Nein, habe es nicht auskommentiert. Hab diese Zeile dann extra angeschaut, aber hab das Skript so eingefügt.

Hm ich denke am besten ist es wenn man das jetzt Schritt für Schritt macht, das CTB Kampfsystem umfasst 26 Skripts.

Ich fang mal an die Skripts für die animierten Battler zu posten:

Animated Battler - Configuration
Code:
#==============================================================================
#
#                     C O N F I G U R A T I O N   P A G E 
#
#------------------------------------------------------------------------------
#  * (1) Configuration:  The Sprite Battler Class (initialize system)
#------------------------------------------------------------------------------
#
# ** Animated Battlers - Enhanced   ver. 13.2                      (03-04-2010)
#    -and-
# ** Animated Battlers VX           ver. 3.4                       (03-04-2010)
#
#============================================================================== 

  #==========================================================================
  #   ****                     ARROW CONTROLS                        ****   #
  #==========================================================================
  # * Just moves the targetting arrow around
  #--------------------------------------------------------------------------
  MNK_ARROW_X             = 14      # The x position for your target cursor
  MNK_ARROW_Y             = 10      # The y position for your target cursor
  
  #==========================================================================
  #   ****                    GENERAL CONTROLS                       ****   #
  #==========================================================================

  # * Default Battler Style Switches
  #--------------------------------------------------------------------------        
  DEFAULT_ENEMY           = false   # If true, these switches allows the use
  DEFAULT_ACTOR           = false   # of default battlers for actors/enemies
  DEFAULT_ENEMY_ID        = [ ]     # Ids of enemies using default battlers
  DEFAULT_ACTOR_ID        = [ ]     # Ids of actors using default battlers
  DEFAULT_COLLAPSE_ACTOR  = true    # If true, restores the old 'red fade'
  DEFAULT_COLLAPSE_ENEMY  = true  #   collapse effect (using spritesheets)
  
  # * Background Battler Screentone Switches
  #   Note:  Battle animations and damage pops reside in the same viewport as
  #          the battlers.  If a battler's tone is altered by the screentone,
  #          so shall the battle animation and damage pops for that battler.
  #--------------------------------------------------------------------------        
  SCREENTONE_ENEMY_MATCH  = true    # If true, the actors/enemies tones match
  SCREENTONE_ACTOR_MATCH  = true    # with the background.  If false, no fix.
  
  # * Animation Frames and Animation Speed
  #--------------------------------------------------------------------------    
  MNK_SPEED               = 7       # Framerate speed of the battlers
  MNK_RUSH_SPEED          = 2.5    # Melee/Skill/Item motion speed of the battlers
  MNK_POSES               = 11      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 4       # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD     = 4       # Standard # of frames played in each pose.
  
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {}        # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {9=>1,16=>4,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,
  25=>1}
  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = {9=>6,17=>7,25=>6}
  # ID and # of frames for each actor.
      
  # * Wooziness Rates
  #-------------------------------------------------------------------------- 
  MNK_LOW_HP_PERCENTAGE   = 0.25                    # Health% for WOOZY pose.
  MNK_LOW_HP_ACTOR        = {}                      # Ind. health% for actors.
  MNK_LOW_HP_ENEMY        = {}                      # Ind. health% for enemies.
  MNK_LOW_HP_FLAT         = true                    # If true, flat rate hp
  
    
    
  #==========================================================================
  #   ****                   POSE CONTROL CENTER                     ****   #
  #==========================================================================
    
  # Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1   =   1   # Sets the 'Ready Pose'  (MNK_POSE1)   #1 in your template
  MNK_POSE2   =   2   # Sets the 'Struck Pose' (MNK_POSE2)   #2 in your template
  MNK_POSE3   =   3   # Sets the 'Woozy Pose'  (MNK_POSE3)   #3 in your template
  MNK_POSE4   =   4   # Sets the 'Block Pose'  (MNK_POSE4)   #4 in your template
  MNK_POSE5   =   5   # Sets the 'Charge Pose' (MNK_POSE5)   #5 in your template
  MNK_POSE6   =   6   # Sets the 'Retreat Pose'(MNK_POSE6)   #6 in your template
  MNK_POSE7   =   7   # Sets the 'Attack Pose' (MNK_POSE7)   #7 in your template
  MNK_POSE8   =   8   # Sets the 'Item Pose'   (MNK_POSE8)   #8 in your template
  MNK_POSE9   =   9   # Sets the 'Skill Pose'  (MNK_POSE9)   #9 in your template
  MNK_POSE10  =  10   # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  11   # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template
    
  # Editable Template (for Custom Actor Spritesheets)
  #--------------------------------------------------------------------------
  MNK_APOSE1   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1} 
  MNK_APOSE2   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1}   # Basil is using a Charset graphic as a battler.
  MNK_APOSE3   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1}   # The battler was copied into the Battler folder.
  MNK_APOSE4   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1}   # This setup allows you to use Charactersets for
  MNK_APOSE5   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1}   # battlers.
  MNK_APOSE6   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1} 
  MNK_APOSE7   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1} 
  MNK_APOSE8   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1} 
  MNK_APOSE9   =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1} 
  MNK_APOSE10  =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1}
  MNK_APOSE11  =   {9=>1,16=>2,17=>1,20=>1,21=>1,22=>1,23=>1,24=>1,25=>1}
    
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1   =   {} 
  MNK_EPOSE2   =   {}   # Did the same to the ghosts.  Note that enemies have
  MNK_EPOSE3   =   {}   # no victory pose.
  MNK_EPOSE4   =   {}   
  MNK_EPOSE5   =   {}   
  MNK_EPOSE6   =   {} 
  MNK_EPOSE7   =   {} 
  MNK_EPOSE8   =   {} 
  MNK_EPOSE9   =   {} 
  MNK_EPOSE10  =   {}   
  MNK_EPOSE11  =   {}  # Setting the ghost to an invalid pose erases it.
     
  
  #==========================================================================
  #   ****                 RANDOM ATTACK POSE CENTER                 ****   #
  #==========================================================================
  
  # Each value can be set to nil so no optional melee attack poses are avail-
  # able, or you can enter an array [ ] of poses that can be chosen randomly
  # along with your battler's pre-set attack pose.
  #--------------------------------------------------------------------------
  
  MNK_RANDOM_ATTACKS    = nil           # -- no random attacks here --
  MNK_RANDOM_ATTACKS_A  = {}            # Sets the 7th battler to use 8&9 too.
  MNK_RANDOM_ATTACKS_E  = nil           # -- no random attacks here --
  
  
  #==========================================================================
  #   ****               EXPANDED POSE CONTROL CENTER                ****   #
  #==========================================================================
  
  # Looping Poses
  #--------------------------------------------------------------------------
  # These arrays merely hold the ID  of actors or enemies whose poses loop at
  # the end of combat.  Enemies have no 'winning' animation pose.
  MNK_LOOPS_WINNING_ACTOR   = []      # Actor IDs if their victory pose loops
  MNK_LOOPS_WINNING_ENEMY   = []      # Enemy IDs if their victory pose loops
  MNK_LOOPS_DEFEATED_ACTOR  = []      # Actor IDs if their defeat pose loops
  MNK_LOOPS_DEFEATED_ENEMY  = []      # Enemy IDs if their defeat pose loops
  
  # Non-Default Poses (can expand beyond the default 11 poses here)
  # (New system mimics the revised Template system.  Can use 'custom' sheets)
  #--------------------------------------------------------------------------
  # The first value in each set indicates the index number  in a spritesheet.
  # This value is  overrided by a value  in one of the other two accompanying
  # arrays... one for actor battlerss, the other for enemy battlers.
  #
  # To define a pose linked to a specific battler, the syntax is...
  # '' hash array '' = { battler.id => pose# }
  # Where Aluxes and the Ghost (RTP)  would be  the 1st battlers (per array),
  # and the pose# would be the pose in your spritesheet.
  #
  # Combinations in the  hash arrays  are possible,  so if the MNK_POSES_DYING_E
  # array has {1 => 5, 9 => 2},  then the GHOST (enemy #1) would be using the
  # 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose.
  #--------------------------------------------------------------------------
  MNK_POSES_SETUP       = nil        # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A     = {}
  MNK_POSES_SETUP_E     = {}    
  MNK_POSES_CASTPREP    = nil        # Set 'casting' pose for skill preparation
  MNK_POSES_CASTPREP_A  = {}          
  MNK_POSES_CASTPREP_E  = {}    
  MNK_POSES_DYING       = nil        # Choose animation pose for dying throws.
  MNK_POSES_DYING_A     = {}          
  MNK_POSES_DYING_E     = {}    
  MNK_POSES_ESCAPE      = nil        # Set 'coward' pose for fleeing monsters)    
  MNK_POSES_ESCAPE_A    = {}         
  MNK_POSES_ESCAPE_E    = {}   
  MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits 
  MNK_POSES_CRIT_A      = {}
  MNK_POSES_CRIT_E      = {}
  MNK_POSES_WINNING     = nil        # Set winning (Victory Dance before pose)
  MNK_POSES_WINNING_A   = {}
  MNK_POSES_WINNING_E   = {}         
  
  # Non-Default Pose Hashes (poses dependant on .id values)
  # (New system mimics the revised Template system.)
  #--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.   These mimic the 2nd array type in
  # the above Non-Default poses.   As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.   But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED     = {}         # Set a specific skill to use a pose
  MNK_POSES_CASTED_A   = {}         
  MNK_POSES_CASTED_E   = {}
  MNK_POSES_STATUS     = {}         # Set status values to poses here
  MNK_POSES_STAT_A     = {}  
  MNK_POSES_STAT_E     = {}
  MNK_POSES_SKILLS     = {133 => 1} # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A   = {}  
  MNK_POSES_SKILLS_E   = {}
  MNK_POSES_ITEMS      = {}         # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}         
  MNK_POSES_ITEMS_E    = {}         
  MNK_POSES_WEAPONS    = {}         # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}         # Non-functional (Enemies don't use 'em.)

  # Non-Default Pose Hashes (Charging Animation)
  # (Like above, but pertains to Charge-to-attack poses based on conditions)
  #--------------------------------------------------------------------------  
  MNK_POSES_S_CHARGE   = {73 => 6}  # Set a charging motion based on skill
  MNK_POSES_S_CHARGE_A = {}         
  MNK_POSES_S_CHARGE_E = {}
  MNK_POSES_I_CHARGE   = {73 => 6}  # Set a charging motion based on an item
  MNK_POSES_I_CHARGE_A = {}         
  MNK_POSES_I_CHARGE_E = {}
  MNK_POSES_W_CHARGE   = {25 => 1}  # Set a charging motion based on a weapon
  MNK_POSES_W_CHARGE_A = {}         
  MNK_POSES_W_CHARGE_E = {}         # Non-functional (Enemies don't use 'em.)
      
  # Non-Default Pose Hashes (Dodging Animation)
  # (Like above, but pertains to Targets dodging an attack based on conditions)
  #--------------------------------------------------------------------------   
  MNK_DODGE            = 3          # Sets a pose if a target dodges an attack
  MNK_ADODGE           = {}         # Dodging poses for individual actors
  MNK_EDODGE           = {}         # Dodging poses for individual enemies
  MNK_DODGE_WEAPS      = {}         # Set a specific 'Dodge' to a weapon attack
  MNK_DODGE_WEAPS_A    = {}         
  MNK_DODGE_WEAPS_E    = {}         
  MNK_DODGE_SKILLS     = {}         # Set a specific 'Dodge' to a skill
  MNK_DODGE_SKILLS_A   = {}
  MNK_DODGE_SKILLS_E   = {}
  MNK_DODGE_ITEMS      = {}         # Set a specific 'Dodge' to an item attack
  MNK_DODGE_ITEMS_A    = {}
  MNK_DODGE_ITEMS_E    = {}
  
  # Non-Default Pose Hashes (Hits & Critical Hits)
  # (Just like above, but pertains to specific hits and critical hits)
  #--------------------------------------------------------------------------
  MNK_STRUCK_WEAPS     = {}         # Set a specific 'Struck' to a weapon attack
  MNK_STRUCK_WEAPS_A   = {}         
  MNK_STRUCK_WEAPS_E   = {}         
  MNK_STRUCK_SKILLS    = {}         # Set a specific 'Struck' to a skill
  MNK_STRUCK_SKILLS_A  = { 7 => { 7 => 4 }}
  MNK_STRUCK_SKILLS_E  = {}
  MNK_STRUCK_ITEMS     = {}         # Set a specific 'Struck' to an item attack
  MNK_STRUCK_ITEMS_A   = {}
  MNK_STRUCK_ITEMS_E   = {}
  MNK_CRIT_WEAPS       = {}         # Set a specific 'Critical Hit' to a weapon
  MNK_CRIT_WEAPS_A     = {}
  MNK_CRIT_WEAPS_E     = {}       
  MNK_CRIT_SKILLS      = {}         # Set a specific 'Critical Hit' to a skill
  MNK_CRIT_SKILLS_A    = {7 => {7 => 10 }, 5 => {7 => 7}}
  MNK_CRIT_SKILLS_E    = {}
  MNK_CRIT_ITEMS       = {}         # Set a specific 'Critical Hit' to an item
  MNK_CRIT_ITEMS_A     = {}
  MNK_CRIT_ITEMS_E     = {}

    
  #==========================================================================
  #   ****                   FRAME CONTROL CENTER                    ****   #
  #==========================================================================

  # * Frames Control 
  #--------------------------------------------------------------------------    
  MNK_FRAMES_PER_POSE    = {}               # Set #of frames to pose(by index)

  # Advanced Individual Pose/Frame Hashes   # Advanced Individual Poses  uses
                                            # hashes within hashes. As a demo 
  MNK_POSES_FR_ACTOR = {}                   # you can see that enemy #1 has 2
  MNK_POSES_FR_ENEMY = {}                   # sets of controls:  index 0 (for
                                            # a ready pose is set to 1 frame,
  # while index 3 (block) is set to 'two' frames.   Likewise, for the actor's
  # hash, Actor #7 (Gloria) has only 1 control hash.   It sets index pose '0' 
  # (the ready pose again) to use four frames of animation (even though I had
  # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.

  
  #==========================================================================
  #   ****                   MOVEMENT CONTROL CENTER                 ****   #
  #==========================================================================
      
  # * Offset / Battler Overlap System
  #--------------------------------------------------------------------------    
  MNK_OFFSET            = 0          # How much addtl space between battlers
  MNK_OFFSET_ATK_A      = {}         # Space between Actor attacker & target
  MNK_OFFSET_DEF_A      = {}         # Space between Actor defender & attacker
  MNK_OFFSET_ATK_E      = {}         # Space between Enemy attacker & target
  MNK_OFFSET_DEF_E      = {}         # Space between Enemy defender & attacker
  
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------    
  MNK_STEP_ATTACK       = false   # If true, battler steps forward to attack
  MNK_STEP_SKILL        = true    # If true, battler steps forward to use skill
  MNK_STEP_ITEM         = true    # If true, battler steps forward to use item

  # * Jumping Attack System (FF Dragoon-Style)
  #--------------------------------------------------------------------------      
  JUMPING_ENEMY         = {3 => 12} #nil         # Weapon IDs for jumping rush attacks
  JUMPING_WEAPONS       = {1 => 24}   # Weapon IDs for jumping rush attacks
  JUMPING_SKILLS        = {61 => 24}  # Skill IDs for jumping rush skills
  JUMPING_ITEMS         = nil         # Item IDs for jumping rush item usage
  
  # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
  #--------------------------------------------------------------------------    
  MNK_MOVING_ITEM       = [1]     # Examples are items that need to be applied.
  MNK_MOVING_SKILL      = [61,115,149,150,151,152,153,154,156,160]    
  # Examples are martial-arts and sneak attacks
  MNK_MOVE2CENTER_ATK   = []      # Moves battler to center based on weapon id!
  MNK_MOVE2CENTER_ITEM  = [5]     # Moves battler to center for a big item atk!
  MNK_MOVE2CENTER_SKILL = [7,155,157]     
  # Moves battler to center for a big skill atk!
  
  #
  # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
  #   either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes.  These skills &
  #   item attacks have no target and would cause an error when trying to find
  #   an enemy to move towards.
 

    
  #==========================================================================
  #   ****                STATIONARY CONTROL CENTER                  ****   #
  #==========================================================================
  
  # * Stationary Battlers (simple True/False settings)
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking
  MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking
  
  # * Arrays filled with skill/weapon/item IDs that halt movement 
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMY_IDS = []       # Enemies that don't RUN during melee attacks
  MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
  MNK_STATIONARY_SKILLS  = [111,112,120,121,122,123,124,125,126,127,128,129,
                            130,131,132,133,134,135,136]
  # (examples are bows & guns)
  MNK_STATIONARY_ITEMS   = []       # (examples are bows & guns)


    
  #==========================================================================
  #   ****               TRANSPARENCY CONTROL CENTER                 ****   #
  #==========================================================================
  MNK_TRANSLUCENCY      = 127      # Degree of transparency
  MNK_TRANSLUCENT_ACTOR = []       # ID of actor at translucency settings
  MNK_TRANSLUCENT_ENEMY = [1, 3]   # ID of enemy at translucency settings
  MNK_PHASING           = true     # If battlers fade in/out while charging
  MNK_PHASING_ACTOR     = [1, 2]   # IDs of actors that fade in/out if charging
  MNK_PHASING_ENEMY     = [9]      # IDs of enemies that fade in/out if charging
  MNK_FADE_IN           = true     # Battler fades in if replaced or transparent

    
    
  #==========================================================================
  #   ****                CUSTOM FEATURE CENTER                      ****   #
  #==========================================================================
        
  MNK_MIRROR_ENEMIES    = true     # Enemy battlers use reversed image
  MNK_CALC_SPEED        = false    # System calculates a mean/average speed
  MNK_AT_DELAY          = false    # Pauses battlesystem until animation done.
  MNK_ADV_OFF_TURN      = 1        # Number of turns before enemies turn around.

Animated Battler - Spritesystem
Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 13.2                      (03-04-2010)
#
#------------------------------------------------------------------------------
#  * (2) Sprite System:  The Sprite Battler Class
#============================================================================== 

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite  
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :battler_offset         # Degree of action forcing  
  attr_accessor :skill_used             # Degree of action forcing  
  attr_accessor :item_used              # Degree of action forcing  
  attr_accessor :width
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias mnk_init initialize 
  def initialize(viewport, battler = nil)
    # --Initialize poses
    @frame, @pose, @last_time, @last_move_time        = 0, 0, 0, 0
    # --Initialize Battler placement and pose types
    @battler_offset, @width, @skill_used, @item_used  = 0, 0, 0, 0
    # --Initialize Boolean values
    @dying                = true
    @s_pose               = false
    $game_system.victory  = false
    $game_system.defeat   = false
    @winning              = true
    # ORIGINAL Initialize call
    mnk_init(viewport, battler)
    # EVENT VALUE CALLS
    # --Obtain the Sideview switch
    $game_system.sv_angle = $sideview_mirror
    $game_system.sv_angle = 0 if $sideview_mirror == nil
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias mnk_update update
  def update
    # Only perform sprite edit for valid battlers
    return unless @battler
    @started = false if @battler.battler_name != @battler_name
    # Regular Update
    mnk_update
    # Set Translucency  
    if @battler.is_a?(Game_Enemy)
      battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
    else
      battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
    end
    # Reset hash for Advanced Pose/Frames
    pose_temp = {}
    # Start Routine (Performed at startup for each battler)
    unless @started
      # Opacity fadein feature
      self.opacity = 0 if MNK_FADE_IN      
      # Set the pose based on battler's state
      @pose = state
      # Turn off Casting pose
      @battler.casted  = false
      @battler.casting = false
      # Configure Enemy Spritesheet
      if @battler.is_a?(Game_Enemy) 
        # Use spritesheet unless specified
        unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
          @width  = @width  / cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES) 
          @height = @height / cell_divider(MNK_POSES_ENEMY,   MNK_POSES)
        end
      # Or Configure Actor Spritesheet
      else  
        # Use spritesheet unless specified
        unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
          @width  = @width  / cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES)
          @height = @height / cell_divider(MNK_POSES_ACTOR,   MNK_POSES)
        end
      end
      # Distance the battlers
      @battler_offset = @width * 0.75
      # Obtain battler position (simulating 3-Dness)
      @destination_x = @display_x = @battler.screen_x
      @destination_y = @display_y = @battler.screen_y
      @destination_z = @display_z = @battler.screen_z
      # Make invisible if dead at battle start
      self.visible = false if @battler.dead?
      # Set the started flag
      @started = true
    # End of Start Routine (for each battler)  
    end
    # Again, ensure a pose is set
    @pose = state if @pose == nil
    # Obtain animation cell/frame from Enemy
    if @battler.is_a?(Game_Enemy)
      # Use spritesheet cell unless specified
      unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
        cell_obtain
      else
        self.src_rect.set(0, 0, @width, @height)
      end
    # Or get it from an actor  
    else
      # Use spritesheet cell unless specified
      unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
        cell_obtain
      else
        self.src_rect.set(0, 0, @width, @height)
      end
    end
    # Position Sprite 
    self.x = @display_x
    self.y = @display_y
    self.z = @display_z
    self.ox = @width / 2
    self.oy = @height
    # Adjust sprite direction if facing the other way...
    if $game_system.sv_angle == 1
      if @battler.is_a?(Game_Actor)
        mirror_pose_unless(6)
      else
        MNK_MIRROR_ENEMIES ? mirror_pose_if(5) : mirror_pose_unless(5)
      end
    else
      if @battler.is_a?(Game_Actor)
        mirror_pose_if(6)
      else
        MNK_MIRROR_ENEMIES ? mirror_pose_unless(5) : mirror_pose_if(5)
      end
    end
    # Setup Frames per Pose
    poseframe = MNK_FRAMES_STANDARD
    if @battler.is_a?(Game_Actor)
      poseframe = cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES_STANDARD) != nil
    else
      poseframe = cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES_STANDARD) != nil
    end 
    pose_chk = 0
    pose_chk = @pose+1 if @pose != nil
    poseframe = MNK_FRAMES_PER_POSE[pose_chk] if MNK_FRAMES_PER_POSE.include?(pose_chk)
    # Set Advanced Poses for Actors
    if @battler.is_a?(Game_Actor)
      pose_temp = MNK_POSES_FR_ACTOR[@battler.id] if MNK_POSES_FR_ACTOR.include?(@battler.id)
      poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
    end    
    # Set Advanced Poses for Enemies
    if @battler.is_a?(Game_Enemy)
      pose_temp = MNK_POSES_FR_ENEMY[@battler.id] if MNK_POSES_FR_ENEMY.include?(@battler.id)
      poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
    end
    # Make visible if returned to life
    unless @battler.dead?
      self.visible = true if @pose == pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
      @freeze = false unless $game_system.victory
    end
    # Setup Animation 
    time = Graphics.frame_count / (Graphics.frame_rate / MNK_SPEED)
    if @last_time < time 
      @frame = (@frame + 1) % poseframe
      if @frame == 0
        if @freeze
          @frame = poseframe - 1
          return
        end
        @pose = state
      end
    end
    @last_time = time
    # Setup Dying Animation
    if @battler.dead?
      if @dying == true
        @pose = state
        @dying = false
      end
    # Otherwise, all non-dead actions...  
    else
      # Setup/Ready for Battle (Let's get ready to RUMBLE!)
      if @s_pose == false
        tmp_pose = pose_obtain(MNK_POSES_SETUP, MNK_POSES_SETUP_A, MNK_POSES_SETUP_E)
        if tmp_pose != nil
          @pose = tmp_pose
          @s_pose = true            
        end
      end
      # If Victory pose (Who's your daddy?) 
      if @battler.is_a?(Game_Actor) && $game_system.victory == true && @winning == true
        @pose = state
        @winning = false
      end
    end
    # Move It
    move if moving
  end
  #-------------------------------------------------------------------------- 
  # * Current State
  #--------------------------------------------------------------------------
  def state
    # Set Translucency if not dead
    if @battler.is_a?(Game_Actor)
      battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
    else
      battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
    end
    # Battler Fine
    state = pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
    # Damaged states
      if [nil,{}].include?(@battler.damage)
      # Battler Wounded (and damage inflicted)
      state = state_woozy     if state_woozy != nil
      # Set sprite to 'Block' pose
      state = pose_obtain(MNK_POSE4, MNK_APOSE4, MNK_EPOSE4) if @battler.guarding?
      # Set sprite to 'Status Ailment' pose (and damage inflicted)
      state = state_status    if state_status != nil
      # Set sprite to 'Dead' pose (and damage inflicted)
      state = state_dead      if state_dead != nil
    end
    # Casting State 
    if @battler.casted
      state = casting_pose if $game_system.mnk_det_para_spell and @battler.spelling?
      state = casting_pose if $game_system.mnk_det_sd_casting and @battler.sd_casting
      state = casting_pose if $game_system.mnk_det_rtab_systm and @battler.rtp != 0
    end
    # Victory States
    if @battler.is_a?(Game_Actor) && $game_system.victory
      if @winning == true
        state = winning_pose unless @battler.dead? && winning_pose == nil
      else
        state = victory_pose unless @battler.dead?
      end
    end   
    # Defeat States
    if @battler.is_a?(Game_Enemy) && $game_system.defeat
      if @winning == true
        state = winning_pose unless @battler.dead? && winning_pose == nil
      else
        state = victory_pose unless @battler.dead?
      end
    end       
    # Moving state
    state = sprite_move if sprite_move != nil
    # Return State
    return state
  end
  #-------------------------------------------------------------------------- 
  # * Move
  #--------------------------------------------------------------------------
  def move
    time = Graphics.frame_count / (Graphics.frame_rate.to_f / (MNK_SPEED * 5))
    if @last_move_time < time
      # Pause for Animation
      return if @pose != state
        # The standard 'full' opacity
        opa = 255
        if @battler.is_a?(Game_Enemy) and MNK_TRANSLUCENT_ENEMY.include?(@battler.id)
          opa = MNK_TRANSLUCENCY
        end
        if @battler.is_a?(Game_Actor) and MNK_TRANSLUCENT_ACTOR.include?(@battler.id)
          opa = MNK_TRANSLUCENCY
        end
      # Phasing
      self.opacity = phasing(opa)   if MNK_PHASING
      if @battler.is_a?(Game_Actor)
        self.opacity = phasing(opa) if MNK_PHASING_ACTOR.include?(@battler.id)
      else      
        self.opacity = phasing(opa) if MNK_PHASING_ENEMY.include?(@battler.id)
      end
      # Calculate Difference
      difference_x = (@display_x - @destination_x).abs
      difference_y = (@display_y - @destination_y).abs
      difference_z = (@display_z - @destination_z).abs  
      # Done? Reset, Stop
      if [difference_x, difference_y].max.between?(0, 8)
        @display_x = @destination_x
        @display_y = @destination_y
        @display_z = @destination_z
        @pose = state
        return
      end
      # Calculate Movement Increments
      increment_x = increment_y = 1
      if difference_x < difference_y
        increment_x = 1.0 / (difference_y.to_f / difference_x)
      elsif difference_y < difference_x
        increment_y = 1.0 / (difference_x.to_f / difference_y)
      end
      increment_z = increment_y
      # Calculate Movement Speed 
      if MNK_CALC_SPEED
        total = 0; $game_party.actors.each{ |actor| total += actor.agi }
        speed = @battler.agi.to_f / (total / $game_party.actors.size)
        increment_x *= speed
        increment_y *= speed
        increment_z *= speed
      end
      # Multiply and Move
      multiplier_x = MNK_RUSH_SPEED * (@destination_x - @display_x > 0 ? 8 : -8)
      multiplier_y = MNK_RUSH_SPEED * (@destination_y - @display_y > 0 ? 8 : -8)
      multiplier_z = MNK_RUSH_SPEED * (@destination_z - @display_z > 0 ? 8 : -8)      
      @display_x += (increment_x * multiplier_x).to_i
      if @battler.jump != nil
        if multiplier_x < 0
          middle_ground = (((@destination_x - @original_x)/2).abs)+ @destination_x
          if @display_x > middle_ground #320
            @display_y -= 24 * MNK_RUSH_SPEED
          else
            multiplier_y = MNK_RUSH_SPEED * (@destination_y - @display_y > 0 ? 24 : -24)
            @display_y += (increment_y * multiplier_y).to_i
          end
        end
        if multiplier_x > 0
          middle_ground = (((@destination_x - @original_x)/2).abs)+ @original_x
          if @display_x < middle_ground #320
            @display_y -= 24 * MNK_RUSH_SPEED
          else
            multiplier_y = MNK_RUSH_SPEED * (@destination_y - @display_y > 0 ? 24 : -24)
            @display_y += (increment_y * multiplier_y).to_i
          end
        end
      else
        @display_y += (increment_y * multiplier_y).to_i
      end
      @display_z += (increment_z * multiplier_z).to_i
    end
    @last_move_time = time
  end
  #--------------------------------------------------------------------------
  # * Set Movement
  #--------------------------------------------------------------------------
  def setmove(destination_x, destination_y, destination_z)
    movekind = @battler.current_action.kind
    unless (@battler.is_a?(Game_Enemy) and MNK_STATIONARY_ENEMIES) or
           (@battler.is_a?(Game_Actor) and MNK_STATIONARY_ACTORS)
      unless (MNK_STATIONARY_WEAPONS.include?(@battler.weapon_id) && movekind == 0) or
             (MNK_STATIONARY_SKILLS.include?(@battler.skill_used) && movekind == 1) or
             (MNK_STATIONARY_ITEMS.include?(@battler.item_used) && movekind == 2)
        @original_x = @display_x
        @original_y = @display_y
        @original_z = @display_z          
        @destination_x = destination_x
        @destination_y = destination_y
        @destination_z = destination_z
      end
    end
  end
  #-------------------------------------------------------------------------- 
  # * Movement Check
  #--------------------------------------------------------------------------
  def moving
    if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
      return (@display_x > @destination_x ? 0 : 1)
    end
  end
  #-------------------------------------------------------------------------- 
  # * Fallen Pose
  #--------------------------------------------------------------------------
  if @derv_anim_bat_stack.nil?
    @derv_anim_bat_stack = true
    alias mnk_collapse collapse
    def collapse
      if @battler.is_a?(Game_Actor)
        mnk_collapse if DEFAULT_ACTOR
        mnk_collapse if DEFAULT_COLLAPSE_ACTOR
        if DEFAULT_ACTOR_ID != nil
          mnk_collapse if DEFAULT_ACTOR_ID.include?(@battler.id)
        end
      else
        mnk_collapse if DEFAULT_ENEMY
        mnk_collapse if DEFAULT_COLLAPSE_ENEMY
        if DEFAULT_ENEMY_ID != nil
          mnk_collapse if DEFAULT_ENEMY_ID.include?(@battler.id)
        end
      end
    end
  end
  #-------------------------------------------------------------------------- 
  # * Mirror Pose If...
  #--------------------------------------------------------------------------
  def mirror_pose_if(adv_value)
    if $game_temp.advantage_set == adv_value
      self.mirror = true
    else
      self.mirror = false
    end
  end
  #-------------------------------------------------------------------------- 
  # * Mirror Pose Unless...
  #--------------------------------------------------------------------------
  def mirror_pose_unless(adv_value)
    unless $game_temp.advantage_set == adv_value
      self.mirror = true
    else
      self.mirror = false
    end
  end
  #--------------------------------------------------------------------------
  # * State:  Dying/Dead/Collapse
  #--------------------------------------------------------------------------  
  def state_dead
    # Reset state return
    state_return = nil
    if @battler.dead?
      # If using default battlers or default collapse
      if (DEFAULT_COLLAPSE_ACTOR and @battler.is_a?(Game_Actor)) or
         (DEFAULT_COLLAPSE_ENEMY and @battler.is_a?(Game_Enemy)) or
         (DEFAULT_ACTOR and @battler.is_a?(Game_Actor)) or
         (DEFAULT_ENEMY and @battler.is_a?(Game_Enemy)) or
         (DEFAULT_ENEMY_ID.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or
         (DEFAULT_ACTOR_ID.include?(@battler.id) and @battler.is_a?(Game_Actor))
        # Do absolutely nothing :)
      else    
        if @dying == true
          tmp_pose = pose_obtain(MNK_POSES_DYING, MNK_POSES_DYING_A, MNK_POSES_DYING_E)
          state_return = tmp_pose if tmp_pose != nil
        else  
          state_return = dying_pose
        end
      end
    end
    return state_return
  end  
  #-------------------------------------------------------------------------- 
  # * State:  Defeat
  #--------------------------------------------------------------------------
  def dying_pose
    state_return = nil
    state_return = pose_obtain(MNK_POSE11, MNK_APOSE11, MNK_EPOSE11)
    if @battler.is_a?(Game_Actor)
      @freeze = true if not MNK_LOOPS_DEFEATED_ACTOR.include?(@battler.id)
    else
      @freeze = true if not MNK_LOOPS_DEFEATED_ENEMY.include?(@battler.id)
    end
    return state_return
  end
  #--------------------------------------------------------------------------
  # * State:  Movement
  #--------------------------------------------------------------------------  
  def sprite_move
    state_return = nil
    # Moving State 
    if moving
    # Adjust sprite direction if facing the other way...
      if $game_system.sv_angle == 1
        # If enemy battler moving
        if @battler.is_a?(Game_Enemy) 
          # Battler Moving Left
          if moving.eql?(0)
            skill_return = nil
            state_return = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)
            if @battler.current_action.kind == 1 
              skill_return = pose_array_obtain(MNK_POSES_S_CHARGE, MNK_POSES_S_CHARGE_A, MNK_POSES_S_CHARGE_E, @battler.skill_used)
            end
            if @battler.current_action.kind == 2
              skill_return = pose_array_obtain(MNK_POSES_I_CHARGE, MNK_POSES_I_CHARGE_A, MNK_POSES_I_CHARGE_E, @battler.item_used)
            end
            state_return = skill_return if skill_return != nil
          end
          # Battler Moving Right
          state_return = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
        # Else actor battler moving
        else
          # Battler Moving Left
          state_return = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
          # Battler Moving Right
          if moving.eql?(1)
            skill_return = nil
            state_return = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5)
            if @battler.current_action.kind == 0
              skill_return = pose_array_obtain(MNK_POSES_W_CHARGE, MNK_POSES_W_CHARGE_A, MNK_POSES_W_CHARGE_E, @battler.weapon_id)
            end
            if @battler.current_action.kind == 1
              skill_return = pose_array_obtain(MNK_POSES_S_CHARGE, MNK_POSES_S_CHARGE_A, MNK_POSES_S_CHARGE_E, @battler.skill_used)
            end
            if @battler.current_action.kind == 2
              skill_return = pose_array_obtain(MNK_POSES_I_CHARGE, MNK_POSES_I_CHARGE_A, MNK_POSES_I_CHARGE_E, @battler.item_used)
            end
            state_return = skill_return if skill_return != nil
          end
          
        end
      else      
        # If enemy battler moving
        if @battler.is_a?(Game_Enemy) 
          # Battler Moving Left
          state_return = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
          # Battler Moving Right
          if moving.eql?(1)
            skill_return = nil
            state_return = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5)
            if @battler.current_action.kind == 1
              skill_return = pose_array_obtain(MNK_POSES_S_CHARGE, MNK_POSES_S_CHARGE_A, MNK_POSES_S_CHARGE_E, @battler.skill_used)
            end
            if @battler.current_action.kind == 2
              skill_return = pose_array_obtain(MNK_POSES_I_CHARGE, MNK_POSES_I_CHARGE_A, MNK_POSES_I_CHARGE_E, @battler.item_used)
            end
            state_return = skill_return if skill_return != nil
          end
        # Else actor battler moving
        else
          # Battler Moving Left
          if moving.eql?(0)
            skill_return = nil
            state_return = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5)
            if @battler.current_action.kind == 0
              skill_return = pose_array_obtain(MNK_POSES_W_CHARGE, MNK_POSES_W_CHARGE_A, MNK_POSES_W_CHARGE_E, @battler.weapon_id)
            end
            if @battler.current_action.kind == 1
              skill_return = pose_array_obtain(MNK_POSES_S_CHARGE, MNK_POSES_S_CHARGE_A, MNK_POSES_S_CHARGE_E, @battler.skill_used)
            end
            if @battler.current_action.kind == 2
              skill_return = pose_array_obtain(MNK_POSES_I_CHARGE, MNK_POSES_I_CHARGE_A, MNK_POSES_I_CHARGE_E, @battler.item_used)
            end
            state_return = skill_return if skill_return != nil
          end
          # Battler Moving Right
          state_return = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
        end
      end
    end
    return state_return
  end  
  #--------------------------------------------------------------------------
  # * State:  Status Ailments
  #--------------------------------------------------------------------------    
  def state_status
    state_return = nil
    # Battler Status-Effect
    for i in @battler.states
      temp_pose = pose_array_obtain(MNK_POSES_STATUS, MNK_POSES_STAT_A, MNK_POSES_STAT_E, i)
      state_return = temp_pose if temp_pose != nil
    end
    return state_return  
  end    
  #-------------------------------------------------------------------------- 
  # * State:  Winning
  #--------------------------------------------------------------------------
  def winning_pose
    state_return = nil
    temp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)
    state_return = temp_pose if temp_pose != nil
    return state_return
  end    
  #--------------------------------------------------------------------------
  # * State:  Woozy
  #--------------------------------------------------------------------------  
  def state_woozy
    # Reset state return    
    state_return = nil
    # Battler Wounded
    temp_pose = MNK_LOW_HP_PERCENTAGE
    if @battler.is_a?(Game_Actor)
      temp_pose = MNK_LOW_HP_ACTOR[@battler.id] if MNK_LOW_HP_ACTOR[@battler.id] != nil
    else
      temp_pose = MNK_LOW_HP_ENEMY[@battler.id] if MNK_LOW_HP_ENEMY[@battler.id] != nil
    end
    # If Set to Flat Rate
    if MNK_LOW_HP_FLAT 
      state_return = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3) if @battler.hp < temp_pose
    # Otherwise, use percentage of battler's health
    else
      state_return = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3) if @battler.hp < @battler.maxhp * temp_pose
    end
    return state_return
  end
  #-------------------------------------------------------------------------- 
  # * State:  Victory
  #--------------------------------------------------------------------------
  def victory_pose
    state_return = nil
    state_return = pose_obtain(MNK_POSE10, MNK_APOSE10, MNK_EPOSE10)
    if @battler.is_a?(Game_Actor)
      @freeze = true unless MNK_LOOPS_WINNING_ACTOR.include?(@battler.id)
    else
      @freeze = true unless MNK_LOOPS_WINNING_ENEMY.include?(@battler.id)
    end
    return state_return
  end
  #-------------------------------------------------------------------------- 
  # * State:  Casting
  #--------------------------------------------------------------------------
  def casting_pose
    tmp_pose = pose_obtain(MNK_POSES_CASTPREP, MNK_POSES_CASTPREP_A, MNK_POSES_CASTPREP_E)
    tmp_pose2 = pose_array_obtain(MNK_POSES_CASTED, MNK_POSES_CASTED_A, MNK_POSES_CASTED_E, @battler.skill_casted)
    tmp_pose = tmp_pose2 if tmp_pose2 != nil
    state = tmp_pose if tmp_pose != nil
    return state
  end
  #-------------------------------------------------------------------------- 
  # * Phasing / Vanishing
  #--------------------------------------------------------------------------
  def phasing(opa)
    d1 = (@display_x - @original_x).abs
    d2 = (@display_y - @original_y).abs
    d3 = (@display_x - @destination_x).abs
    d4 = (@display_y - @destination_y).abs
    return [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
  end  
  #--------------------------------------------------------------------------
  # * Battler Translucency
  #     battler            : actor or enemy battler
  #     battler_trans      : translucency array for battler
  #--------------------------------------------------------------------------
  def battler_translucency(battler, battler_trans)
    tcheck = {}
    tcheck = battler_trans
    
    battler_dead_trans = true
    if battler.dead?
      if battler.is_a?(Game_Enemy)
        battler_dead_trans = false if DEFAULT_ENEMY
        battler_dead_trans = false if DEFAULT_COLLAPSE_ENEMY
        if DEFAULT_ENEMY_ID != nil
          battler_dead_trans = false if DEFAULT_ENEMY_ID.include?(battler.id)
        end
      else
        battler_dead_trans = false if DEFAULT_ACTOR
        battler_dead_trans = false if DEFAULT_COLLAPSE_ACTOR
        if DEFAULT_ACTOR_ID != nil
          battler_dead_trans = false if DEFAULT_ACTOR_ID.include?(battler.id)
        end      
      end
    end    
    
    if battler_dead_trans
      set_translucency(battler, MNK_TRANSLUCENCY) if tcheck.include?(battler.id)
    end
  end
  #--------------------------------------------------------------------------
  # * Set Translucency
  #     battler            : actor or enemy battler
  #     trans_level        : translucency level
  #--------------------------------------------------------------------------
  def set_translucency(battler, trans_level)
    # Check for default RTP battler type
    default_flag = false
    if (DEFAULT_COLLAPSE_ACTOR and battler.is_a?(Game_Actor)) or
         (DEFAULT_COLLAPSE_ENEMY and battler.is_a?(Game_Enemy)) or
         (DEFAULT_ACTOR and battler.is_a?(Game_Actor)) or
         (DEFAULT_ENEMY and @battler.is_a?(Game_Enemy)) or
         (DEFAULT_ENEMY_ID.include?(battler.id) and battler.is_a?(Game_Enemy)) or
         (DEFAULT_ACTOR_ID.include?(battler.id) and battler.is_a?(Game_Actor))
      default_flag = true
    end    
    self.opacity = (battler.hidden ? 0 : MNK_TRANSLUCENCY)
    # Perform translucency check
    if battler.hidden 
      self.opacity = 0
    elsif battler.dead? && default_flag == true
      self.opacity = 0 if @collapsing = false
    else
      self.opacity  = trans_level
    end    
  end
  #--------------------------------------------------------------------------
  # * Set Pose
  #--------------------------------------------------------------------------
  def pose=(pose)
    @pose = pose
    @frame = 0
  end
  #--------------------------------------------------------------------------
  # * Freeze
  #--------------------------------------------------------------------------
  def freeze
    @freeze = true
  end  
  #--------------------------------------------------------------------------
  # * Cell Divider
  #     divider_check      : array to divide cells by custom actor or enemy
  #     divider_standard   : standard number to divide by
  #--------------------------------------------------------------------------
  def cell_divider(divider_check, divider_standard)
    dcheck = {}
    divided_cell = divider_standard
    dcheck = divider_check
    if dcheck != nil
      if dcheck.include?(@battler.id)
        divided_cell = dcheck[@battler.id] if dcheck[@battler.id] != nil
      end
    end
    return divided_cell        
  end
  #--------------------------------------------------------------------------
  # * Obtain Individual Cell
  #--------------------------------------------------------------------------
  def cell_obtain
    # Only permit for valid poses & frames
    if @pose != nil
      if @frame != nil
        self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Obtain Pose
  #     pose_base   : default pose to return
  #     pose_actor  : list of poses for actors
  #     pose_enemy  : list of poses for enemies
  #--------------------------------------------------------------------------
  def pose_obtain(pose_base, pose_actor, pose_enemy)
    # create Arrays
    pos_a = {}
    pos_e = {}
    # fill created Arrays & Set pose
    pos_a = pose_actor
    pos_e = pose_enemy
    pose_now = pose_base
    # Obtain pose if not a standard pose
    if @battler.is_a?(Game_Actor)
      pose_now = pos_a[@battler.id] if pos_a[@battler.id] != nil
    else
      pose_now = pos_e[@battler.id] if pos_e[@battler.id] != nil
    end
    # Return the final pose (minus 1 for neceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
  #--------------------------------------------------------------------------
  # * Obtain Pose from hashes
  #     hash_base   : hash with default poses
  #     hash_actor  : advanced list of poses for actors
  #     hash_enemy  : advanced list of poses for enemies
  #     condition   : value determining where to get the final pose
  #--------------------------------------------------------------------------
  def pose_array_obtain(hash_base, hash_actor, hash_enemy, condition)
    # create Arrays
    hash_b    = {}
    hash_a    = {}
    hash_e    = {}
    pose_temp = {}
    # fill created Arrays & Set pose
    hash_b = hash_base
    hash_a = hash_actor
    hash_e = hash_enemy
    # Setup the temp Array
    if @battler.is_a?(Game_Actor)
      pose_temp = hash_a[@battler.id] if hash_a.include?(@battler.id)
    else
      pose_temp = hash_e[@battler.id] if hash_e.include?(@battler.id)
    end
    # Obtain the base pose based on condition (or nil)
    pose_now = hash_b[condition] if hash_b.include?(condition)
    # Obtain the optional actor/enemy pose based on condition (unless nil)
    pose_now = pose_temp[condition] if pose_temp.include?(condition)
    # Return the final pose (minus 1 for neceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
end
Animated Battler - Battle System
Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 13.2                      (03-04-2010)
#
#------------------------------------------------------------------------------
#  * (3) Battle System:  The Scene Battle class
#==============================================================================    

#==============================================================================
# ** Scene_Battle 
#------------------------------------------------------------------------------ 
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias mnkmain main
  def main
    # Initialize wait count
    @delay_count = 0
    # Perform the original call
    mnkmain
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase)
  #--------------------------------------------------------------------------
  alias mnk_anim_sp3 start_phase3
  def start_phase3
    # Remove flag after set number of turns
    if $game_temp.battle_turn >= MNK_ADV_OFF_TURN
      # Turn sideview advantage mirror flag off
      $game_temp.advantage_set = 0
    end
    # Perform the original call
    mnk_anim_sp3
  end  
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 1 : action preparation)
  #--------------------------------------------------------------------------
  alias mkf_up4s1 update_phase4_step1
  def update_phase4_step1(battler = @active_battler)
    if $game_system.mnk_det_rtab_systm == true
      mkf_up4s1(battler)
    else
      mkf_up4s1
    end
    if battler != nil
      if $game_system.mnk_det_sd_casting == true
        if battler.sd_casting
          battler.casted = true
        end
      end
    end
  end  
  #--------------------------------------------------------------------------
  # *  End Skill Selection
  #--------------------------------------------------------------------------  
  alias mkf_endss end_skill_select
  def end_skill_select
    mkf_endss
    if $game_system.mnk_det_rtab_systm
      @active_actor.skill_casted = @skill.id
    else
      @active_battler.skill_casted = @skill.id
    end
  end  
  #--------------------------------------------------------------------------
  # * Make Skill Action Results (alias used to determine skill used)
  #--------------------------------------------------------------------------
  alias make_skill_action_result_anim make_skill_action_result
  def make_skill_action_result(battler = @active_battler, plus_id = 0)
    @rtab = !@target_battlers
    if $game_system.mnk_det_rtab_attck
      make_skill_action_result_anim(battler, plus_id)
    else
      @rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
    end
    battler.skill_used = @skill.id
    battler.strike_skill   = @skill.id
    if $game_system.mnk_det_para_spell == true
      #if battler.spelling?
        battler.casted = true
      #end
    end       
    for target in (@rtab ? battler.target : @target_battlers)
      target.struck_skill = @skill.id
    end
  end
  #--------------------------------------------------------------------------
  # * Make Item Action Results (alias used to determine item used)
  #--------------------------------------------------------------------------
  alias make_item_action_result_anim make_item_action_result
  def make_item_action_result(battler = @active_battler)
    @rtab = !@target_battlers
    @rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim
    battler.item_used = @item.id
    @item_usage = @item.scope
    battler.strike_item = @item.id
    for target in (@rtab ? battler.target : @target_battlers)
      target.struck_item = @item.id
    end
  end  
  #-------------------------------------------------------------------------- 
  # * Frame Update (main phase step 1 : action preparation) (Casting Routine)
  #--------------------------------------------------------------------------
  alias update_phase4_step1_anim update_phase4_step1
  def update_phase4_step1(battler = @active_battler) 
    @rtab = !@target_battlers
    if $game_system.mnk_det_rtab_systm == true
      update_phase4_step1_anim(battler)
      if battler.current_action.kind == 1 and
        (not battler.current_action.forcing or @force != 2)
        if battler.rtp != 0    
          battler.casted = true
        end
      end
    else
      update_phase4_step1_anim
    end
  end
  #-------------------------------------------------------------------------- 
  # * Action Animation, Movement
  #--------------------------------------------------------------------------
  alias mnk_update_phase4_step3 update_phase4_step3
  def update_phase4_step3(battler = @active_battler)
    @rtab = !@target_battlers
    target = (@rtab ? battler.target : @target_battlers)[0]
    # Battle Delay System
    minkoff_delay_on
    # Flash system
    minkoff_flash(battler)
    # Reset the 'Do Nothing' flag
    dn_flag = false
    # Set values and poses based on Action 
    case battler.current_action.kind
    when 0  # Attack
      # if Do Nothing, just return
      if battler.current_action.basic == 3
        dn_flag = true
      end
      if dn_flag != true
        unless JUMPING_WEAPONS == nil
          if battler.is_a?(Game_Actor)
            battler.jump = JUMPING_WEAPONS[battler.weapon_id] if JUMPING_WEAPONS[battler.weapon_id] != nil
          end
        end
        unless JUMPING_ENEMY == nil
          if battler.is_a?(Game_Enemy)
            battler.jump = JUMPING_ENEMY[battler.id] if JUMPING_ENEMY[battler.id] != nil
          end
        end
        rush_type = MNK_STEP_ATTACK
        full_moving = true ; if rush_type; full_moving = false; end
        if MNK_MOVE2CENTER_ATK.include?(battler.weapon_id); center_move=true ; end
        if MNK_STATIONARY_ENEMY_IDS.include?(battler.id) and battler.is_a?(Game_Enemy)
          full_moving = false
          center_move = false
          rush_type = false
        end
        # Select Attack Pose
        base_pose   = motion_pose_attack(battler)  
        base_pose2  = motion_pose_attack_random(battler)
        base_pose   = base_pose2 unless base_pose2 == nil
        if battler.current_action.basic == 2
          # If escaping, disable all movement
          full_moving = false
          center_move = false
          rush_type = false    
          # Select Escape Pose
          base_pose = motion_pose_escape(battler)
        end
      end
    when 1  # Skill
      @spriteset.battler(battler).skill_used = battler.skill_used
      unless JUMPING_SKILLS == nil
        battler.jump = JUMPING_SKILLS[battler.skill_used] if JUMPING_SKILLS[battler.skill_used] != nil
      end
      rush_type = MNK_STEP_SKILL
      if MNK_MOVING_SKILL.include?(battler.skill_used) ; full_moving = true ; end
      # Charlie Fleed's CTB Detection
      if $game_system.mnk_det_cfc_detect
        # For Charlie Fleed's Select All System
        if MNK_MOVING_SKILL.include?(battler.skill_used) and
          ($game_temp.selecting_all_enemies==true or $game_temp.selecting_all_allies==true); full_moving = false ; center_move = true ; end
      end        
      if MNK_MOVE2CENTER_SKILL.include?(battler.skill_used) ; center_move = true ; end        
      # Select Skill Pose        
      base_pose = motion_pose_skill(battler)        
    when 2  # Item
      @spriteset.battler(battler).item_used = battler.item_used
      unless JUMPING_ITEMS == nil
        battler.jump = JUMPING_ITEMS[battler.item_used] if JUMPING_ITEMS[battler.item_used] != nil
      end
      rush_type = MNK_STEP_ITEM
      if MNK_MOVING_ITEM.include?(battler.item_used) or @item_scope == 1..2 ; full_moving = true ; end
      if MNK_MOVE2CENTER_ITEM.include?(battler.item_used); center_move = true; end
      # Select Item Pose  
      base_pose = motion_pose_item(battler)
    end
    # Only perform action if 'Do Nothing' flag is off, ie... doing something...
    if dn_flag != true
      # Control Movement and use current pose 
      @moved = {} unless @moved
      return if @spriteset.battler(battler).moving
      if not (@moved[battler] or battler.guarding?)
        offset = offset_value(target, battler)
        if rush_type        # Steps forward
          @spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z)
        end
        if full_moving      # Runs to target
          @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10)
        end
        if center_move      # Runs to center
          @spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z)
        end
        @moved[battler] = true
        return
        @spriteset.battler(battler).pose = base_pose
      elsif not battler.guarding?
        @spriteset.battler(battler).pose = base_pose
        @spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y, battler.screen_z)
      end     
      # Finish Up Skill and Item Use
      case battler.current_action.kind
      when 1
        # Flag system that skill was used
        battler.casted = false
        battler.casting = false
        @spriteset.battler(battler).skill_used = 0
      when 2
        # Flag system that item was used
        @spriteset.battler(battler).item_used = 0
      end      
      # Battle_Charge value for BattleCry script
      $battle_charge = true
    end  
    # Battle Delay System (off)
    minkoff_delay_off    
    # Prevent 'removed battler' moved state
    unless @moved == nil
      @moved[battler] = false
    end
    # Start attack, do not move from spot
    battler.attacking = true
    # Erase Battler Jumping value
    battler.jump = nil
    # Perform the original call
    @rtab ? mnk_update_phase4_step3(battler) : mnk_update_phase4_step3
  end
  #--------------------------------------------------------------------------
  # * Battle Delay System (turned on)
  #--------------------------------------------------------------------------
  def minkoff_delay_on
    if MNK_AT_DELAY    
      # Fomar's Action Cost Detection
      if $game_system.mnk_det_acb_detect
        for actor in $game_party.actors
          actor.vitality= 0
        end
        for enemy in $game_troop.enemies
          enemy.vitality= 0
        end
      end
      # Trickster's AT Detection
      if $game_system.mnk_det_abs_detect
        for actor in $game_party.actors
          actor.at_bonus= [0,0]
        end
        for enemy in $game_troop.enemies
          enemy.at_bonus= [0,0]
        end
      end
      # Cogwheel RTAB Detection
      if $game_system.mnk_det_rtab_systm
        @rtab_wait_flag = true
      end
    end    
  end
  #--------------------------------------------------------------------------
  # * Battle Delay System (turned off)
  #--------------------------------------------------------------------------
  def minkoff_delay_off
    if MNK_AT_DELAY    
      # Fomar's Action Cost Detection
      if $game_system.mnk_det_acb_detect
        for actor in $game_party.actors
          actor.vitality = 1
        end
        for enemy in $game_troop.enemies
          enemy.vitality = 1
        end
      end
      # Trickster's AT Detection
      if $game_system.mnk_det_abs_detect
        for actor in $game_party.actors
          actor.at_bonus = [1,0]
        end
        for enemy in $game_troop.enemies
          enemy.at_bonus = [1,0]
        end
      end
      # Cogwheel RTAB Detection
      if $game_system.mnk_det_rtab_systm
        @rtab_wait_flag = false
      end
    end
  end  
  #--------------------------------------------------------------------------
  # * Minkoff Flash system
  #--------------------------------------------------------------------------
  def minkoff_flash(battler)
    # If enemy is a default battler
    if battler.is_a?(Game_Enemy)
      if DEFAULT_ENEMY
        if @rtab then battler.white_flash = true end
        if @rtab then battler.wait = 10 end
      end
      if DEFAULT_ENEMY_ID != nil
        if DEFAULT_ENEMY_ID.include?(battler.id)
          if @rtab then battler.white_flash = true end
          if @rtab then battler.wait = 10 end
        end 
      end        
    end
    # If actor is a default battler
    if battler.is_a?(Game_Actor)
      if DEFAULT_ACTOR
        if @rtab then battler.white_flash = true end
        if @rtab then battler.wait = 10 end
      end
      if DEFAULT_ACTOR_ID != nil
        if DEFAULT_ACTOR_ID.include?(battler.id)
          if @rtab then battler.white_flash = true end
          if @rtab then battler.wait = 10 end
        end 
      end                
    end
  end
  #--------------------------------------------------------------------------
  # * Select Attack Pose
  #--------------------------------------------------------------------------  
  def motion_pose_attack(battler)
    base_pose = pose_obtain(battler, MNK_POSE7, MNK_APOSE7, MNK_EPOSE7)
    base_pose2 = pose_array_obtain(battler, MNK_POSES_WEAPONS, MNK_POSES_WEAPS_A, MNK_POSES_WEAPS_E, battler.weapon_id)
    base_pose = base_pose2 if base_pose2 != nil    
    return base_pose
  end
  #--------------------------------------------------------------------------
  # * Select Random Attack Pose
  #--------------------------------------------------------------------------  
  def motion_pose_attack_random(battler)
    base_pose   = nil
    # Create Random pose if a set exists.
    unless MNK_RANDOM_ATTACKS == nil
      base_pose2  = rand((MNK_RANDOM_ATTACKS.size)+1 )
      base_pose   = MNK_RANDOM_ATTACKS[base_pose2 - 1] unless base_pose2 == 0
    end
    # Determine if there's an existing actor/enemy specific random pose
    pose_temp   = nil
    if battler.is_a?(Game_Actor)
      unless MNK_RANDOM_ATTACKS_A == nil
        pose_temp = MNK_RANDOM_ATTACKS_A[battler.id] if MNK_RANDOM_ATTACKS_A.include?(battler.id)
      end
    else
      unless MNK_RANDOM_ATTACKS_E == nil
        pose_temp = MNK_RANDOM_ATTACKS_E[battler.id] if MNK_RANDOM_ATTACKS_E.include?(battler.id)
      end
    end
    # Replace Random Pose with new actor/enemy based random pose
    unless pose_temp == nil
      base_pose2  = rand((pose_temp.size)+1 )
      base_pose   = pose_temp[base_pose2 - 1] - 1 unless base_pose2 == 0
    end
    return base_pose
  end
  #--------------------------------------------------------------------------
  # * Select Escape Pose
  #--------------------------------------------------------------------------  
  def motion_pose_escape(battler)
    temp_pose = pose_obtain(battler, MNK_POSES_ESCAPE, MNK_POSES_ESCAPE_A, MNK_POSES_ESCAPE_E)
    base_pose = temp_pose if temp_pose != nil  
    return base_pose
  end
  #--------------------------------------------------------------------------
  # * Select Skill Pose
  #--------------------------------------------------------------------------  
  def motion_pose_skill(battler)
    base_pose = pose_obtain(battler, MNK_POSE9, MNK_APOSE9, MNK_EPOSE9)
    base_pose2 = pose_array_obtain(battler, MNK_POSES_SKILLS, MNK_POSES_SKILLS_A, MNK_POSES_SKILLS_E, battler.skill_used)
    base_pose = base_pose2 if base_pose2 != nil    
    return base_pose
  end
  #--------------------------------------------------------------------------
  # * Select Item Pose
  #--------------------------------------------------------------------------  
  def motion_pose_item(battler)
    base_pose = pose_obtain(battler, MNK_POSE8, MNK_APOSE8, MNK_EPOSE8)
    base_pose2 = pose_array_obtain(battler, MNK_POSES_ITEMS, MNK_POSES_ITEMS_A, MNK_POSES_ITEMS_E, battler.item_used)
    base_pose = base_pose2 if base_pose2 != nil
    return base_pose
  end
  #--------------------------------------------------------------------------
  # * Offset Calculation
  #--------------------------------------------------------------------------
  def offset_value(target, battler = @active_battler)
    # Obtain attacking battler width
    ww = @spriteset.battler(battler).width / 2
    # Set current attack offset    
    offst = @spriteset.battler(battler).battler_offset
    offst += MNK_OFFSET
    # Oversized or special Battler offsets
    if target.is_a?(Game_Enemy) && battler.is_a?(Game_Actor)
      unless MNK_OFFSET_ATK_A == nil
        offst -= MNK_OFFSET_ATK_A[battler.id] if MNK_OFFSET_ATK_A.include?(battler.id)
      end
      unless MNK_OFFSET_DEF_E == nil
        offst += MNK_OFFSET_DEF_E[target.id]  if MNK_OFFSET_DEF_E.include?(target.id)
      end
    end
    if target.is_a?(Game_Actor) && battler.is_a?(Game_Enemy)
      unless MNK_OFFSET_ATK_E == nil
        offst -= MNK_OFFSET_ATK_E[battler.id] if MNK_OFFSET_ATK_E.include?(battler.id)
      end
      unless MNK_OFFSET_DEF_A == nil
        offst += MNK_OFFSET_DEF_A[target.id]  if MNK_OFFSET_DEF_A.include?(target.id)
      end
    end
    # Offset calc dependant on sideview
    if $game_system.sv_angle == 1
      offset = (battler.is_a?(Game_Actor) ? -(offst-ww) : offst-ww)
    else
      offset = (battler.is_a?(Game_Actor) ? offst-ww : -(offst-ww))
    end
    return offset
  end
  #--------------------------------------------------------------------------
  # * Hit Animation
  #--------------------------------------------------------------------------
  alias mnk_update_phase4_step4 update_phase4_step4
  def update_phase4_step4(battler = @active_battler)
    # Cycle through the targets
    for target in (@rtab ? battler.target : @target_battlers)
      damage = (@rtab ? target.damage[battler] : target.damage)
      critical = (@rtab ? target.critical[battler] : target.critical)
      if damage.is_a?(Numeric) and damage > 0
        base_pose = pose_obtain(target, MNK_POSE2, MNK_APOSE2, MNK_EPOSE2)
        weapon_used = battler.weapon_id
        weapon_used = 0 if weapon_used == nil
        base_pose2 = pose_array_obtain(target, MNK_STRUCK_WEAPS, MNK_STRUCK_WEAPS_A, MNK_STRUCK_WEAPS_E, weapon_used)
        base_pose = base_pose2 if base_pose2 != nil
        if battler.strike_skill != 0
          if battler.strike_skill == target.struck_skill
            base_pose2 = pose_array_obtain(target, MNK_STRUCK_SKILLS, MNK_STRUCK_SKILLS_A, MNK_STRUCK_SKILLS_E, target.struck_skill)
            base_pose = base_pose2 if base_pose2 != nil
          end
        end
        if battler.strike_item != 0
          if battler.strike_item == target.struck_item
            base_pose2 = pose_array_obtain(target, MNK_STRUCK_ITEMS, MNK_STRUCK_ITEMS_A, MNK_STRUCK_ITEMS_E, target.struck_item)
            base_pose = base_pose2 if base_pose2 != nil
          end
        end
        @spriteset.battler(target).pose = base_pose
        if critical == true
          temp_pose = pose_obtain(target, MNK_POSES_CRITICAL, MNK_POSES_CRIT_A, MNK_POSES_CRIT_E)
          weapon_used = battler.weapon_id
          weapon_used = 0 if weapon_used == nil
          base_pose2 = pose_array_obtain(target, MNK_CRIT_WEAPS, MNK_CRIT_WEAPS_A, MNK_CRIT_WEAPS_E, weapon_used)
          base_pose = base_pose2 if base_pose2 != nil
          if battler.skill_used != 0
            if battler.skill_used == target.struck_skill
              base_pose2 = pose_array_obtain(target, MNK_CRIT_SKILLS, MNK_CRIT_SKILLS_A, MNK_CRIT_SKILLS_E, target.struck_skill)
              base_pose = base_pose2 if base_pose2 != nil
            end
          end
          if battler.item_used != 0
            if battler.item_used == target.struck_item
              base_pose2 = pose_array_obtain(target, MNK_CRIT_ITEMS, MNK_CRIT_ITEMS_A, MNK_CRIT_ITEMS_E, target.struck_item)
              base_pose = base_pose2 if base_pose2 != nil
            end
          end
          @spriteset.battler(target).pose = temp_pose if temp_pose != nil
        end
      else
        base_pose = pose_obtain(target, MNK_DODGE, MNK_ADODGE, MNK_EDODGE)
        weapon_used = battler.weapon_id
        weapon_used = 0 if weapon_used == nil
        base_pose2 = pose_array_obtain(target, MNK_DODGE_WEAPS, MNK_DODGE_WEAPS_A, MNK_DODGE_WEAPS_E, weapon_used)
        base_pose = base_pose2 if base_pose2 != nil
        if battler.strike_skill != 0
          if battler.strike_skill == target.struck_skill
            base_pose2 = pose_array_obtain(target, MNK_DODGE_SKILLS, MNK_DODGE_SKILLS_A, MNK_DODGE_SKILLS_E, target.struck_skill)
            base_pose = base_pose2 if base_pose2 != nil
          end
        end
        if battler.strike_item != 0
          if battler.strike_item == target.struck_item
            base_pose2 = pose_array_obtain(target, MNK_DODGE_ITEMS, MNK_DODGE_ITEMS_A, MNK_DODGE_ITEMS_E, target.struck_item)
            base_pose = base_pose2 if base_pose2 != nil
          end
        end
        @spriteset.battler(target).pose = base_pose
      end
    end
    # Reset/zero out the battler's skill & item
    battler.strike_skill  = 0
    battler.strike_item   = 0
    # Perform the original call
    @rtab ? mnk_update_phase4_step4(battler) : mnk_update_phase4_step4
    # Finish attack n battle animation, free to move
    battler.attacking = false
  end  
  #-------------------------------------------------------------------------- 
  # * Victory Animation
  #--------------------------------------------------------------------------
  alias mnk_start_phase5 start_phase5
  def start_phase5
    unless $game_system.mnk_det_trtab_syst == true
      for actor in $game_party.actors
        return if @spriteset.battler(actor).moving
      end
    end
    # See if an actor remains alive
    for actor in $game_party.actors
      unless actor.dead?
        $game_system.victory = true
      end
    end
    # See if an enemy remains alive
    for enemy in $game_troop.enemies.reverse
      unless enemy.dead?
        $game_system.defeat = true
      end
    end
    # Perform the original call    
    mnk_start_phase5
  end
  #--------------------------------------------------------------------------
  # * Change Arrow Viewport
  #--------------------------------------------------------------------------
  alias mnk_start_enemy_select start_enemy_select
  def start_enemy_select
    # Perform the original call
    mnk_start_enemy_select
    # Arrow manipulation
    @enemy_arrow.dispose
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
    @enemy_arrow.help_window = @help_window
  end
  #--------------------------------------------------------------------------
  # * Obtain Pose (Scene Battle version)
  #     battler     : battler performing attack
  #     pose_base   : default pose to return
  #     pose_actor  : list of poses for actors
  #     pose_enemy  : list of poses for enemies
  #--------------------------------------------------------------------------
  def pose_obtain(battler, pose_base, pose_actor, pose_enemy)
    # create Arrays
    pos_a = {}
    pos_e = {}
    # fill created Arrays & Set pose
    pos_a = pose_actor
    pos_e = pose_enemy
    pose_now = pose_base
    # Obtain pose if not a standard pose
    if battler.is_a?(Game_Actor)
      pose_now = pos_a[battler.id] if pos_a[battler.id] != nil
    else
      pose_now = pos_e[battler.id] if pos_e[battler.id] != nil
    end
    # Return the final pose (minus 1 for niceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
  #--------------------------------------------------------------------------
  # * Obtain Pose from hashes (Scene Battle version)
  #     battler     : battler performing attack
  #     hash_base   : hash with default poses
  #     hash_actor  : advanced list of poses for actors
  #     hash_enemy  : advanced list of poses for enemies
  #     condition   : value determining where to get the final pose
  #--------------------------------------------------------------------------
  def pose_array_obtain(battler, hash_base, hash_actor, hash_enemy, condition)
    # create Arrays
    # create Arrays
    hash_b    = {}
    hash_a    = {}
    hash_e    = {}
    pose_temp = {}
    # fill created Arrays & Set pose
    hash_b = hash_base
    hash_a = hash_actor
    hash_e = hash_enemy
    # Setup the temp Array
    if battler.is_a?(Game_Actor)
      pose_temp = hash_a[battler.id] if hash_a.include?(battler.id)
    else
      pose_temp = hash_e[battler.id] if hash_e.include?(battler.id)
    end
    # Obtain the base pose based on condition (or nil)
    pose_now = hash_b[condition] if hash_b.include?(condition)
    # Obtain the optional actor/enemy pose based on condition (unless nil)
    pose_now = pose_temp[condition] if pose_temp.include?(condition)
    # Return the final pose (minus 1 for niceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
end
Animated Battler - Misc Code
Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 13.2                      (03-04-2010)
#
#------------------------------------------------------------------------------
#  * (4) Miscellaneous:  Formations, Viewport and various Detection routines.
#==============================================================================  
 
#============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :advantage_set            # holds value for sideview systems  
  attr_accessor :mnk_battlers_reloaded    # if battler spriteset resets
  
end


#============================================================================== 
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of 
#  this class.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  # Auto-Detection Values
  attr_accessor :mnk_det_abs_detect       # Trickster's ATB System Detection
  attr_accessor :mnk_det_acb_detect       # Action Cost Battlesystem Detection
  attr_accessor :mnk_det_claihms_ts       # Claihm's Tactical Skills Detection
  attr_accessor :mnk_det_para_spell       # ParaDog Detection
  attr_accessor :mnk_det_cfc_detect       # Charlie Fleed's CTB Detection
  attr_accessor :mnk_det_rtab_attck       # Connected Attacking Detection
  attr_accessor :mnk_det_rtab_systm       # RTAB Detection
  attr_accessor :mnk_det_trtab_syst       # TRTAB Detection  
  attr_accessor :mnk_det_sd_casting       # DBS Skill Delay Detection
  # Inter-Class variables
  attr_accessor :sv_angle                 # sideview system angle  
  attr_accessor :victory                  # victory boolean
  attr_accessor :defeat                   # defeat boolean
  # Additional values for the $global's save/load feature
  attr_accessor :mnk_sm                   # sideview mirror
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias mnk_init initialize
  def initialize
    # Perform the original call
    mnk_init
    # Create the savable values
    @mnk_sm  = 0
  end  
end  



#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
  #-------------------------------------------------------------------------
  # * Change Party Member
  #--------------------------------------------------------------------------
  alias mnk_c129 command_129
  def command_129
    $game_temp.mnk_battlers_reloaded = nil
    mnk_c129
  end
end



#===================================================\==========================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  alias mnk_wsd write_save_data
  def write_save_data(file)
    # Store the globals
    $game_system.mnk_sm  = $sideview_mirror
    # Perform the original call
    mnk_wsd(file)
  end
end


#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  alias mnk_rsd read_save_data
  def read_save_data(file)
    #Perform the original call
    mnk_rsd(file)
    # ReStore the globals
    $sideview_mirror      = $game_system.mnk_sm
  end
end


#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :attacking                # if attacking
  attr_accessor :casted                   # if spell is casted
  attr_accessor :casting                  # if currently casting
  attr_accessor :skill_casted             # ID of skill used
  attr_accessor :strike_skill
  attr_accessor :strike_item
  attr_accessor :struck_weapon
  attr_accessor :struck_skill
  attr_accessor :struck_item
  attr_accessor :skill_used
  attr_accessor :item_used  
  attr_accessor :jump
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias mnk_init initialize
  def initialize
    @attacking      = false
    @casted         = false 
    @casting        = false
    @skill_casted   = 0
    @strike_skill   = 0
    @strike_item    = 0
    @struck_weapon  = 0
    @struck_skill   = 0
    @struck_item    = 0
    @skill_used     = 0
    @item_used      = 0   
    @jump           = nil
    mnk_init
    # ParaDog's Spell Delay Detection
    if defined?(spelling?)
      $game_system.mnk_det_para_spell = true
    end
    # DBS Spell Delay Detection
    if @sd_casting != nil
      $game_system.mnk_det_sd_casting = true
    end
    # Fomar's Action Cost Detection
    if @vitality != nil
      $game_system.mnk_det_acb_detect = true
    end
    # Trickster's AT Detection
    if @at_bonus != nil
      $game_system.mnk_det_abs_detect = true
    end    
    # Charlie Fleed's CTB Detection
    if $charlie_lee_ctb
      $game_system.mnk_det_cfc_detect = true
    end    
    # ParaDog's Spell Delay Detection
    if defined?(SDK.enabled?('RTAB Battle System'))
      $game_system.mnk_det_trtab_syst = true
    end    
  end
end



#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor
  alias mnk_ini initialize
  def initialize(actor_id)
    mnk_ini(actor_id)
    if defined?(change_weapon)
      $game_system.mnk_det_rtab_attck = true
    end    
  end    
  #--------------------------------------------------------------------------
  # * Actor X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    return 0 if self.index == nil
    if $game_system.sv_angle == 1
      if self.index > 3
        return 640 - ((self.index - 2) * 45 + 360)
      else
        return 640 - (self.index * 45 + 360)
      end
    else
      if self.index > 3
        return (self.index - 2) * 45 + 360
      else
        return self.index * 45 + 360
      end
    
    end
  end
  #-------------------------------------------------------------------------- 
  # * Actor Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return 0 if self.index == nil
    if self.index > 3
      return (self.index - 4) * 35 + 200
    else
      return self.index * 35 + 200
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    return screen_y
  end
end


#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler 
  #--------------------------------------------------------------------------
  # * Get Battle Screen X-Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    if self.index != nil
      if $game_system.sv_angle == 1
        return 640 - $data_troops[@troop_id].members[@member_index].x
      else
        return $data_troops[@troop_id].members[@member_index].x
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    return screen_y
  end  
end


#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold 
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :party_size
end


#============================================================================== 
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Change Enemy Viewport
  #--------------------------------------------------------------------------
  alias mnk_initialize initialize
  def initialize
    mnk_initialize
    # Determine if RTAB system in use
    if @real_zoom != nil
      $game_system.mnk_det_rtab_systm = true
    end
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      if SCREENTONE_ENEMY_MATCH
        @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
      else
        @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias mnk_update update
  def update
    # Set current number of battlers
    mnkps = 4
    mnkps = $game_party.party_size if $game_party.party_size != nil
    # Added routine to load battlers during combat
    unless $game_temp.mnk_battlers_reloaded
      @actor_sprites = []
      @viewport1.update
      @viewport2.update
      for i in 0...mnkps
        if SCREENTONE_ACTOR_MATCH
          @actor_sprites.push(Sprite_Battler.new(@viewport1))
        else
          @actor_sprites.push(Sprite_Battler.new(@viewport2))
        end
      end
      $game_temp.mnk_battlers_reloaded = true
    end      
    # Perform the original call    
    mnk_update
    # 'Re-'Update actor sprite contents (corresponds with actor switching)
    for i in 0...mnkps
      @actor_sprites[i].battler = $game_party.actors[i]
    end    
  end
  #--------------------------------------------------------------------------
  # * Find Sprite From Battler Handle
  #--------------------------------------------------------------------------
  def battler(handle)
    for sprite in @actor_sprites + @enemy_sprites
      return sprite if sprite.battler == handle
    end
  end
end


#==============================================================================
# ** Arrow_Base
#------------------------------------------------------------------------------
#  This sprite is used as an arrow cursor for the battle screen. This class
#  is used as a superclass for the Arrow_Enemy and Arrow_Actor classes.
#==============================================================================

class Arrow_Base < Sprite
  #--------------------------------------------------------------------------
  # * Reposition Arrows
  #--------------------------------------------------------------------------
  alias mnk_initialize initialize
  def initialize(viewport)
    mnk_initialize(viewport)
    self.ox = MNK_ARROW_X
    self.oy = MNK_ARROW_Y
  end
end

Animated Battler - RTAB PATCH

Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 13.2                      (03-04-2010)
#
#------------------------------------------------------------------------------
#  * (5) RTAB PATCH:  To allow specialized pausing system (unlike other AT's)
#============================================================================== 

=begin

                                W A R N I N G

This section of the script should be used exclusively with RTAB.  Though it is
part of the  Animated Battlers system,  this is merely a patch  to allow it to
perform the AT Delay feature for the RTAB system... and RTAB system only.   If
you intend to use this patch on any other battlesystem, your project may crash,
your computer may blow up,  the Eiffel Tower may melt,  dogs and cats may start
to live together... 

You have been warned...

=end

=begin
#==============================================================================
# ** Scene_Battle 
#------------------------------------------------------------------------------ 
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #-------------------------------------------------------------------------- 
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :rtab_wait_flag
  #-------------------------------------------------------------------------- 
  # * Main Processing
  #--------------------------------------------------------------------------
  alias mnk_main main    
  def main
    @rtab_wait_flag = false
    mnk_main
  end  
  #--------------------------------------------------------------------------
  # * Frame renewal (AT gauge renewal phase)
  #--------------------------------------------------------------------------
  alias mnk_up0 update_phase0
  def update_phase0  
    unless @rtab_wait_flag
      mnk_up0
    end
  end
  #-------------------------------------------------------------------------- 
  # * Frame Update (main phase step 1 : action preparation)
  #--------------------------------------------------------------------------
  alias mnk_awr anime_wait_return
  def anime_wait_return
    if @rtab_wait_flag
      return true
    end
    mnk_awr
  end
end
=end
Animated Battler - Formations
Code:
#==============================================================================
# ** Minkoff's Animated Battlers Add-On:
#    Animated Battler Formations
#------------------------------------------------------------------------------
#    by DerVVulfman
#    version 1.0
#    05-20-2008
#    RGSS / RPGMaker XP
#============================================================================== 
#
#  INTRODUCTION:
#
#  It has been a  long time coming  in that I  wanted to  replace the  built-in 
#  formation system I hardwired into  "Minkoff's Animated Battlers - Enhanced",
#  and finally that time has arrived.  While the base system now has the origi-
#  ginal single formation,  it is by  this system  the end user  can design the
#  battle formations  for the actor battlers.   They will start out  and remain
#  lined up in the order the end user sets up.
#
#  The system recognizes the  'Mirror Effect'  system  in Animated Battlers XP,
#  and will adjust and reverse the battler positions accordingly.  You need not
#  worry about  creating duplicate  formation entries  for both left  and right
#  sided formations.
#
#------------------------------------------------------------------------------
#  
#  CREATING THE FORMATIONS:
#
#  This system allows you to create multiple formations.   This is accomplished
#  by the way you use the 'ABATXP_FORMATION' array.  The syntax is as follows:
#
#  ABATXP_FORMATION = { id => [ formation set ], id => [formation set],... }
#
#  So...  with that,  you can make  multiple sets  of formations  which you can
#  switch to while the game is running..
#
#  Now...  each formation set holds the x and y position for each actor battler
#  in combat.  Not by their 'Actor ID' mind you,  merely by party member order.
#  So the first member in your party,regardless of their position in your actor
#  database, will be first battler position defined in the formation set.  The
#  layout for each formation set is as follows:
#
#             [ [Battler 1's X & Y], [Battler 2's X & Y],... ]
#
#  Most people would set a formation set with allowances for 4 battlers. But if
#  you wanted to use a large party script  to increase the number of members in
#  your battle party, you can add more than 4 battler arrays like so:
#
#  ...ON = { 0 => [ [350,200], [395,235], [440,270], [485,305], [530,340] ],
#            1 => [ [530,200], [485,235], [440,275], [395,305], [350,340] ]  }
#  
#------------------------------------------------------------------------------
#
#  SCRIPT CALL:
#
#  There's only one script call you should be familiar with right now, and that
#  is the script call that changes the formation you want to use in battle.  By
#  default, the system uses the formation set by ID #0.  But you can change the
#  formation being used with the following call:
#
#
#  The call is simple:  $game_system.abatxp_form_id = number
#
#  Where the number is the ID number of your formation.  That's it.
#
#
#------------------------------------------------------------------------------
#
#  NOTE:
#
#  While designed and intended for use with Animated Battlers VX,  it can be
#  used with only the Actor Battler Graphics script to change the basic for-
#  mation of  the heroes.   With this,  you can make  a very simple sideview
#  system... just not animated.
#
#------------------------------------------------------------------------------
#
#  TERMS AND CONDITIONS:
#
#  Free to use, even in commercial projects.  Just note that I need some form
#  of due credit... even a mere mention in some end titles.
#  STANDARD: { 0 => [ [350, 200], [395, 235], [440, 270], [485, 305], [350,235], [395, 270] ],
#==============================================================================

  # THE  FORMATION
  # SETTING  ARRAY
  # ==============
  #                   ID      Battler 1   Battler 2   Battler 3   Battler 4
  ABATXP_FORMATION = { 0 => [ [475, 230], [395, 235], [440, 270], [485, 305], [350,235], [395, 270] ],
                       1 => [ [485, 200], [440, 235], [395, 270], [350, 305], [350,235] ] }

  
  
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :abatxp_form_id           # Formation ID
  attr_accessor :abatxp_mirror            # Mirror Effect (used by AnimBatVX)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias init_game_system initialize
  def initialize
    init_game_system
    @abatxp_form_id = 0                # Initial formation
  end
end



#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Actor X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    if $game_system.sv_angle == 1
      return 640 - ABATXP_FORMATION[$game_system.abatxp_form_id][self.index][0]
    else
      return ABATXP_FORMATION[$game_system.abatxp_form_id][self.index][0]
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return ABATXP_FORMATION[$game_system.abatxp_form_id][self.index][1]
  end
end