class Game_Actor < Game_Battler
def exist?
return super == self.index < $game_party.max_party
end
end
class Scene_Battle
def set_target_battlers(scope)
# If battler performing action is enemy
if @active_battler.is_a?(Game_Enemy)
# Branch by effect scope
case scope
when 1 # single enemy
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 2 # all enemies
for actor in $game_party.actors
if actor.exist? and actor.index < $game_party.max_party
@target_battlers.push(actor)
end
end
when 3 # single ally
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 4 # all allies
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 5 # single ally (HP 0)
index = @active_battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
when 6 # all allies (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
end
when 7 # user
@target_battlers.push(@active_battler)
end
end
# If battler performing action is actor
if @active_battler.is_a?(Game_Actor)
# Branch by effect scope
case scope
when 1 # single enemy
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 2 # all enemies
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 3 # single ally
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 4 # all allies
for actor in $game_party.actors
if actor.exist? and actor.index < 4
@target_battlers.push(actor)
end
end
when 5 # single ally (HP 0)
index = @active_battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
when 6 # all allies (HP 0)
for actor in $game_party.actors
if actor != nil and (actor.hp0? and actor.index < 4)
@target_battlers.push(actor)
end
end
when 7 # user
@target_battlers.push(@active_battler)
end
end
end
end
class Window_BattleStatus < Window_Base
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
unless $game_party.actors.size > $game_party.max_party
@level_up_flags = [false, false, false, false]
else
@level_up_flags = []
for i in 0...$game_party.placement_correctment
@level_up_flags.push(false)
end
end
refresh
end
end