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Main


Scene_Battle 3 ::: postι le 2006-02-16 @ 10:27:00
Auteur: Yukihiro matsumoto

#============================================
# ‘ Scene_Battle (•ͺŠ„’θ‹` 3)
#----------------------------------------------
# @ƒoƒgƒ‹‰ζ–ʂ̏ˆ—‚πs‚€ƒNƒ‰ƒX‚Ε‚·B
#============================================

class Scene_Battle
#------------------------------------------
# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
#------------------------------------------
def start_phase3
# ƒtƒF[ƒY 3 ‚ΙˆΪs
@phase = 3
# ƒAƒNƒ^[‚π”ρ‘I‘πσ‘Ԃɐݒθ
@actor_index = -1
@active_battler = nil
# ŽŸ‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
phase3_next_actor
end
#------------------------------------------
# œ ŽŸ‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
#------------------------------------------
def phase3_next_actor
# ƒ‹[ƒv
begin
# ƒAƒNƒ^[‚Μ–Ύ–ΕƒGƒtƒFƒNƒg OFF
if @active_battler != nil
@active_battler.blink = false
end
# ΕŒγ‚ΜƒAƒNƒ^[‚̏ꍇ
if @actor_index == $game_party.actors.size-1
# ƒƒCƒ“ƒtƒF[ƒYŠJŽn
start_phase4
return
end
# ƒAƒNƒ^[‚ΜƒCƒ“ƒfƒbƒNƒX‚πi‚ί‚ι
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# ƒAƒNƒ^[‚ͺƒRƒ}ƒ“ƒh“ό—Ν‚πŽσ‚―•t‚―‚Θ‚’σ‘Τ‚Θ‚η‚ΰ‚€ˆκ“x
end until @active_battler.inputable?
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚πƒZƒbƒgƒAƒbƒv
phase3_setup_command_window
end
#------------------------------------------
# œ ‘O‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
#------------------------------------------
def phase3_prior_actor
# ƒ‹[ƒv
begin
# ƒAƒNƒ^[‚Μ–Ύ–ΕƒGƒtƒFƒNƒg OFF
if @active_battler != nil
@active_battler.blink = false
end
# Ε‰‚ΜƒAƒNƒ^[‚̏ꍇ
if @actor_index == 0
# ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
start_phase2
return
end
# ƒAƒNƒ^[‚ΜƒCƒ“ƒfƒbƒNƒX‚π–ί‚·
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# ƒAƒNƒ^[‚ͺƒRƒ}ƒ“ƒh“ό—Ν‚πŽσ‚―•t‚―‚Θ‚’σ‘Τ‚Θ‚η‚ΰ‚€ˆκ“x
end until @active_battler.inputable?
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚πƒZƒbƒgƒAƒbƒv
phase3_setup_command_window
end
#------------------------------------------
# œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ΜƒZƒbƒgƒAƒbƒv
#------------------------------------------
def phase3_setup_command_window
# ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π–³Œψ‰»
@party_command_window.active = false
@party_command_window.visible = false
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π—LŒψ‰»
@actor_command_window.active = true
@actor_command_window.visible = true
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ΜˆΚ’u‚πέ’θ
@actor_command_window.x = @actor_index * 160
# ƒCƒ“ƒfƒbƒNƒX‚π 0 ‚ɐݒθ
@actor_command_window.index = 0
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY)
#------------------------------------------
def update_phase3
# ƒGƒlƒ~[ƒAƒ[‚ͺ—LŒψ‚̏ꍇ
if @enemy_arrow != nil
update_phase3_enemy_select
# ƒAƒNƒ^[ƒAƒ[‚ͺ—LŒψ‚̏ꍇ
elsif @actor_arrow != nil
update_phase3_actor_select
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚ͺ—LŒψ‚̏ꍇ
elsif @skill_window != nil
update_phase3_skill_select
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ͺ—LŒψ‚̏ꍇ
elsif @item_window != nil
update_phase3_item_select
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ͺ—LŒψ‚̏ꍇ
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šξ–{ƒRƒ}ƒ“ƒh)
#------------------------------------------
def update_phase3_basic_command
# B ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚π‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ‘O‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
phase3_prior_actor
return
end
# C ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::C)
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ΜƒJ[ƒƒ‹ˆΚ’u‚Ε•ͺŠς
case @actor_command_window.index
when 0 # UŒ‚
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# ƒGƒlƒ~[‚Μ‘I‘π‚πŠJŽn
start_enemy_select
when 1 # ƒXƒLƒ‹
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.kind = 1
# ƒXƒLƒ‹‚Μ‘I‘π‚πŠJŽn
start_skill_select
when 2 # –hŒδ
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# ŽŸ‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
phase3_next_actor
when 3 # ƒAƒCƒeƒ€
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.kind = 2
# ƒAƒCƒeƒ€‚Μ‘I‘π‚πŠJŽn
start_item_select
end
return
end
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : ƒXƒLƒ‹‘I‘π)
#------------------------------------------
def update_phase3_skill_select
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚π‰ΒŽ‹σ‘Τ‚Ι‚·‚ι
@skill_window.visible = true
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚πXV
@skill_window.update
# B ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚π‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒXƒLƒ‹‚Μ‘I‘π‚πI—Ή
end_skill_select
return
end
# C ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::C)
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚ΕŒ»έ‘I‘π‚³‚κ‚Δ‚’‚ιƒf[ƒ^‚πŽζ“Ύ
@skill = @skill_window.skill
# Žg—p‚Ε‚«‚Θ‚’κ‡
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
# ƒuƒU[ SE ‚π‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.skill_id = @skill.id
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚π•s‰ΒŽ‹σ‘Τ‚Ι‚·‚ι
@skill_window.visible = false
# Œψ‰Κ”ΝˆΝ‚ͺ“G’P‘̂̏ꍇ
if @skill.scope == 1
# ƒGƒlƒ~[‚Μ‘I‘π‚πŠJŽn
start_enemy_select
# Œψ‰Κ”ΝˆΝ‚ͺ–‘•ϋ’P‘̂̏ꍇ
elsif @skill.scope == 3 or @skill.scope == 5
# ƒAƒNƒ^[‚Μ‘I‘π‚πŠJŽn
start_actor_select
# Œψ‰Κ”ΝˆΝ‚ͺ’P‘Μ‚Ε‚Ν‚Θ‚’κ‡
else
# ƒXƒLƒ‹‚Μ‘I‘π‚πI—Ή
end_skill_select
# ŽŸ‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
phase3_next_actor
end
return
end
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : ƒAƒCƒeƒ€‘I‘π)
#------------------------------------------
def update_phase3_item_select
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚π‰ΒŽ‹σ‘Τ‚Ι‚·‚ι
@item_window.visible = true
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚πXV
@item_window.update
# B ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚π‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒAƒCƒeƒ€‚Μ‘I‘π‚πI—Ή
end_item_select
return
end
# C ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::C)
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚ΕŒ»έ‘I‘π‚³‚κ‚Δ‚’‚ιƒf[ƒ^‚πŽζ“Ύ
@item = @item_window.item
# Žg—p‚Ε‚«‚Θ‚’κ‡
unless $game_party.item_can_use?(@item.id)
# ƒuƒU[ SE ‚π‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.item_id = @item.id
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚π•s‰ΒŽ‹σ‘Τ‚Ι‚·‚ι
@item_window.visible = false
# Œψ‰Κ”ΝˆΝ‚ͺ“G’P‘̂̏ꍇ
if @item.scope == 1
# ƒGƒlƒ~[‚Μ‘I‘π‚πŠJŽn
start_enemy_select
# Œψ‰Κ”ΝˆΝ‚ͺ–‘•ϋ’P‘̂̏ꍇ
elsif @item.scope == 3 or @item.scope == 5
# ƒAƒNƒ^[‚Μ‘I‘π‚πŠJŽn
start_actor_select
# Œψ‰Κ”ΝˆΝ‚ͺ’P‘Μ‚Ε‚Ν‚Θ‚’κ‡
else
# ƒAƒCƒeƒ€‚Μ‘I‘π‚πI—Ή
end_item_select
# ŽŸ‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
phase3_next_actor
end
return
end
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : ƒGƒlƒ~[‘I‘π)
#------------------------------------------
def update_phase3_enemy_select
# ƒGƒlƒ~[ƒAƒ[‚πXV
@enemy_arrow.update
# B ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚π‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒGƒlƒ~[‚Μ‘I‘π‚πI—Ή
end_enemy_select
return
end
# C ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::C)
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.target_index = @enemy_arrow.index
# ƒGƒlƒ~[‚Μ‘I‘π‚πI—Ή
end_enemy_select
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE•ަ’†‚̏ꍇ
if @skill_window != nil
# ƒXƒLƒ‹‚Μ‘I‘π‚πI—Ή
end_skill_select
end
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE•ަ’†‚̏ꍇ
if @item_window != nil
# ƒAƒCƒeƒ€‚Μ‘I‘π‚πI—Ή
end_item_select
end
# ŽŸ‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
phase3_next_actor
end
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : ƒAƒNƒ^[‘I‘π)
#------------------------------------------
def update_phase3_actor_select
# ƒAƒNƒ^[ƒAƒ[‚πXV
@actor_arrow.update
# B ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚π‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒAƒNƒ^[‚Μ‘I‘π‚πI—Ή
end_actor_select
return
end
# C ƒ{ƒ^ƒ“‚ͺ‰Ÿ‚³‚κ‚½κ‡
if Input.trigger?(Input::C)
# Œˆ’θ SE ‚π‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒNƒVƒ‡ƒ“‚πέ’θ
@active_battler.current_action.target_index = @actor_arrow.index
# ƒAƒNƒ^[‚Μ‘I‘π‚πI—Ή
end_actor_select
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE•ަ’†‚̏ꍇ
if @skill_window != nil
# ƒXƒLƒ‹‚Μ‘I‘π‚πI—Ή
end_skill_select
end
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE•ަ’†‚̏ꍇ
if @item_window != nil
# ƒAƒCƒeƒ€‚Μ‘I‘π‚πI—Ή
end_item_select
end
# ŽŸ‚ΜƒAƒNƒ^[‚ΜƒRƒ}ƒ“ƒh“ό—Ν‚Φ
phase3_next_actor
end
end
#------------------------------------------
# œ ƒGƒlƒ~[‘I‘πŠJŽn
#------------------------------------------
def start_enemy_select
# ƒGƒlƒ~[ƒAƒ[‚πμ¬
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚πŠΦ˜A•t‚―
@enemy_arrow.help_window = @help_window
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π–³Œψ‰»
@actor_command_window.active = false
@actor_command_window.visible = false
end
#------------------------------------------
# œ ƒGƒlƒ~[‘I‘πI—Ή
#------------------------------------------
def end_enemy_select
# ƒGƒlƒ~[ƒAƒ[‚π‰π•ϊ
@enemy_arrow.dispose
@enemy_arrow = nil
# ƒRƒ}ƒ“ƒh‚ͺ [ν‚€] ‚̏ꍇ
if @actor_command_window.index == 0
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π—LŒψ‰»
@actor_command_window.active = true
@actor_command_window.visible = true
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚π‰B‚·
@help_window.visible = false
end
end
#------------------------------------------
# œ ƒAƒNƒ^[‘I‘πŠJŽn
#------------------------------------------
def start_actor_select
# ƒAƒNƒ^[ƒAƒ[‚πμ¬
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚πŠΦ˜A•t‚―
@actor_arrow.help_window = @help_window
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π–³Œψ‰»
@actor_command_window.active = false
@actor_command_window.visible = false
end
#------------------------------------------
# œ ƒAƒNƒ^[‘I‘πI—Ή
#------------------------------------------
def end_actor_select
# ƒAƒNƒ^[ƒAƒ[‚π‰π•ϊ
@actor_arrow.dispose
@actor_arrow = nil
end
#------------------------------------------
# œ ƒXƒLƒ‹‘I‘πŠJŽn
#------------------------------------------
def start_skill_select
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚πμ¬
@skill_window = Window_Skill.new(@active_battler)
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚πŠΦ˜A•t‚―
@skill_window.help_window = @help_window
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π–³Œψ‰»
@actor_command_window.active = false
@actor_command_window.visible = false
end
#------------------------------------------
# œ ƒXƒLƒ‹‘I‘πI—Ή
#------------------------------------------
def end_skill_select
# ƒXƒLƒ‹ƒEƒBƒ“ƒhƒE‚π‰π•ϊ
@skill_window.dispose
@skill_window = nil
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚π‰B‚·
@help_window.visible = false
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π—LŒψ‰»
@actor_command_window.active = true
@actor_command_window.visible = true
end
#------------------------------------------
# œ ƒAƒCƒeƒ€‘I‘πŠJŽn
#------------------------------------------
def start_item_select
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚πμ¬
@item_window = Window_Item.new
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚πŠΦ˜A•t‚―
@item_window.help_window = @help_window
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π–³Œψ‰»
@actor_command_window.active = false
@actor_command_window.visible = false
end
#------------------------------------------
# œ ƒAƒCƒeƒ€‘I‘πI—Ή
#------------------------------------------
def end_item_select
# ƒAƒCƒeƒ€ƒEƒBƒ“ƒhƒE‚π‰π•ϊ
@item_window.dispose
@item_window = nil
# ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚π‰B‚·
@help_window.visible = false
# ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚π—LŒψ‰»
@actor_command_window.active = true
@actor_command_window.visible = true
end
end
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