긣
          $game_temp.battle_main_phase = true
          # 귺긏??긓?깛긤긂귻깛긤긂귩뼰뚼돸
          @actor_command_window.active = false
          @actor_command_window.visible = false
          # 귺긏??궻뼻뽅긄긲긃긏긣 OFF
          if @active_actor != nil
            @active_actor.blink = false
          end
        end
      end
      #--------------------------------------------------------------------------
      # 걶 떗맕귺긏긘깈깛먠믦
      #--------------------------------------------------------------------------
      def force_action(battler)
        battler.current_action.kind = battler.current_action.force_kind
        battler.current_action.basic = battler.current_action.force_basic
        battler.current_action.skill_id = battler.current_action.force_skill_id
        battler.current_action.force_kind = 0
        battler.current_action.force_basic = 0
        battler.current_action.force_skill_id = 0
      end
      #--------------------------------------------------------------------------
      # 걶 긇긽깋긜긞긣
      #--------------------------------------------------------------------------
      def camera_set(battler)
        @camera = battler
        if battler.target.size == 1
          if battler.current_action.kind == 0
            zoom = 1.2 / battler.target[0].zoom
          elsif synthe?(battler) == nil
            zoom = 1.5 / battler.target[0].zoom
          else
            zoom = 2.0 / battler.target[0].zoom
          end
          @spriteset.screen_target(battler.target[0].attack_x(zoom),
                                    battler.target[0].attack_y(zoom), zoom)
        else
          @spriteset.screen_target(0, 0, 0.75)
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑뎣룯?귽?띿맟
      #--------------------------------------------------------------------------
      def recite_time(battler)
      end
      #--------------------------------------------------------------------------
      # 걶 쁀똤긚긌깑뵽빶
      #--------------------------------------------------------------------------
      def synthe_spell(battler)
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑깋?긦깛긐긘긚긡?
      #--------------------------------------------------------------------------
      def skill_learning(actor, class_id, skill_id)
      end
      #--------------------------------------------------------------------------
      # 걶 뛱벍됀?뵽믦
      #--------------------------------------------------------------------------
      def active?(battler)
        speller = synthe?(battler)
        if speller != nil
          if synthe_delete?(speller)
            return false
          end
        else
          unless battler.inputable?
            spell_reset(battler)
            unless battler.movable?
              battler.atp = 0
              return false
            end
          end
          if battler.current_action.forcing
            spell_reset(battler)
          end
        end
        return true
      end
      #--------------------------------------------------------------------------
      # 걶 뜃맟긚긌깑뎣룯뭷궔갎
      #--------------------------------------------------------------------------
      def synthe?(battler)
        for speller in @synthe
          if speller.include?(battler)
            return speller
          end
        end
        return nil
      end
      #--------------------------------------------------------------------------
      # 걶 뜃맟긚긌깑뤑땸뵽뭚
      #--------------------------------------------------------------------------
      def synthe_delete?(speller)
        for battler in speller
          if not battler.inputable? and dead_ok?(battler)
            synthe_delete(speller)
            return true
          end
        end
        return false
      end
      #--------------------------------------------------------------------------
      # 걶 뜃맟긚긌깑뤑땸
      #--------------------------------------------------------------------------
      def synthe_delete(speller)
        for battler in speller
          spell_reset(battler)
          if dead_ok?(battler)
            @action_battlers.delete(battler)
          end
        end
        @synthe.delete(speller)
      end
      #--------------------------------------------------------------------------
      # 걶 쁀똤듵귔긚긌깑뎣룯됶룣
      #--------------------------------------------------------------------------
      def skill_reset(battler)
        speller = synthe?(battler)
        if speller != nil
          synthe_delete(speller)
        else
          spell_reset(battler)
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑뎣룯됶룣
      #--------------------------------------------------------------------------
      def spell_reset(battler)
        battler.rt = 0
        battler.rtp = 0
        battler.blink = false
        battler.spell = false
        battler.current_action.spell_id = 0
        @spell_p.delete(battler)
        @spell_e.delete(battler)
      end
      #--------------------------------------------------------------------------
      # 걶 먰벉뢎뿹뵽믦
      #--------------------------------------------------------------------------
      def fin?
       return (victory? or $game_party.all_dead? or $game_party.actors.size == 0)
      end
      #--------------------------------------------------------------------------
      # 걶 밎멣뽅뵽믦
      #--------------------------------------------------------------------------
      def victory?
        for battler in $game_troop.enemies
          if battler.exist?
            return false
          end
        end
        return true
      end
      #--------------------------------------------------------------------------
      # 걶 ?뻊떀됀뵽믦
      #--------------------------------------------------------------------------
      def dead_ok?(battler)
        speller = synthe?(battler)
        if speller == nil
          if @action_battlers.include?(battler)
            if battler.phase > 2
              return false
            end
          end
        else
          for battler in speller
            if @action_battlers.include?(battler)
              if battler.phase > 2
                return false
              end
            end
          end
        end
        return true
      end
    end

    #==============================================================================
    # 걾 Game_Actor
    #------------------------------------------------------------------------------
    # ?귺긏??귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Actors 긏깋긚 ($game_actors)
    # 궻볙븫궳럊뾭궠귢갂Game_Party 긏깋긚 ($game_party) 궔귞귖랷뤖궠귢귏궥갃
    #==============================================================================

    class Game_Actor < Game_Battler
      #--------------------------------------------------------------------------
      # 걶 긫긣깑됪뽋 X 띆뷭궻롦벦
      #--------------------------------------------------------------------------
      def screen_x
        # 긬?긡귻볙궻빥귂룈궔귞 X 띆뷭귩똶럁궢궲뺅궥
        if self.index != nil
          return self.index * 160 + (4 - $game_party.actors.size) * 80 + 80
        else
          return 0
        end
      end
    end

    #==============================================================================
    # 걾 Spriteset_Battle
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궻긚긵깋귽긣귩귏궴귕궫긏깋긚궳궥갃궞궻긏깋긚궼 Scene_Battle 긏깋
    # 긚궻볙븫궳럊뾭궠귢귏궥갃
    #==============================================================================

    class Spriteset_Battle
      #--------------------------------------------------------------------------
      # 걶 뚺둎귽깛긚?깛긚빾릶
      #--------------------------------------------------------------------------
      attr_reader   :real_x                   # x띆뷭뺚맫걁뙸띪뭠걂
      attr_reader   :real_y                   # y띆뷭뺚맫걁뙸띪뭠걂
      attr_reader   :real_zoom                # 둮묈뿦걁뙸띪뭠걂
      #--------------------------------------------------------------------------
      # 걶 긆긳긙긃긏긣룊딖돸
      #--------------------------------------------------------------------------
      def initialize
        # 긮깄???긣귩띿맟
        @viewport1 = Viewport.new(0, 0, 640, 480)
        @viewport2 = Viewport.new(0, 0, 640, 480)
        @viewport3 = Viewport.new(0, 0, 640, 480)
        @viewport4 = Viewport.new(0, 0, 640, 480)
        @viewport2.z = 101
        @viewport3.z = 200
        @viewport4.z = 5000
        @wait = 0
        @real_x = 0
        @real_y = 0
        @real_zoom = 1.0
        @target_x = 0
        @target_y = 0
        @target_zoom = 1.0
        @gap_x = 0
        @gap_y = 0
        @gap_zoom = 0.0
        # 긫긣깑긫긞긏긚긵깋귽긣귩띿맟
        @battleback_sprite = Sprite.new(@viewport1)
        # 긄긨??긚긵깋귽긣귩띿맟
        @enemy_sprites = []
        for enemy in $game_troop.enemies.reverse
          @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
        end
        # 귺긏??긚긵깋귽긣귩띿맟
        @actor_sprites = []
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
        # 밮뚷귩띿맟
        @weather = RPG::Weather.new(@viewport1)
        # 긯긏?긿긚긵깋귽긣귩띿맟
        @picture_sprites = []
        for i in 51..100
          @picture_sprites.push(Sprite_Picture.new(@viewport3,
            $game_screen.pictures[i]))
        end
        # ?귽??긚긵깋귽긣귩띿맟
        @timer_sprite = Sprite_Timer.new
        # 긲깒??뛛륷
        update
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷
      #--------------------------------------------------------------------------
      def update
        # 귺긏??긚긵깋귽긣궻볙뾢귩뛛륷 (귺긏??궻볺귢뫶궑궸뫮돒)
        @actor_sprites[0].battler = $game_party.actors[0]
        @actor_sprites[1].battler = $game_party.actors[1]
        @actor_sprites[2].battler = $game_party.actors[2]
        @actor_sprites[3].battler = $game_party.actors[3]
        # 긫긣깑긫긞긏궻긲?귽깑뼹궕뙸띪궻귖궻궴댾궎뤾뜃
        if @battleback_name != $game_temp.battleback_name
          make_battleback
        end
        # 됪뽋궻긚긏깓?깑
        screen_scroll
        # 긾깛긚??궻댧뭫뺚맫
        for enemy in $game_troop.enemies
          enemy.real_x = @real_x
          enemy.real_y = @real_y
          enemy.real_zoom = @real_zoom
        end
        # 긫긣깋?긚긵깋귽긣귩뛛륷
        for sprite in @enemy_sprites + @actor_sprites
          sprite.update
        end
        # 밮뚷긐깋긲귻긞긏귩뛛륷
        @weather.type = $game_screen.weather_type
        @weather.max = $game_screen.weather_max
        @weather.update
        # 긯긏?긿긚긵깋귽긣귩뛛륷
        for sprite in @picture_sprites
          sprite.update
        end
        # ?귽??긚긵깋귽긣귩뛛륷
        @timer_sprite.update
        # 됪뽋궻륡뮧궴긘긃귽긏댧뭫귩먠믦
        @viewport1.tone = $game_screen.tone
        @viewport1.ox = $game_screen.shake
        # 됪뽋궻긲깋긞긘깄륡귩먠믦
        @viewport4.color = $game_screen.flash_color
        # 긮깄???긣귩뛛륷
        @viewport1.update
        @viewport2.update
        @viewport4.update
      end
      #--------------------------------------------------------------------------
      # 걶 긫긣깑봶똧궻먠믦
      #--------------------------------------------------------------------------
      def make_battleback
        @battleback_name = $game_temp.battleback_name
        if @battleback_sprite.bitmap != nil
          @battleback_sprite.bitmap.dispose
        end
        @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
        if @battleback_sprite.bitmap.width == 640 and
           @battleback_sprite.bitmap.height == 320
          @battleback_sprite.src_rect.set(0, 0, 1280, 640)
          @base_zoom = 2.0
          @battleback_sprite.zoom_x = @base_zoom
          @battleback_sprite.zoom_y = @base_zoom
          @real_y = 4
          @battleback_sprite.x = 320
          @battleback_sprite.y = @real_y
          @battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
          @battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
        elsif @battleback_sprite.bitmap.width == 640 and
              @battleback_sprite.bitmap.height == 480
          @battleback_sprite.src_rect.set(0, 0, 960, 720)
          @base_zoom = 1.5
          @battleback_sprite.zoom_x = @base_zoom
          @battleback_sprite.zoom_y = @base_zoom
          @battleback_sprite.x = 320
          @battleback_sprite.y = 0
          @battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
          @battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
        else
          @battleback_sprite.src_rect.set(0, 0, @battleback_sprite.bitmap.width,
                                          @battleback_sprite.bitmap.height)
          @base_zoom = 1.0
          @battleback_sprite.zoom_x = @base_zoom
          @battleback_sprite.zoom_y = @base_zoom
          @battleback_sprite.x = 320
          @battleback_sprite.y = 0
          @battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
          @battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
        end
      end
      #--------------------------------------------------------------------------
      # 걶 됪뽋궻긚긏깓?깑뽞뷭궻댧뭫갋둮묈뿦먠믦
      #--------------------------------------------------------------------------
      def screen_target(x, y, zoom)
        return unless $scene.drive
        @wait = $scene.scroll_time
        @target_x = x
        @target_y = y
        @target_zoom = zoom
        screen_over
        @gap_x = @target_x - @real_x
        @gap_y = @target_y - @real_y
        @gap_zoom = @target_zoom - @real_zoom
      end
      #--------------------------------------------------------------------------
      # 걶 됪뽋궻긚긏깓?깑
      #--------------------------------------------------------------------------
      def screen_scroll
        if @wait > 0
          @real_x = @target_x - @gap_x * (@wait ** 2) / ($scene.scroll_time ** 2)
          @real_y = @target_y - @gap_y * (@wait ** 2) / ($scene.scroll_time ** 2)
          @real_zoom = @target_zoom -
                        @gap_zoom * (@wait ** 2) / ($scene.scroll_time ** 2)
          @battleback_sprite.x = 320 + @real_x
          @battleback_sprite.y = @real_y
          @battleback_sprite.zoom_x = @base_zoom * @real_zoom
          @battleback_sprite.zoom_y = @base_zoom * @real_zoom
          @battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
          @battleback_sprite.oy = @battleback_sprite.bitmap.height / 4
          @wait -= 1
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚긏깏?깛궕됪뽋둖궸뢯궫렄궻뺚맫룉뿚
      #--------------------------------------------------------------------------
      def screen_over
        width = @battleback_sprite.bitmap.width * @base_zoom * @target_zoom / 2
        unless 324 + @target_x > width and 324 - @target_x > width
          if 324 + @target_x > width
            @target_x = width - 324
          elsif 324 - @target_x > width
            @target_x = 324 - width
          end
        end
        height = @battleback_sprite.bitmap.height * @base_zoom * @target_zoom / 4
        unless @target_y > height - 4 and 484 - @target_y > 3 * height
          if @target_y > height - 4
            @target_y = height - 4
          elsif 484 - @target_y > 3 * height
            @target_y = 484 - 3 * height
          end
        end
      end
    end

    #==============================================================================
    # 걾 Game_Battler (빁뒆믦? 1)
    #------------------------------------------------------------------------------
    # ?긫긣깋?귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Actor 긏깋긚궴 Game_Enemy 긏깋
    # 긚궻긚?긬?긏깋긚궴궢궲럊뾭궠귢귏궥갃
    #==============================================================================

    class Game_Battler
      #--------------------------------------------------------------------------
      # 걶 뚺둎귽깛긚?깛긚빾릶믁돿
      #--------------------------------------------------------------------------
      attr_accessor :up_level                  # 깒긹깑귺긞긵릶
      attr_accessor :at                        # AT걁?귽?긒?긙걂
      attr_accessor :atp                       # AT걁?렑뾭걂
      attr_accessor :rt                        # RP걁뎣룯긒?긙걂
      attr_accessor :rtp                       # RP걁뎣룯뷠뾴쀊걂
      attr_accessor :spell                     # 뜃맟긚긌깑뵯벍뭷
      attr_accessor :recover_hp                # HP됷븳쀊
      attr_accessor :recover_sp                # SP됷븳쀊
      attr_accessor :state_p                   # 긚긡??긚댶륂봹쀱
      attr_accessor :state_m                   # 긚긡??긚댶륂봹쀱
      attr_accessor :damage_sp                 # SP?긽?긙?렑긲깋긐
      attr_accessor :animation                 # 귺긦긽?긘깈깛 ID, Hit궻봹쀱
      attr_accessor :phase
      attr_accessor :wait
      attr_accessor :target
      attr_accessor :anime1
      attr_accessor :anime2
      attr_accessor :event
      #--------------------------------------------------------------------------
      # 걶 긆긳긙긃긏긣룊딖돸
      #--------------------------------------------------------------------------
      alias :initialize_rtab :initialize
      def initialize
        initialize_rtab
        @damage_pop = {}
        @damage = {}
        @damage_sp = {}
        @critical = {}
        @recover_hp = {}
        @recover_sp = {}
        @state_p = {}
        @state_m = {}
        @animation = []
        @phase = 1
        @wait = 0
        @target = []
        @anime1 = 0
        @anime2 = 0
        @event = 0
      end
      #--------------------------------------------------------------------------
      # 걶 뫔띪뵽믦
      #--------------------------------------------------------------------------
      def exist?
        return (not @hidden and (@hp > 0 or @immortal or @damage_pop.size > 0))
      end
      #--------------------------------------------------------------------------
      # 걶 긚긡?긣궻됶룣
      #     state_id : 긚긡?긣 ID
      #     force    : 떗맕됶룣긲깋긐 (긆?긣긚긡?긣궻룉뿚궳럊뾭)
      #--------------------------------------------------------------------------
      def remove_state(state_id, force = false)
        # 궞궻긚긡?긣궕븊돿궠귢궲궋귡뤾뜃
        if state?(state_id)
          # 떗맕븊돿궠귢궫긚긡?긣궳갂궔궰됶룣궕떗맕궳궼궶궋뤾뜃
          if @states_turn[state_id] == -1 and not force
            # 긽?긞긤뢎뿹
            return
          end
          # 뙸띪궻 HP 궕 0 궔궰 긆긵긘깈깛 [HP 0 궻륉뫴궴귒궶궥] 궕뾎뚼궻뤾뜃
          if @hp == 0 and $data_states[state_id].zero_hp
            # 귌궔궸 [HP 0 궻륉뫴궴귒궶궥] 긚긡?긣궕궇귡궔궵궎궔뵽믦
            zero_hp = false
            for i in @states
              if i != state_id and $data_states[i].zero_hp
                zero_hp = true
              end
            end
            # 먰벉븉?귩됶룣궢궲귝궚귢궽갂HP 귩 1 궸빾뛛
            if zero_hp == false
              @hp = 1
            end
          end
          unless self.movable?
            # 긚긡?긣 ID 귩 @states 봹쀱궓귝귂 @states_turn 긪긞긘깄궔귞랁룣
            @states.delete(state_id)
            @states_turn.delete(state_id)
            if self.movable?
              self.at = 0
            end
          else
            # 긚긡?긣 ID 귩 @states 봹쀱궓귝귂 @states_turn 긪긞긘깄궔귞랁룣
            @states.delete(state_id)
            @states_turn.delete(state_id)
          end
        end
        # HP 궓귝귂 SP 궻띍묈뭠?긃긞긏
        @hp = [@hp, self.maxhp].min
        @sp = [@sp, self.maxsp].min
      end
      #--------------------------------------------------------------------------
      # 걶 믅륂뛘똼궻뚼됈밙뾭
      #     attacker : 뛘똼롌 (긫긣깋?)
      #--------------------------------------------------------------------------
      def attack_effect(attacker)
        # 긏깏긡귻긇깑긲깋긐귩긏깏귺
        self.critical[attacker] = false
        state_p[attacker] = []
        state_m[attacker] = []
        # 묉덇뼺뭷뵽믦
        hit_result = (rand(100) < attacker.hit)
        # 뼺뭷궻뤾뜃
        if hit_result == true
          # 딈??긽?긙귩똶럁
          atk = [attacker.atk - self.pdef / 2, 0].max
          self.damage[attacker] = atk * (20 + attacker.str) / 20
          # 뫌맜뢇맫
          self.damage[attacker] *= elements_correct(attacker.element_set)
          self.damage[attacker] /= 100
          # ?긽?긙궻븘뜂궕맫궻뤾뜃
          if self.damage[attacker] > 0
            # 긏깏긡귻긇깑뢇맫
            if rand(100) < 4 * attacker.dex / self.agi
              self.damage[attacker] *= 2
              self.critical[attacker] = true
            end
            # 뻞뚥뢇맫
            if self.guarding?
              self.damage[attacker] /= 2
            end
          end
          # 빁랼
          if self.damage[attacker].abs > 0
            amp = [self.damage[attacker].abs * 15 / 100, 1].max
            self.damage[attacker] += rand(amp+1) + rand(amp+1) - amp
          end
          # 묉볫뼺뭷뵽믦
          eva = 8 * self.agi / attacker.dex + self.eva
          hit = self.damage[attacker] < 0 ? 100 : 100 - eva
          hit = self.cant_evade? ? 100 : hit
          hit_result = (rand(100) < hit)
        end
        # 뼺뭷궻뤾뜃
        if hit_result == true
          # 긚긡?긣뤧똼됶룣
          remove_states_shock
          # HP 궔귞?긽?긙귩뙵럁
          # 긚긡?긣빾돸
          @state_changed = false
          states_plus(attacker, attacker.plus_state_set)
          states_minus(attacker, attacker.minus_state_set)
        # ?긚궻뤾뜃
        else
          # ?긽?긙궸 "Miss" 귩먠믦
          self.damage[attacker] = "Miss"
          # 긏깏긡귻긇깑긲깋긐귩긏깏귺
          self.critical[attacker] = false
        end
        # 긽?긞긤뢎뿹
        return true
      end
      #--------------------------------------------------------------------------
      # 걶 긚긌깑궻뚼됈밙뾭
      #     user  : 긚긌깑궻럊뾭롌 (긫긣깋?)
      #     skill : 긚긌깑
      #--------------------------------------------------------------------------
      def skill_effect(user, skill)
        # 긏깏긡귻긇깑긲깋긐귩긏깏귺
        self.critical[user] = false
        state_p[user] = []
        state_m[user] = []
        # 긚긌깑궻뚼됈붝댪궕 HP 1 댥뤵궻뼞뺴궳갂렔빁궻 HP 궕 0갂
        # 귏궫궼긚긌깑궻뚼됈붝댪궕 HP 0 궻뼞뺴궳갂렔빁궻 HP 궕 1 댥뤵궻뤾뜃
        if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
           ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
          # 긽?긞긤뢎뿹
          return false
        end
        # 뾎뚼긲깋긐귩긏깏귺
        effective = false
        # 긓긾깛귽긹깛긣 ID 궕뾎뚼궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
        effective |= skill.common_event_id > 0
        # 묉덇뼺뭷뵽믦
        hit = skill.hit
        if skill.atk_f > 0
          hit *= user.hit / 100
        end
        hit_result = (rand(100) < hit)
        # 븉둴렳궶긚긌깑궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
        effective |= hit < 100
        # 뼺뭷궻뤾뜃
        if hit_result == true
          # 댭쀍귩똶럁
          power = skill.power + user.atk * skill.atk_f / 100
          if power > 0
            power -= self.pdef * skill.pdef_f / 200
            power -= self.mdef * skill.mdef_f / 200
            power = [power, 0].max
          end
          # ?뿦귩똶럁
          rate = 20
          rate += (user.str * skill.str_f / 100)
          rate += (user.dex * skill.dex_f / 100)
          rate += (user.agi * skill.agi_f / 100)
          rate += (user.int * skill.int_f / 100)
          # 딈??긽?긙귩똶럁
          self.damage[user] = power * rate / 20
          # 뫌맜뢇맫
          self.damage[user] *= elements_correct(skill.element_set)
          self.damage[user] /= 100
          # ?긽?긙궻븘뜂궕맫궻뤾뜃
          if self.damage[user] > 0
            # 뻞뚥뢇맫
            if self.guarding?
              self.damage[user] /= 2
            end
          end
          # 빁랼
          if skill.variance > 0 and self.damage[user].abs > 0
            amp = [self.damage[user].abs * skill.variance / 100, 1].max
            self.damage[user] += rand(amp+1) + rand(amp+1) - amp
          end
          # 묉볫뼺뭷뵽믦
          eva = 8 * self.agi / user.dex + self.eva
          hit = self.damage[user] < 0 ? 100 : 100 - eva * skill.eva_f / 100
          hit = self.cant_evade? ? 100 : hit
          hit_result = (rand(100) < hit)
          # 븉둴렳궶긚긌깑궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
          effective |= hit < 100
        end
        # 뼺뭷궻뤾뜃
        if hit_result == true
          # 댭쀍 0 댥둖궻븿뿚뛘똼궻뤾뜃
          if skill.power != 0 and skill.atk_f > 0
            # 긚긡?긣뤧똼됶룣
            remove_states_shock
            # 뾎뚼긲깋긐귩긜긞긣
            effective = true
          end
          # HP 궻빾벍뵽믦
          last_hp = [[self.hp - self.damage[user], self.maxhp].min, 0].max
          # 뚼됈뵽믦
          effective |= self.hp != last_hp
          # 긚긡?긣빾돸
          @state_changed = false
          effective |= states_plus(user, skill.plus_state_set)
          effective |= states_minus(user, skill.minus_state_set)
          unless $game_temp.in_battle
            self.damage_effect(user, 1)
          end
          # 댭쀍궕 0 궻뤾뜃
          if skill.power == 0
            # ?긽?긙궸뗴빒럻쀱귩먠믦
            self.damage[user] = ""
            # 긚긡?긣궸빾돸궕궶궋뤾뜃
            unless @state_changed
              # ?긽?긙궸 "Miss" 귩먠믦
              self.damage[user] = "Miss"
            end
          end
        # ?긚궻뤾뜃
        else
          # ?긽?긙궸 "Miss" 귩먠믦
          self.damage[user] = "Miss"
        end
        # 먰벉뭷궳궶궋뤾뜃
        unless $game_temp.in_battle
          # ?긽?긙궸 nil 귩먠믦
          self.damage[user] = nil
        end
        # 긽?긞긤뢎뿹
        return effective
      end
      #--------------------------------------------------------------------------
      # 걶 귺귽긡?궻뚼됈밙뾭
      #     item : 귺귽긡?
      #--------------------------------------------------------------------------
      def item_effect(item, user = $game_party.actors[0])
        # 긏깏긡귻긇깑긲깋긐귩긏깏귺
        self.critical[user] = false
        state_p[user] = []
        state_m[user] = []
        self.recover_hp[user] = 0
        self.recover_sp[user] = 0
        # 귺귽긡?궻뚼됈붝댪궕 HP 1 댥뤵궻뼞뺴궳갂렔빁궻 HP 궕 0갂
        # 귏궫궼귺귽긡?궻뚼됈붝댪궕 HP 0 궻뼞뺴궳갂렔빁궻 HP 궕 1 댥뤵궻뤾뜃
        if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
           ((item.scope == 5 or item.scope == 6) and self.hp >= 1)
          # 긽?긞긤뢎뿹
          return false
        end
        # 뾎뚼긲깋긐귩긏깏귺
        effective = false
        # 긓긾깛귽긹깛긣 ID 궕뾎뚼궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
        effective |= item.common_event_id > 0
        # 뼺뭷뵽믦
        hit_result = (rand(100) < item.hit)
        # 븉둴렳궶긚긌깑궻뤾뜃궼뾎뚼긲깋긐귩긜긞긣
        effective |= item.hit < 100
        # 뼺뭷궻뤾뜃
        if hit_result == true
          # 됷븳쀊귩똶럁
          self.recover_hp[user] = maxhp * item.recover_hp_rate / 100 +
                                  item.recover_hp
          self.recover_sp[user] = maxsp * item.recover_sp_rate / 100 +
                                  item.recover_sp
          if self.recover_hp[user] < 0
            self.recover_hp[user] += self.pdef * item.pdef_f / 20
            self.recover_hp[user] += self.mdef * item.mdef_f / 20
            self.recover_hp[user] = [self.recover_hp[user], 0].min
          end
          # 뫌맜뢇맫
          self.recover_hp[user] *= elements_correct(item.element_set)
          self.recover_hp[user] /= 100
          self.recover_sp[user] *= elements_correct(item.element_set)
          self.recover_sp[user] /= 100
          # 빁랼
          if item.variance > 0 and self.recover_hp[user].abs > 0
            amp = [self.recover_hp[user].abs * item.variance / 100, 1].max
            self.recover_hp[user] += rand(amp+1) + rand(amp+1) - amp
          end
          if item.variance > 0 and self.recover_sp[user].abs > 0
            amp = [self.recover_sp[user].abs * item.variance / 100, 1].max
            self.recover_sp[user] += rand(amp+1) + rand(amp+1) - amp
          end
          # 됷븳쀊궻븘뜂궕븠궻뤾뜃
          if self.recover_hp[user] < 0
            # 뻞뚥뢇맫
            if self.guarding?
              self.recover_hp[user] /= 2
            end
          end
          # HP 됷븳쀊궻븘뜂귩뵿?궢갂?긽?긙궻뭠궸먠믦
          self.damage[user] = -self.recover_hp[user]
          # HP 궓귝귂 SP 궻빾벍뵽믦
          last_hp = [[self.hp + self.recover_hp[user], self.maxhp].min, 0].max
          last_sp = [[self.sp + self.recover_sp[user], self.maxsp].min, 0].max
          effective |= self.hp != last_hp
          effective |= self.sp != last_sp
          # 긚긡?긣빾돸
          @state_changed = false
          effective |= states_plus(user, item.plus_state_set)
          effective |= states_minus(user, item.minus_state_set)
          unless $game_temp.in_battle
            self.damage_effect(user, 2)
          end
          # 긬깋긽??뤵뤈뭠궕뾎뚼궻뤾뜃
          if item.parameter_type > 0 and item.parameter_points != 0
            # 긬깋긽??궳빁딌
            case item.parameter_type
            when 1  # MaxHP
              @maxhp_plus += item.parameter_points
            when 2  # MaxSP
              @maxsp_plus += item.parameter_points
            when 3  # 쁱쀍
              @str_plus += item.parameter_points
            when 4  # 딇뾭궠
              @dex_plus += item.parameter_points
            when 5  # 멹몓궠
              @agi_plus += item.parameter_points
            when 6  # 뻷쀍
              @int_plus += item.parameter_points
            end
            # 뾎뚼긲깋긐귩긜긞긣
            effective = true
          end
          # HP 됷븳뿦궴됷븳쀊궕 0 궻뤾뜃
          if item.recover_hp_rate == 0 and item.recover_hp == 0
            # ?긽?긙궸뗴빒럻쀱귩먠믦
            self.damage[user] = ""
            # SP 됷븳뿦궴됷븳쀊궕 0갂긬깋긽??뤵뤈뭠궕뼰뚼궻뤾뜃
            if item.recover_sp_rate == 0 and item.recover_sp == 0 and
               (item.parameter_type == 0 or item.parameter_points == 0)
              # 긚긡?긣궸빾돸궕궶궋뤾뜃
              unless @state_changed
                # ?긽?긙궸 "Miss" 귩먠믦
                self.damage[user] = "Miss"
              end
            end
          end
        # ?긚궻뤾뜃
        else
          # ?긽?긙궸 "Miss" 귩먠믦
          self.damage[user] = "Miss"
        end
        # 먰벉뭷궳궶궋뤾뜃
        unless $game_temp.in_battle
          # ?긽?긙궸 nil 귩먠믦
          self.damage[user] = nil
        end
        # 긽?긞긤뢎뿹
        return effective
      end
      #--------------------------------------------------------------------------
      # 걶 긚긡?긣빾돸 (+) 궻밙뾭
      #     plus_state_set  : 긚긡?긣빾돸 (+)
      #--------------------------------------------------------------------------
      def states_plus(battler, plus_state_set)
        # 뾎뚼긲깋긐귩긏깏귺
        effective = false
        # 깑?긵 (븊돿궥귡긚긡?긣)
        for i in plus_state_set
          # 궞궻긚긡?긣궕뻞뚥궠귢궲궋궶궋뤾뜃
          unless self.state_guard?(i)
            # 궞궻긚긡?긣궕긲깑궳궶궚귢궽뾎뚼긲깋긐귩긜긞긣
            effective |= self.state_full?(i) == false
            # 긚긡?긣궕 [믭뛕궢궶궋] 궻뤾뜃
            if $data_states[i].nonresistance
              # 긚긡?긣빾돸긲깋긐귩긜긞긣
              @state_changed = true
              # 긚긡?긣귩븊돿
              add_state(i)
            # 궞궻긚긡?긣궕긲깑궳궼궶궋뤾뜃
            elsif self.state_full?(i) == false
              # 긚긡?긣뾎뚼뱗귩둴뿦궸빾듂궢갂뿉릶궴붶둹
              if rand(100) < [0,100,80,60,40,20,0][self.state_ranks[i]]
                # 긚긡?긣빾돸긲깋긐귩긜긞긣
                @state_changed = true
                # 긚긡?긣귩븊돿
                self.state_p[battler].push(i)
              end
            end
          end
        end
        # 긽?긞긤뢎뿹
        return effective
      end
      #--------------------------------------------------------------------------
      # 걶 긚긡?긣빾돸 (-) 궻밙뾭
      #     minus_state_set : 긚긡?긣빾돸 (-)
      #--------------------------------------------------------------------------
      def states_minus(battler, minus_state_set)
        # 뾎뚼긲깋긐귩긏깏귺
        effective = false
        # 깑?긵 (됶룣궥귡긚긡?긣)
        for i in minus_state_set
          # 궞궻긚긡?긣궕븊돿궠귢궲궋귢궽뾎뚼긲깋긐귩긜긞긣
          effective |= self.state?(i)
          # 긚긡?긣빾돸긲깋긐귩긜긞긣
          @state_changed = true
          # 긚긡?긣귩됶룣
          self.state_m[battler].push(i)
        end
        # 긽?긞긤뢎뿹
        return effective
      end
      #--------------------------------------------------------------------------
      # 걶 ?긽?긙뎶럁
      #--------------------------------------------------------------------------
      def damage_effect(battler, item)
        if item == 2
          self.hp += self.recover_hp[battler]
          self.sp += self.recover_sp[battler]
          if self.recover_sp[battler] != 0
            self.damage_sp[battler] = -self.recover_sp[battler]
          end
          self.recover_hp.delete(battler)
          self.recover_sp.delete(battler)
        else
          if self.damage[battler].class != String
            self.hp -= self.damage[battler]
          end
        end
        for i in self.state_p[battler]
          add_state(i)
        end
        for i in self.state_m[battler]
          remove_state(i)
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚깏긞긵?긽?긙궻뚼됈밙뾭
      #--------------------------------------------------------------------------
      def slip_damage_effect
        # ?긽?긙귩먠믦
        self.damage["slip"] = self.maxhp / 10
        # 빁랼
        if self.damage["slip"].abs > 0
          amp = [self.damage["slip"].abs * 15 / 100, 1].max
          self.damage["slip"] += rand(amp+1) + rand(amp+1) - amp
        end
        # HP 궔귞?긽?긙귩뙵럁
        self.hp -= self.damage["slip"]
        # 긽?긞긤뢎뿹
        return true
      end
    end

    #==============================================================================
    # 걾 Game_BattleAction
    #------------------------------------------------------------------------------
    # ?귺긏긘깈깛 (먰벉뭷궻뛱벍) 귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Battler 긏깋
    # 긚궻볙븫궳럊뾭궠귢귏궥갃
    #==============================================================================

    class Game_BattleAction
      #--------------------------------------------------------------------------
      # 걶 뚺둎귽깛긚?깛긚빾릶
      #--------------------------------------------------------------------------
      attr_accessor :spell_id                 # 뜃뫬뻷?뾭긚긌깑 ID
      attr_accessor :force_kind               # 롰빶 (딈? / 긚긌깑 / 귺귽긡?)
      attr_accessor :force_basic              # 딈? (뛘똼 / 뻞뚥 / 벀궛귡)
      attr_accessor :force_skill_id           # 긚긌깑 ID
      #--------------------------------------------------------------------------
      # 걶 뾎뚼뵽믦
      #--------------------------------------------------------------------------
      def valid?
        return (not (@force_kind == 0 and @force_basic == 3))
      end
    end

    #==============================================================================
    # 걾 Game_Actor
    #------------------------------------------------------------------------------
    # ?귺긏??귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Actors 긏깋긚 ($game_actors)
    # 궻볙븫궳럊뾭궠귢갂Game_Party 긏깋긚 ($game_party) 궔귞귖랷뤖궠귢귏궥갃
    #==============================================================================

    class Game_Actor < Game_Battler
      def skill_can_use?(skill_id)
        return super
      end
    end

    #==============================================================================
    # 걾 Game_Enemy
    #------------------------------------------------------------------------------
    # ?긄긨??귩댌궎긏깋긚궳궥갃궞궻긏깋긚궼 Game_Troop 긏깋긚 ($game_troop) 궻
    # 볙븫궳럊뾭궠귢귏궥갃
    #==============================================================================

    class Game_Enemy < Game_Battler
      #--------------------------------------------------------------------------
      # 걶 뚺둎귽깛긚?깛긚빾릶
      #--------------------------------------------------------------------------
      attr_accessor :height                  # 됪몴궻뛼궠
      attr_accessor :real_x                  # X띆뷭뺚맫
      attr_accessor :real_y                  # Y띆뷭뺚맫
      attr_accessor :real_zoom               # 둮묈뿦
      #--------------------------------------------------------------------------
      # 걶 긆긳긙긃긏긣룊딖돸
      #     troop_id     : 긣깑?긵 ID
      #     member_index : 긣깑?긵긽깛긫?궻귽깛긢긞긏긚
      #--------------------------------------------------------------------------
      def initialize(troop_id, member_index)
        super()
        @troop_id = troop_id
        @member_index = member_index
        troop = $data_troops[@troop_id]
        @enemy_id = troop.members[@member_index].enemy_id
        enemy = $data_enemies[@enemy_id]
        @battler_name = enemy.battler_name
        @battler_hue = enemy.battler_hue
        @hp = maxhp
        @sp = maxsp
        @real_x = 0
        @real_y = 0
        @real_zoom = 1.0
        @fly = 0
        enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {@fly = $1.to_i}
        @hidden = troop.members[@member_index].hidden
        @immortal = troop.members[@member_index].immortal
      end
      alias :true_x :screen_x
      alias :true_y :screen_y
      #--------------------------------------------------------------------------
      # 걶 긫긣깑됪뽋 X 띆뷭궻롦벦
      #--------------------------------------------------------------------------
      def screen_x
        return 320 + (true_x - 320) * @real_zoom + @real_x
      end
      #--------------------------------------------------------------------------
      # 걶 긫긣깑됪뽋 Y 띆뷭궻롦벦
      #--------------------------------------------------------------------------
      def screen_y
        return true_y * @real_zoom + @real_y
      end
      #--------------------------------------------------------------------------
      # 걶 긫긣깑됪뽋 Z 띆뷭궻롦벦
      #--------------------------------------------------------------------------
      def screen_z
        return true_y + @fly
      end
      #--------------------------------------------------------------------------
      # 걶 긫긣깑됪뽋 둮묈뿦궻롦벦
      #--------------------------------------------------------------------------
      def zoom
        return ($scene.zoom_rate[1] - $scene.zoom_rate[0]) *
                              (true_y + @fly) / 320 + $scene.zoom_rate[0]
      end
      #--------------------------------------------------------------------------
      # 걶 뛘똼뾭갂긫긣깑됪뽋 X 띆뷭궻롦벦
      #--------------------------------------------------------------------------
      def attack_x(z)
        return (320 - true_x) * z * 0.75
      end
      #--------------------------------------------------------------------------
      # 걶 뛘똼뾭갂긫긣깑됪뽋 Y 띆뷭궻롦벦
      #--------------------------------------------------------------------------
      def attack_y(z)
        return (160 - (true_y + @fly / 4) * z + @height * zoom * z / 2) * 0.75
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏긘깈깛띿맟
      #--------------------------------------------------------------------------
      def make_action
        # 긇깒깛긣귺긏긘깈깛귩긏깏귺
        self.current_action.clear
        # 벍궚궶궋뤾뜃
        unless self.inputable?
          # 긽?긞긤뢎뿹
          return
        end
        # 뙸띪뾎뚼궶귺긏긘깈깛귩뭻뢯
        available_actions = []
        rating_max = 0
        for action in self.actions
          # ??깛 륆뙊둴봃
          n = $game_temp.battle_turn
          a = action.condition_turn_a
          b = action.condition_turn_b
          if (b == 0 and n != a) or
             (b > 0 and (n < 1 or n < a or n % b != a % b))
            next
          end
          # HP 륆뙊둴봃
          if self.hp * 100.0 / self.maxhp > action.condition_hp
            next
          end
          # 깒긹깑 륆뙊둴봃
          if $game_party.max_level < action.condition_level
            next
          end
          # 긚귽긞? 륆뙊둴봃
          switch_id = action.condition_switch_id
          if switch_id > 0 and $game_switches[switch_id] == false
            next
          end
          # 긚긌깑럊뾭됀? 륆뙊둴봃
          if action.kind == 1
            unless self.skill_can_use?(action.skill_id)
              next
            end
          end
          # 륆뙊궸둤뱰 : 궞궻귺긏긘깈깛귩믁돿
          available_actions.push(action)
          if action.rating > rating_max
            rating_max = action.rating
          end
        end
        # 띍묈궻깒?긡귻깛긐뭠귩 3 궴궢궲뜃똶귩똶럁 (0 댥돷궼룣둖)
        ratings_total = 0
        for action in available_actions
          if action.rating > rating_max - 3
            ratings_total += action.rating - (rating_max - 3)
          end
        end
        # 깒?긡귻깛긐궻뜃똶궕 0 궳궼궶궋뤾뜃
        if ratings_total > 0
          # 뿉릶귩띿맟
          value = rand(ratings_total)
          # 띿맟궢궫뿉릶궸뫮돒궥귡귖궻귩긇깒깛긣귺긏긘깈깛궸먠믦
          for action in available_actions
            if action.rating > rating_max - 3
              if value < action.rating - (rating_max - 3)
                self.current_action.kind = action.kind
                self.current_action.basic = action.basic
                self.current_action.skill_id = action.skill_id
                self.current_action.decide_random_target_for_enemy
                return
              else
                value -= action.rating - (rating_max - 3)
              end
            end
          end
        end
      end
    end

    #==============================================================================
    # 걾 Game_Party
    #------------------------------------------------------------------------------
    # ?긬?긡귻귩댌궎긏깋긚궳궥갃긕?깑긤귘귺귽긡?궶궵궻륃뺪궕듵귏귢귏궥갃궞궻긏
    # 깋긚궻귽깛긚?깛긚궼 $game_party 궳랷뤖궠귢귏궥갃
    #==============================================================================

    class Game_Party
      #--------------------------------------------------------------------------
      # 걶 멣뽅뵽믦
      #--------------------------------------------------------------------------
      def all_dead?
        # 긬?긡귻릐릶궕 0 릐궻뤾뜃
        if $game_party.actors.size == 0
          return false
        end
        # HP 0 댥뤵궻귺긏??궕긬?긡귻궸궋귡뤾뜃
        for actor in @actors
          if actor.hp > 0 or actor.damage.size > 0
            return false
          end
        end
        # 멣뽅
        return true
      end
    end

    #==============================================================================
    # 걾 Sprite_Battler
    #------------------------------------------------------------------------------
    # ?긫긣깋??렑뾭궻긚긵깋귽긣궳궥갃Game_Battler 긏깋긚궻귽깛긚?깛긚귩듒럨궢갂
    # 긚긵깋귽긣궻륉뫴귩렔벍밒궸빾돸궠궧귏궥갃
    #==============================================================================

    class Sprite_Battler < RPG::Sprite
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷
      #--------------------------------------------------------------------------
      def update
        super
        # 긫긣깋?궕 nil 궻뤾뜃
        if @battler == nil
          self.bitmap = nil
          loop_animation(nil)
          return
        end
        # 긲?귽깑뼹궔륡몜궕뙸띪궻귖궻궴댶궶귡뤾뜃
        if @battler.battler_name != @battler_name or
           @battler.battler_hue != @battler_hue
          # 긮긞긣?긞긵귩롦벦갂먠믦
          @battler_name = @battler.battler_name
          @battler_hue = @battler.battler_hue
          self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
          @width = bitmap.width
          @height = bitmap.height
          self.ox = @width / 2
          self.oy = @height
          if @battler.is_a?(Game_Enemy)
            @battler.height = @height
          end
          # 먰벉븉?귏궫궼덨귢륉뫴궶귞븉벁뼻뱗귩 0 궸궥귡
          if @battler.dead? or @battler.hidden
            self.opacity = 0
          end
        end
        # 귺긦긽?긘깈깛 ID 궕뙸띪궻귖궻궴댶궶귡뤾뜃
        if @battler.state_animation_id != @state_animation_id
          @state_animation_id = @battler.state_animation_id
          loop_animation($data_animations[@state_animation_id])
        end
        # ?렑궠귢귡귊궖귺긏??궻뤾뜃
        if @battler.is_a?(Game_Actor) and @battler_visible
          # 긽귽깛긲긃?긛궳궶궋궴궖궼븉벁뼻뱗귩귘귘돷궛귡
          if $game_temp.battle_main_phase
            self.opacity += 3 if self.opacity < 255
          else
            self.opacity -= 3 if self.opacity > 207
          end
        end
        # 뼻뽅
        if @battler.blink
          blink_on
        else
          blink_off
        end
        # 븉됀럨궻뤾뜃
        unless @battler_visible
          # 뢯뙸
          if not @battler.hidden and not @battler.dead? and
             (@battler.damage.size < 2 or @battler.damage_pop.size < 2)
            appear
            @battler_visible = true
          end
        end
        # ?긽?긙
        for battler in @battler.damage_pop
          if battler[0].class == Array
            if battler[0][1] >= 0
              $scene.skill_se
            else
              $scene.levelup_se
            end
            damage(@battler.damage[battler[0]], false, 2)
          else
            damage(@battler.damage[battler[0]], @battler.critical[battler[0]])
          end
          if @battler.damage_sp.include?(battler[0])
            damage(@battler.damage_sp[battler[0]],
                    @battler.critical[battler[0]], 1)
            @battler.damage_sp.delete(battler[0])
          end
          @battler.damage_pop.delete(battler[0])
          @battler.damage.delete(battler[0])
          @battler.critical.delete(battler[0])
        end
        # 됀럨궻뤾뜃
        if @battler_visible
          # 벀몪
          if @battler.hidden
            $game_system.se_play($data_system.escape_se)
            escape
            @battler_visible = false
          end
          # 뵏긲깋긞긘깄
          if @battler.white_flash
            whiten
            @battler.white_flash = false
          end
          # 귺긦긽?긘깈깛
          unless @battler.animation.empty?
            for animation in @battler.animation.reverse
              animation($data_animations[animation[0]], animation[1])
              @battler.animation.delete(animation)
            end
          end
          # 긓깋긵긚
          if @battler.damage.empty? and @battler.dead?
            if $scene.dead_ok?(@battler)
              if @battler.is_a?(Game_Enemy)
                $game_system.se_play($data_system.enemy_collapse_se)
              else
                $game_system.se_play($data_system.actor_collapse_se)
              end
              collapse
              @battler_visible = false
            end
          end
        end
        # 긚긵깋귽긣궻띆뷭귩먠믦
        self.x = @battler.screen_x
        self.y = @battler.screen_y
        self.z = @battler.screen_z
        if @battler.is_a?(Game_Enemy)
          self.zoom_x = @battler.real_zoom * @battler.zoom
          self.zoom_y = @battler.real_zoom * @battler.zoom
        end
      end
    end

    #==============================================================================
    # 걾 Window_Base
    #------------------------------------------------------------------------------
    # ?긒??뭷궻궥귊궲궻긂귻깛긤긂궻긚?긬?긏깋긚궳궥갃
    #==============================================================================

    class Window_Base < Window
      #--------------------------------------------------------------------------
      # 걶 긒?긙궻?됪
      #--------------------------------------------------------------------------
      def gauge_rect_at(width, height, align3,
                        color1, color2, color3, color4, color5, color6, color7,
                        color8, color9, color10, color11, color12, grade1, grade2)
        # 쁤?됪
        @at_gauge = Bitmap.new(width, height * 5)
        @at_gauge.fill_rect(0, 0, width, height, color1)
        @at_gauge.fill_rect(1, 1, width - 2, height - 2, color2)
        if (align3 == 1 and grade1 == 0) or grade1 > 0
          color = color3
          color3 = color4
          color4 = color
        end
        if (align3 == 1 and grade2 == 0) or grade2 > 0
          color = color5
          color5 = color6
          color6 = color
          color = color7
          color7 = color8
          color8 = color
          color = color9
          color9 = color10
          color10 = color
          color = color11
          color11 = color12
          color12 = color
        end
        if align3 == 0
          if grade1 == 2
            grade1 = 3
          end
          if grade2 == 2
            grade2 = 3
          end
        end
        # 뗴긒?긙궻?됪 뢢궸긐깋긢?긘깈깛?렑
        @at_gauge.gradation_rect(2, 2, width - 4, height - 4,
                                      color3, color4, grade1)
        # 렳긒?긙궻?됪
        @at_gauge.gradation_rect(2, height + 2, width- 4, height - 4,
                                      color5, color6, grade2)
        @at_gauge.gradation_rect(2, height * 2 + 2, width- 4, height - 4,
                                      color7, color8, grade2)
        @at_gauge.gradation_rect(2, height * 3 + 2, width- 4, height - 4,
                                      color9, color10, grade2)
        @at_gauge.gradation_rect(2, height * 4 + 2, width- 4, height - 4,
                                      color11, color12, grade2)
      end
    end

    #==============================================================================
    # 걾 Window_Help
    #------------------------------------------------------------------------------
    # ?긚긌깑귘A귽긡?궻먣뼻갂귺긏??궻긚긡??긚궶궵귩?렑궥귡긂귻깛긤긂궳궥갃
    #==============================================================================

    class Window_Help < Window_Base
      #--------------------------------------------------------------------------
      # 걶 긄긨??먠믦
      #     enemy : 뼹멟궴긚긡?긣귩?렑궥귡긄긨??
      #--------------------------------------------------------------------------
      def set_enemy(enemy)
        text = enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {""}
        state_text = make_battler_state_text(enemy, 112, false)
        if state_text != ""
          text += "  " + state_text
        end
        set_text(text, 1)
      end
    end

    #==============================================================================
    # 걾 Window_BattleStatus
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궳긬?긡귻긽깛긫?궻긚긡??긚귩?렑궥귡긂귻깛긤긂궳궥갃
    #==============================================================================

    class Window_BattleStatus < Window_Base
      #--------------------------------------------------------------------------
      # 걶 긆긳긙긃긏긣룊딖돸
      #--------------------------------------------------------------------------
      def initialize
        x = (4 - $game_party.actors.size) * 80
        width = $game_party.actors.size * 160
        super(x, 320, width, 160)
        self.back_opacity = 160
        @actor_window = []
        for i in 0...$game_party.actors.size
          @actor_window.push(Window_ActorStatus.new(i, x + i * 160))
        end
        @level_up_flags = [false, false, false, false]
        refresh
      end
      #--------------------------------------------------------------------------
      # 걶 됶뺳
      #--------------------------------------------------------------------------
      def dispose
        for window in @actor_window
          window.dispose
        end
        super
      end
      #--------------------------------------------------------------------------
      # 걶 깏긲깒긞긘깄
      #--------------------------------------------------------------------------
      def refresh(number = 0)
        if number == 0
          cnt = 0
          for window in @actor_window
            window.refresh(@level_up_flags[cnt])
            cnt += 1
          end
        else
          @actor_window[number - 1].refresh(@level_up_flags[number - 1])
        end
      end
      #--------------------------------------------------------------------------
      # 걶 AT긒?긙깏긲깒긞긘깄
      #--------------------------------------------------------------------------
      def at_refresh(number = 0)
        if number == 0
          for window in @actor_window
            window.at_refresh
          end
        else
          @actor_window[number - 1].at_refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷
      #--------------------------------------------------------------------------
      def update
        super
        if self.x != (4 - $game_party.actors.size) * 80
          self.x = (4 - $game_party.actors.size) * 80
          self.width = $game_party.actors.size * 160
          for window in @actor_window
            window.dispose
          end
          @actor_window = []
          for i in 0...$game_party.actors.size
            @actor_window.push(Window_ActorStatus.new(i, x + i * 160))
          end
          refresh
        end
        for window in @actor_window
          window.update
        end
      end
    end

    #==============================================================================
    # 걾 Window_ActorStatus
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궳긬?긡귻긽깛긫?궻긚긡??긚귩궩귢궪귢?렑궥귡긂귻깛긤긂궳궥갃
    #==============================================================================

    class Window_ActorStatus < Window_Base
      #--------------------------------------------------------------------------
      # 걶 긆긳긙긃긏긣룊딖돸
      #--------------------------------------------------------------------------
      def initialize(id, x)
        @actor_num = id
        super(x, 320, 160, 160)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.opacity = 0
        self.back_opacity = 0
        actor = $game_party.actors[@actor_num]
        @actor_nm = actor.name
        @actor_mhp = actor.maxhp
        @actor_msp = actor.maxsp
        @actor_hp = actor.hp
        @actor_sp = actor.sp
        @actor_st = make_battler_state_text(actor, 120, true)
        @status_window = []
        for i in 0...5
          @status_window.push(Window_DetailsStatus.new(actor, i, x))
        end
        refresh(false)
      end
      #--------------------------------------------------------------------------
      # 걶 됶뺳
      #--------------------------------------------------------------------------
      def dispose
        for i in 0...5
          @status_window[i].dispose
        end
        super
      end
      #--------------------------------------------------------------------------
      # 걶 깏긲깒긞긘깄
      #--------------------------------------------------------------------------
      def refresh(level_up_flags)
        self.contents.clear
        actor = $game_party.actors[@actor_num]
        @status_window[0].refresh(actor) if @actor_nm != actor.name
        @status_window[1].refresh(actor) if
          @actor_mhp != actor.maxhp or @actor_hp != actor.hp
        @status_window[2].refresh(actor) if
          @actor_msp != actor.maxsp or @actor_sp != actor.sp
        @status_window[3].refresh(actor, level_up_flags) if
          @actor_st != make_battler_state_text(actor, 120, true) or level_up_flags
        @actor_nm = actor.name
        @actor_mhp = actor.maxhp
        @actor_msp = actor.maxsp
        @actor_hp = actor.hp
        @actor_sp = actor.sp
        @actor_st = make_battler_state_text(actor, 120, true)
      end
      #--------------------------------------------------------------------------
      # 걶 AT긒?긙깏긲깒긞긘깄
      #--------------------------------------------------------------------------
      def at_refresh
        @status_window[4].refresh($game_party.actors[@actor_num])
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷
      #--------------------------------------------------------------------------
      def update
        for window in @status_window
          window.update
        end
      end
    end

    #==============================================================================
    # 걾 Window_DetailsStatus
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궳귺긏??궻긚긡??긚귩뙿갲궸?렑궥귡긂귻깛긤긂궳궥갃
    #==============================================================================

    class Window_DetailsStatus < Window_Base
      #--------------------------------------------------------------------------
      # 걶 긆긳긙긃긏긣룊딖돸
      #--------------------------------------------------------------------------
      def initialize(actor, id, x)
        @status_id = id
        super(x, 320 + id * 26, 160, 64)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.opacity = 0
        self.back_opacity = 0
        refresh(actor, false)
      end
      #--------------------------------------------------------------------------
      # 걶 됶뺳
      #--------------------------------------------------------------------------
      def dispose
        super
      end
      #--------------------------------------------------------------------------
      # 걶 깏긲깒긞긘깄
      #--------------------------------------------------------------------------
      def refresh(actor, level_up_flags = false)
        self.contents.clear
        case @status_id
        when 0
          draw_actor_name(actor, 4, 0)
        when 1
          draw_actor_hp(actor, 4, 0, 120)
        when 2
          draw_actor_sp(actor, 4, 0, 120)
        when 3
          if level_up_flags
            self.contents.font.color = normal_color
            self.contents.draw_text(4, 0, 120, 32, "LEVEL UP!")
          else
            draw_actor_state(actor, 4, 0)
          end
        when 4
          draw_actor_atg(actor, 4, 0, 120)
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷
      #--------------------------------------------------------------------------
      def update
        # 긽귽깛긲긃?긛궻궴궖궼븉벁뼻뱗귩귘귘돷궛귡
        if $game_temp.battle_main_phase
          self.contents_opacity -= 4 if self.contents_opacity > 191
        else
          self.contents_opacity += 4 if self.contents_opacity < 255
        end
      end
    end

    #==============================================================================
    # 걾 Arrow_Base
    #------------------------------------------------------------------------------
    # ?긫긣깑됪뽋궳럊뾭궥귡귺깓?긇??깑?렑뾭궻긚긵깋귽긣궳궥갃궞궻긏깋긚궼
    # Arrow_Enemy 긏깋긚궴 Arrow_Actor 긏깋긚궻긚?긬?긏깋긚궴궢궲럊뾭궠귢귏궥갃
    #==============================================================================

    class Arrow_Base < Sprite
      #--------------------------------------------------------------------------
      # 걶 긆긳긙긃긏긣룊딖돸
      #     viewport : 긮깄???긣
      #--------------------------------------------------------------------------
      def initialize(viewport)
        super(viewport)
        self.bitmap = RPG::Cache.windowskin($game_system.windowskin_name)
        self.ox = 16
        self.oy = 32
        self.z = 2500
        @blink_count = 0
        @index = 0
        @help_window = nil
        update
      end
    end

    #==============================================================================
    # 걾 Arrow_Enemy
    #------------------------------------------------------------------------------
    # ?긄긨??귩멗묖궠궧귡궫귕궻귺깓?긇??깑궳궥갃궞궻긏깋긚궼 Arrow_Base 긏깋
    # 긚귩똯뤂궢귏궥갃
    #==============================================================================

    class Arrow_Enemy < Arrow_Base
      #--------------------------------------------------------------------------
      # 걶 긲깒??뛛륷
      #--------------------------------------------------------------------------
      def update
        super
        # 뫔띪궢궶궋긄긨??귩럚궢궲궋궫귞뷅궽궥
        $game_troop.enemies.size.times do
          break if self.enemy.exist?
          @index += 1
          @index %= $game_troop.enemies.size
        end
        # 긇??깑덭
        if Input.repeat?(Input::RIGHT)
          $game_system.se_play($data_system.cursor_se)
          $game_troop.enemies.size.times do
            @index += 1
            @index %= $game_troop.enemies.size
            break if self.enemy.exist?
          end
          $scene.camera = "select"
          zoom = 1 / self.enemy.zoom
          $scene.spriteset.screen_target(self.enemy.attack_x(zoom) * 0.75,
                                          self.enemy.attack_y(zoom) * 0.75, zoom)
        end
        # 긇??깑뜺
        if Input.repeat?(Input::LEFT)
          $game_system.se_play($data_system.cursor_se)
          $game_troop.enemies.size.times do
            @index += $game_troop.enemies.size - 1
            @index %= $game_troop.enemies.size
            break if self.enemy.exist?
          end
          $scene.camera = "select"
          zoom = 1 / self.enemy.zoom
          $scene.spriteset.screen_target(self.enemy.attack_x(zoom) * 0.75,
                                          self.enemy.attack_y(zoom) * 0.75, zoom)
        end
        # 긚긵깋귽긣궻띆뷭귩먠믦
        if self.enemy != nil
          self.x = self.enemy.screen_x
          self.y = self.enemy.screen_y
        end
      end
    end

    #==============================================================================
    # 걾 Interpreter
    #------------------------------------------------------------------------------
    # ?귽긹깛긣긓?깛긤귩렳뛱궥귡귽깛?긵깏?궳궥갃궞궻긏깋긚궼 Game_System 긏깋
    # 긚귘 Game_Event 긏깋긚궻볙븫궳럊뾭궠귢귏궥갃
    #==============================================================================

    class Interpreter
      #--------------------------------------------------------------------------
      # 걶 귺긏??궻볺귢뫶궑
      #--------------------------------------------------------------------------
      def command_129
        # 귺긏??귩롦벦
        actor = $game_actors[@parameters[0]]
        # 귺긏??궕뾎뚼궻뤾뜃
        if actor != nil
          # ?띿궳빁딌
          if @parameters[1] == 0
            if @parameters[2] == 1
              $game_actors[@parameters[0]].setup(@parameters[0])
            end
            $game_party.add_actor(@parameters[0])
            if $game_temp.in_battle
              $game_actors[@parameters[0]].at = 0
              $game_actors[@parameters[0]].atp = 0
              $scene.spell_reset($game_actors[@parameters[0]])
              $game_actors[@parameters[0]].damage_pop = {}
              $game_actors[@parameters[0]].damage = {}
              $game_actors[@parameters[0]].damage_sp = {}
              $game_actors[@parameters[0]].critical = {}
              $game_actors[@parameters[0]].recover_hp = {}
              $game_actors[@parameters[0]].recover_sp = {}
              $game_actors[@parameters[0]].state_p = {}
              $game_actors[@parameters[0]].state_m = {}
              $game_actors[@parameters[0]].animation = []
            end
          else
            $game_party.remove_actor(@parameters[0])
          end
        end
        if $game_temp.in_battle
          $scene.status_window.update
        end
        # 똯뫏
        return true
      end
      #--------------------------------------------------------------------------
      # 걶 HP 궻몵뙵
      #--------------------------------------------------------------------------
      alias :command_311_rtab :command_311
      def command_311
        command_311_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 SP 궻몵뙵
      #--------------------------------------------------------------------------
      alias :command_312_rtab :command_312
      def command_312
        command_312_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긚긡?긣궻빾뛛
      #--------------------------------------------------------------------------
      alias :command_313_rtab :command_313
      def command_313
        command_313_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 멣됷븳
      #--------------------------------------------------------------------------
      alias :command_314_rtab :command_314
      def command_314
        command_314_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 EXP 궻몵뙵
      #--------------------------------------------------------------------------
      alias :command_315_rtab :command_315
      def command_315
        command_315_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 깒긹깑궻몵뙵
      #--------------------------------------------------------------------------
      alias :command_316_rtab :command_316
      def command_316
        command_316_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 긬깋긽??궻몵뙵
      #--------------------------------------------------------------------------
      alias :command_317_rtab :command_317
      def command_317
        command_317_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 몧뷈궻빾뛛
      #--------------------------------------------------------------------------
      alias :command_319_rtab :command_319
      def command_319
        command_319_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏??궻뼹멟빾뛛
      #--------------------------------------------------------------------------
      alias :command_320_rtab :command_320
      def command_320
        command_320_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏??궻긏깋긚빾뛛
      #--------------------------------------------------------------------------
      alias :command_321_rtab :command_321
      def command_321
        command_321_rtab
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
      end
      #--------------------------------------------------------------------------
      # 걶 귺긦긽?긘깈깛궻?렑
      #--------------------------------------------------------------------------
      def command_337
        # 귽긡깒??궳룉뿚
        iterate_battler(@parameters[0], @parameters[1]) do |battler|
          # 긫긣깋?궕뫔띪궥귡뤾뜃
          if battler.exist?
            # 귺긦긽?긘깈깛 ID 귩먠믦
            battler.animation.push([@parameters[2], true])
          end
        end
        # 똯뫏
        return true
      end
      #--------------------------------------------------------------------------
      # 걶 ?긽?긙궻룉뿚
      #--------------------------------------------------------------------------
      def command_338
        # ?띿궥귡뭠귩롦벦
        value = operate_value(0, @parameters[2], @parameters[3])
        # 귽긡깒??궳룉뿚
        iterate_battler(@parameters[0], @parameters[1]) do |battler|
          # 긫긣깋?궕뫔띪궥귡뤾뜃
          if battler.exist?
            # HP 귩빾뛛
            battler.hp -= value
            # 먰벉뭷궶귞
            if $game_temp.in_battle
              # ?긽?긙귩먠믦
              battler.damage["event"] = value
              battler.damage_pop["event"] = true
            end
          end
        end
        if $game_temp.in_battle
          $scene.status_window.refresh
        end
        # 똯뫏
        return true
      end
      #--------------------------------------------------------------------------
      # 걶 귺긏긘깈깛궻떗맕
      #--------------------------------------------------------------------------
      def command_339
        # 먰벉뭷궳궶궚귢궽뼰럨
        unless $game_temp.in_battle
          return true
        end
        # ??깛릶궕 0 궶귞뼰럨
        if $game_temp.battle_turn == 0
          return true
        end
        # 귽긡깒??궳룉뿚 (뺇딿밒궶귖궻궳갂븸릶궸궶귡궞궴궼궶궋)
        iterate_battler(@parameters[0], @parameters[1]) do |battler|
          # 긫긣깋?궕뫔띪궥귡뤾뜃
          if battler.exist?
            # 귺긏긘깈깛귩먠믦
            battler.current_action.force_kind = @parameters[2]
            if battler.current_action.force_kind == 0
              battler.current_action.force_basic = @parameters[3]
            else
              battler.current_action.force_skill_id = @parameters[3]
            end
            # 뛱벍뫮뤭귩먠믦
            if @parameters[4] == -2
              if battler.is_a?(Game_Enemy)
                battler.current_action.decide_last_target_for_enemy
              else
                battler.current_action.decide_last_target_for_actor
              end
            elsif @parameters[4] == -1
              if battler.is_a?(Game_Enemy)
                battler.current_action.decide_random_target_for_enemy
              else
                battler.current_action.decide_random_target_for_actor
              end
            elsif @parameters[4] >= 0
              battler.current_action.target_index = @parameters[4]
            end
            # 귺긏긘깈깛궕뾎뚼궔궰 [궥궙궸렳뛱] 궻뤾뜃
            if battler.current_action.valid? and @parameters[5] == 1
              # 떗맕뫮뤭궻긫긣깋?귩먠믦
              $game_temp.forcing_battler = battler
              # 귽깛긢긞긏긚귩릋귕귡
              @index += 1
              # 뢎뿹
              return false
            elsif battler.current_action.valid? and @parameters[5] == 0
              battler.current_action.forcing = true
            end
          end
        end
        # 똯뫏
        return true
      end
    end

    #==============================================================================
    # 걾 Sprite긾긙깄?깑
    #------------------------------------------------------------------------------
    # ?귺긦긽?긘깈깛궻듖뿚귩뛱궎긾긙깄?깑궳궥갃
    #==============================================================================

    module RPG
      class Sprite < ::Sprite
        def initialize(viewport = nil)
          super(viewport)
          @_whiten_duration = 0
          @_appear_duration = 0
          @_escape_duration = 0
          @_collapse_duration = 0
          @_damage = []
          @_animation = []
          @_animation_duration = 0
          @_blink = false
        end
        def damage(value, critical, type = 0)
          if value.is_a?(Numeric)
            damage_string = value.abs.to_s
          else
            damage_string = value.to_s
          end
          bitmap = Bitmap.new(160, 48)
          bitmap.font.name = "Arial Black"
          bitmap.font.size = 32
          bitmap.font.color.set(0, 0, 0)
          bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
          bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
          bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
          bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
          if value.is_a?(Numeric) and value < 0
            if type == 0
              bitmap.font.color.set(176, 255, 144)
            else
              bitmap.font.color.set(176, 144, 255)
            end
          else
            if type == 0
              bitmap.font.color.set(255, 255, 255)
            else
              bitmap.font.color.set(255, 176, 144)
            end
          end
          if type == 2
            bitmap.font.color.set(255, 224, 128)
          end
          bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
          if critical
            string = "CRITICAL"
            bitmap.font.size = 20
            bitmap.font.color.set(0, 0, 0)
            bitmap.draw_text(-1, -1, 160, 20, string, 1)
            bitmap.draw_text(+1, -1, 160, 20, string, 1)
            bitmap.draw_text(-1, +1, 160, 20, string, 1)
            bitmap.draw_text(+1, +1, 160, 20, string, 1)
            bitmap.font.color.set(255, 255, 255)
            bitmap.draw_text(0, 0, 160, 20, string, 1)
          end
          num = @_damage.size
          if type != 2
            @_damage.push([::Sprite.new, 40, 0, rand(40) - 20, rand(30) + 50])
          else
            @_damage.push([::Sprite.new, 40, 0, rand(20) - 10, rand(20) + 60])
          end
          @_damage[num][0].bitmap = bitmap
          @_damage[num][0].ox = 80 + self.viewport.ox
          @_damage[num][0].oy = 20 + self.viewport.oy
          if self.battler.is_a?(Game_Actor)
            @_damage[num][0].x = self.x
            @_damage[num][0].y = self.y - self.oy / 2
          else
            @_damage[num][0].x = self.x + self.viewport.rect.x -
                                self.ox + self.src_rect.width / 2
            @_damage[num][0].y = self.y - self.oy * self.zoom_y / 2 +
                                self.viewport.rect.y
            @_damage[num][0].zoom_x = self.zoom_x
            @_damage[num][0].zoom_y = self.zoom_y
            @_damage[num][0].z = 3000
          end
        end
        def animation(animation, hit)
          return if animation == nil
          num = @_animation.size
          @_animation.push([animation, hit, animation.frame_max, []])
          bitmap = RPG::Cache.animation(animation.animation_name,
                                        animation.animation_hue)
          if @@_reference_count.include?(bitmap)
            @@_reference_count[bitmap] += 1
          else
            @@_reference_count[bitmap] = 1
          end
          if @_animation[num][0] != 3 or not @@_animations.include?(animation)
            for i in 0..15
              sprite = ::Sprite.new
              sprite.bitmap = bitmap
              sprite.visible = false
              @_animation[num][3].push(sprite)
            end
            unless @@_animations.include?(animation)
              @@_animations.push(animation)
            end
          end
          update_animation(@_animation[num])
        end
        def loop_animation(animation)
          return if animation == @_loop_animation
          dispose_loop_animation
          @_loop_animation = animation
          return if @_loop_animation == nil
          @_loop_animation_index = 0
          animation_name = @_loop_animation.animation_name
          animation_hue = @_loop_animation.animation_hue
          bitmap = RPG::Cache.animation(animation_name, animation_hue)
          if @@_reference_count.include?(bitmap)
            @@_reference_count[bitmap] += 1
          else
            @@_reference_count[bitmap] = 1
          end
          @_loop_animation_sprites = []
          for i in 0..15
            sprite = ::Sprite.new
            sprite.bitmap = bitmap
            sprite.visible = false
            @_loop_animation_sprites.push(sprite)
          end
          update_loop_animation
        end
        def dispose_damage
          for damage in @_damage.reverse
            damage[0].bitmap.dispose
            damage[0].dispose
            @_damage.delete(damage)
          end
        end
        def dispose_animation
          for anime in @_animation.reverse
            sprite = anime[3][0]
            if sprite != nil
              @@_reference_count[sprite.bitmap] -= 1
              if @@_reference_count[sprite.bitmap] == 0
                sprite.bitmap.dispose
              end
            end
            for sprite in anime[3]
              sprite.dispose
            end
            @_animation.delete(anime)
          end
        end
        def effect?
          @_whiten_duration > 0 or
          @_appear_duration > 0 or
          @_escape_duration > 0 or
          @_collapse_duration > 0 or
          @_damage.size == 0 or
          @_animation.size == 0
        end
        def update
          super
          if @_whiten_duration > 0
            @_whiten_duration -= 1
            self.color.alpha = 128 - (16 - @_whiten_duration) * 10
          end
          if @_appear_duration > 0
            @_appear_duration -= 1
            self.opacity = (16 - @_appear_duration) * 16
          end
          if @_escape_duration > 0
            @_escape_duration -= 1
            self.opacity = 256 - (32 - @_escape_duration) * 10
          end
          if @_collapse_duration > 0
            @_collapse_duration -= 1
            self.opacity = 256 - (48 - @_collapse_duration) * 6
          end
          for damage in @_damage
            if damage[1] > 0
              damage[1] -= 1
              damage[4] -= 3
              damage[2] -= damage[4]
              if self.battler.is_a?(Game_Actor)
                damage[0].x = self.x + (40 - damage[1]) * damage[3] / 10
                damage[0].y = self.y - self.oy / 2 + damage[2] / 10
              else
                damage[0].x = self.x + self.viewport.rect.x -
                              self.ox + self.src_rect.width / 2 +
                              (40 - damage[1]) * damage[3] / 10
                damage[0].y = self.y - self.oy * self.zoom_y / 2 +
                              self.viewport.rect.y + damage[2] / 10
                damage[0].zoom_x = self.zoom_x
                damage[0].zoom_y = self.zoom_y
              end
              damage[0].z = 2960 + damage[1]
              damage[0].opacity = 256 - (12 - damage[1]) * 32
              if damage[1] == 0
                damage[0].bitmap.dispose
                damage[0].dispose
                @_damage.delete(damage)
              end
            end
          end
          for anime in @_animation
            if (Graphics.frame_count % 2 == 0)
              anime[2] -= 1
              update_animation(anime)
            end
          end
          if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
            update_loop_animation
            @_loop_animation_index += 1
            @_loop_animation_index %= @_loop_animation.frame_max
          end
          if @_blink
            @_blink_count = (@_blink_count + 1) % 32
            if @_blink_count < 16
              alpha = (16 - @_blink_count) * 6
            else
              alpha = (@_blink_count - 16) * 6
            end
            self.color.set(255, 255, 255, alpha)
          end
          @@_animations.clear
        end
        def update_animation(anime)
          if anime[2] > 0
            frame_index = anime[0].frame_max - anime[2]
            cell_data = anime[0].frames[frame_index].cell_data
            position = anime[0].position
            animation_set_sprites(anime[3], cell_data, position)
            for timing in anime[0].timings
              if timing.frame == frame_index
                animation_process_timing(timing, anime[1])
              end
            end
          else
            @@_reference_count[anime[3][0].bitmap] -= 1
            if @@_reference_count[anime[3][0].bitmap] == 0
                anime[3][0].bitmap.dispose
            end
            for sprite in anime[3]
              sprite.dispose
            end
            @_animation.delete(anime)
          end
        end
        def animation_set_sprites(sprites, cell_data, position)
          for i in 0..15
            sprite = sprites[i]
            pattern = cell_data[i, 0]
            if sprite == nil or pattern == nil or pattern == -1
              sprite.visible = false if sprite != nil
              next
            end
            sprite.visible = true
            sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
            if position == 3
              if self.viewport != nil
                sprite.x = self.viewport.rect.width / 2
                if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
                  sprite.y = self.viewport.rect.height - 320
                else
                  sprite.y = self.viewport.rect.height - 160
                end
              else
                sprite.x = 320
                sprite.y = 240
              end
            else
              sprite.x = self.x + self.viewport.rect.x -
                          self.ox + self.src_rect.width / 2
              if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
                sprite.y = self.y - self.oy * self.zoom_y / 2 +
                            self.viewport.rect.y
                if position == 0
                  sprite.y -= self.src_rect.height * self.zoom_y / 4
                elsif position == 2
                  sprite.y += self.src_rect.height * self.zoom_y / 4
                end
              else
                sprite.y = self.y + self.viewport.rect.y -
                            self.oy + self.src_rect.height / 2
                sprite.y -= self.src_rect.height / 4 if position == 0
                sprite.y += self.src_rect.height / 4 if position == 2
              end
            end
            sprite.x += cell_data[i, 1]
            sprite.y += cell_data[i, 2]
            sprite.z = 2000
            sprite.ox = 96
            sprite.oy = 96
            sprite.zoom_x = cell_data[i, 3] / 100.0
            sprite.zoom_y = cell_data[i, 3] / 100.0
            if position != 3
              sprite.zoom_x *= self.zoom_x
              sprite.zoom_y *= self.zoom_y
            end
            sprite.angle = cell_data[i, 4]
            sprite.mirror = (cell_data[i, 5] == 1)
            sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
            sprite.blend_type = cell_data[i, 7]
          end
        end
        def x=(x)
          sx = x - self.x
          if sx != 0
            for anime in @_animation
              if anime[3] != nil
                for i in 0..15
                  anime[3][i].x += sx
                end
              end
            end
            if @_loop_animation_sprites != nil
              for i in 0..15
                @_loop_animation_sprites[i].x += sx
              end
            end
          end
          super
        end
        def y=(y)
          sy = y - self.y
          if sy != 0
            for anime in @_animation
              if anime[3] != nil
                for i in 0..15
                  anime[3][i].y += sy
                end
              end
            end
            if @_loop_animation_sprites != nil
              for i in 0..15
                @_loop_animation_sprites[i].y += sy
              end
            end
          end
          super
        end
      end
    end

    #------------------------------------------------------------------------------
    # ?Bitmap긏깋긚궸륷궫궶??귩믁돿궢귏궥갃
    #==============================================================================

    class Bitmap
      #--------------------------------------------------------------------------
      # 걶 뗩?귩긐깋긢?긘깈깛?렑
      #     color1 : 긚??긣긇깋?
      #     color2 : 긄깛긤긇깋?
      #     align  :  0:돘궸긐깋긢?긘깈깛
      #               1:뢢궸긐깋긢?긘깈깛
      #               2:롈귕궸긐깋긢?긘깈깛걁똽뢣궸궰궖뭾댰걂
      #--------------------------------------------------------------------------
      def gradation_rect(x, y, width, height, color1, color2, align = 0)
        if align == 0
          for i in x...x + width
            red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
            green = color1.green +
                    (color2.green - color1.green) * (i - x) / (width - 1)
            blue  = color1.blue +
                    (color2.blue - color1.blue) * (i - x) / (width - 1)
            alpha = color1.alpha +
                    (color2.alpha - color1.alpha) * (i - x) / (width - 1)
            color = Color.new(red, green, blue, alpha)
            fill_rect(i, y, 1, height, color)
          end
        elsif align == 1
          for i in y...y + height
            red   = color1.red +
                    (color2.red - color1.red) * (i - y) / (height - 1)
            green = color1.green +
                    (color2.green - color1.green) * (i - y) / (height - 1)
            blue  = color1.blue +
                    (color2.blue - color1.blue) * (i - y) / (height - 1)
            alpha = color1.alpha +
                    (color2.alpha - color1.alpha) * (i - y) / (height - 1)
            color = Color.new(red, green, blue, alpha)
            fill_rect(x, i, width, 1, color)
          end
        elsif align == 2
          for i in x...x + width
            for j in y...y + height
              red   = color1.red + (color2.red - color1.red) *
                      ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              green = color1.green + (color2.green - color1.green) *
                      ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              blue  = color1.blue + (color2.blue - color1.blue) *
                      ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              alpha = color1.alpha + (color2.alpha - color1.alpha) *
                      ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              color = Color.new(red, green, blue, alpha)
              set_pixel(i, j, color)
            end
          end
        elsif align == 3
          for i in x...x + width
            for j in y...y + height
              red   = color1.red + (color2.red - color1.red) *
                  ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              green = color1.green + (color2.green - color1.green) *
                  ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              blue  = color1.blue + (color2.blue - color1.blue) *
                  ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
              color = Color.new(red, green, blue, alpha)
              set_pixel(i, j, color)
            end
          end
        end
      end

    이거어케씀?

     

  • ?
    RPG군 2011.01.28 16:56

    되질않네요 ㅠㅠ


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