11-30-2009, 03:24 AM 
	
	
	
		Also, Moghunter has a simpler script.  :)  I can't find it on his website for some reason, so I'll just post it here.  If you need a translation, I'll try to help you later.  
  			![[Image: dashbar.png]](http://img44.imageshack.us/img44/5007/dashbar.png)
Rename it to Dash_Bar and put it in your pictures folder.
		
	
	
	
	 Content Hidden
  			![[Image: dashbar.png]](http://img44.imageshack.us/img44/5007/dashbar.png)
Rename it to Dash_Bar and put it in your pictures folder.
Code:
if true # True = Enable / False = Disable (Script)
#_______________________________________________________________________________
# MOG_Advanced Move System V2.0            
#_______________________________________________________________________________
# By Moghunter            
# http://www.atelier-rgss.com
#_______________________________________________________________________________
#Adiciona o sistema avançado de movimento.        
#Será necessário ter a picture "Dash_Bar" dentro da pasta
#pictures.
#######################OPCIONAL################################
#Apresenta uma animação diferente para cada fase de movimento.
#Para ter a animação do Char correndo será necessário
#ter o arquivo imagem "Nome_do_char_DASH.png"
#Para ter a animação do Char na diagonal será necessário
#ter o arquivo imagem "Nome_do_char_quarter.png"
#Para ter a animação do Char na diagonal e correndo será
#necessário ter o arquivo imagem "Nome_do_char_dash_quarter.png"
#Exemplo
#Nome do CHAR = 001-Fighter01.png
#001-Fighter01_dash.png
#001-Fighter01_quarter.png
#001-Fighter01_dash_quarter.png
#################################################################
# CUSTOMIZAÃÃO 
################################################################################
module MOG
#Valor do medidor de DASH.
$max_dash = 200
#Valor gasto do medidor de DASH.
DASH_DOWN = 3
#Valor do aumento do medidor de DASH.
DASH_UP = 1 
#Velocidade para correr.
DASH_SPEED = 5
#Velocidade para caminhar.
NORMAL_SPEED = 4
#Tecla para o DASH.
BUTTON = Input::X
#SKIN da Janela.
DASH_SKIN = ""
#Trasparência da janela do DASH.
DASH_OPACITY = 0
#Posição da janela na horizontal.
POS_X = 15
#Posição da janela na vertical.
POS_Y = 5
#Som do medidor quando chegar a 100%
SE_PLAY = "032-Switch01"
#Porcentagem para apresentação do Dash em nÃvel baixo.
LOW = 20
#Nome do texto da janela do DASH.
DASH_NAME ="Dash"
#Swithe que desativa a janela do DASH
SWIT = 4928
#Velocidade em que a janela de Move é
#atualizada.
ADVMOVREF = 5
#
################################################################################
# SPECIAL STATUS 
################################################################################
# HASTE - Aumenta a Barra de Dash mais rápido.
# SLOW  - Deixa o personagem lento.
# CONFUSE - Inverte os comandos de direções.
# DELAY - Drena o medidor de Dash.
# POISON - Causa dano consecutivo no personagem.
# CRAZY - O personagem se movimenta sozinho aleatoriamente.
# REGEN - Recupera o HP do personagem.
# FAST  - Aumenta a velocidade do personagem.
################################################################################
# NOTA - Algumas condições anulam a outra(EX - Poison e Regen).
################################################################################
#Definição das ID de status que representarão as 
#condições especiais de mapa.
HASTE = 2
SLOW = 3
CONFUSE = 4
DELAY = 5
POISON = 6
CRAZY = 7
REGEN = 8
FAST = 9
################################################################################
#Definição da duração de cada condição no mapa.
HASTE_TIME = 15
SLOW_TIME = 15
CONFUSE_TIME = 15
DELAY_TIME = 15
POISON_TIME = 15
CRAZY_TIME = 15
REGEN_TIME = 15
FAST_TIME = 15
################################################################################
#A condição HASTE multiplicará a velocidade por.
HASTE_UP = 3
#Velocidade reduzida ao estar na condição SLOW.
SLOW_SPEED = 2
#% de dano ao estar na condição POISON.
POISON_DAMAGE = 10
#% de HP recuperado ao estar na condição REGEN.
REGEN_RESTORE = 3
#A condição FAST aumentará velocidade por.
FAST_SPEED = 1
#
################################################################################
# SISTEMA DE LEVEL
################################################################################
#Ativar sistema de velocidade por Level ou parâmetro.
LEVEL = false
#-------------------------------------------
#Velocidade maxima para o DASH.
#(Ãtil para evitar exageros na velocidade.)
MAX_SPEED = 6
#-------------------------------------------
#Sistema de calculo será baseado no atributo.
# 0 = Level
# 1 = HP
# 2 = MP
# 3 = STR
# 4 = DEX
# 5 = AGL
# 6 = INT
# 7 = Passos
# 8 = Variável
# 9.. = Normal
LEVEL_SISTEMA = 0
#Definição da variável.
VARI = 5
#Calculo será baseado em : 
#0 = Personagem ID 1.
#1 = Média do grupo.
ACTOR = 0
#--------------------------------------------#
#Calculo de ganho ao aumentar os parâmetros. #
#--------------------------------------------#
#LEVEL_CALCULO = Diminua este valor para que o
#personagem fique mais rápido.
#LEVEL_CALCULO2 = Aumente este valor para que o
#medidor de DASH fique maior(em pontos) o que resulta
#em um gasto menor do medidor de Dash.
#LEVEL CALCULO3 = Diminua este valor para aumentar 
#a velocidade do medidor.
#-------------------------------------------------------------------------------
#Velocidade de movimento.
#(Parâmetro é dividido pelo valor abaixo)
LEVEL_CALCULO = 99
#Valor maximo do medidor de DASH.
#(Parâmetro é mutiplicado pelo valor abaixo)
LEVEL_CALCULO2 = 1
#Velocidade do aumento do medidor.
#(Parâmetro é dividido pelo valor abaixo)
LEVEL_CALCULO3 = 10
end
$dash = 0
$valor0 = 0
$slow = 0
$xrxs = {} if $xrxs == nil
$mogscript = {} if $mogscript == nil
$mogscript["adv_move"] = true
#-------------------------------------------------------------------------------
# Window Base
#-------------------------------------------------------------------------------  
class Window_Base < Window
  def dash(x,y)        
   val0 = $dash  
   val1 = $max_dash + $valor0
   valor = 100 * val0 / val1 
   dash_back = RPG::Cache.picture("Dash_Bar")
   cw = dash_back.width 
   ch = 17
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x , y - ch, dash_back, src_rect)
   dash = RPG::Cache.picture("Dash_Bar")
   cw = dash.width *  $dash / val1
   ch = 17
   if valor <= MOG::LOW
   src_rect = Rect.new(0, 17, cw, ch)
   else
   src_rect = Rect.new(0, 34, cw, ch)
   end
   self.contents.blt(x , y - ch, dash, src_rect)
   self.contents.font.size = 13
   self.contents.font.name = "Arial"
   self.contents.font.bold = true
   self.contents.font.color = Color.new(0,0,0,255)
   self.contents.draw_text(x + 1 , y - 36, 120, 32,MOG::DASH_NAME)
   self.contents.font.color = Color.new(50,250,50,255)
   self.contents.draw_text(x , y - 35, 120, 32,MOG::DASH_NAME)
   self.contents.font.name = "Georgia"
   self.contents.font.color = Color.new(0,0,0,255)
   if valor >= 100
      valor = 100
   elsif valor < 0
      valor = 0
   end  
   self.contents.draw_text(x - 6, y - 29, 120, 32,valor.to_s + "%",2 )
   if valor <= 0
   r = rand(0) + 250
   g = rand(200) + 50
   b = rand(200) + 50
   self.contents.font.color = Color.new(r,g,b,255)     
   elsif valor <= MOG::LOW
   self.contents.font.color = Color.new(255,0,0,255)
   elsif valor >= 100
   r = rand(200) + 50
   g = rand(200) + 50
   b = rand(0) + 250
   self.contents.font.color = Color.new(r,g,b,255)  
   else 
   self.contents.font.color = Color.new(50,250,250,255)
   end   
   self.contents.draw_text(x - 5, y - 30, 120, 32,valor.to_s + "%",2 )     
 end  
end
#-------------------------------------------------------------------------------
# Window Dash
#-------------------------------------------------------------------------------
class Window_Dash < Window_Base
  def initialize
    super(0, 0, 155, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = MOG::DASH_OPACITY
    self.windowskin = RPG::Cache.windowskin(MOG::DASH_SKIN)
    refresh
  end
  def refresh
    self.contents.clear
   dash(5,30)
  end
end
#-------------------------------------------------------------------------------
#Scene Map
#-------------------------------------------------------------------------------
class Scene_Map
  alias mog_dash_main main
  def main
  @dash_win = Window_Dash.new
  @dash_win.x = MOG::POS_X
  @dash_win.y = MOG::POS_Y  
  @re = 0
  mog_dash_main
  @dash_win.dispose     
  end  
  alias mog_dash_update update
  def update
  if $game_switches[MOG::SWIT] == true
  @dash_win.visible = false  
  else
  @dash_win.visible = true    
  end  
  @re += 1
  if @re >= MOG::ADVMOVREF
     @re = 0
  end
  if @re == 0  
     @dash_win.refresh
  end
  mog_dash_update
  end
end
#-------------------------------------------------------------------------------
#Game Player
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  @@poin = 0    
  def update
  last_moving = moving?
  for i in 0...$game_party.actors.size
  actor = $game_party.actors[i]
  end   
  if actor.state?(MOG::CONFUSE)
  unless moving? or $game_system.map_interpreter.running? or
  @move_route_forcing or $game_temp.message_window_showing      
  case Input.dir8
  when 1
  move_right
  move_up  
  when 2
  move_up
  when 3
  move_up
  move_left 
  when 4
  move_right
  when 6
  move_left
  when 7
  move_down
  move_right          
  when 8
  move_down
  when 9
  move_left
  move_down
  end
  end
  elsif actor.state?(MOG::CRAZY)
  unless moving? or $game_system.map_interpreter.running? or
  @move_route_forcing or $game_temp.message_window_showing          
  case rand(8)
  when 1
  move_right
  move_up  
  when 2
  move_up
  when 3
  move_up
  move_left 
  when 4
  move_right
  when 5
  move_left
  when 6
  move_down
  move_right          
  when 7
  move_down
  when 8
  move_left
  move_down
  end
  end
  else  
  unless moving? or $game_system.map_interpreter.running? or
  @move_route_forcing or $game_temp.message_window_showing              
  case Input.dir8
  when 1
  move_left
  move_down
  when 2
  move_down
  when 3
  move_down
  move_right
  when 4
  move_left
  when 6    
  move_right
  when 7
  move_up
  move_left    
  when 8
  move_up
  when 9
  move_right
  move_up
  end
  end
  end
  last_real_x = @real_x
  last_real_y = @real_y
  super
  if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
  $game_map.scroll_down(@real_y - last_real_y)
  end
  if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
  $game_map.scroll_left(last_real_x - @real_x)
  end
  if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
  $game_map.scroll_right(@real_x - last_real_x)
  end
  if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
  $game_map.scroll_up(last_real_y - @real_y)
  end
  unless moving?
  if last_moving
  result = check_event_trigger_here([1,2])
  if result == false
  unless $DEBUG and Input.press?(Input::CTRL)
  if @encounter_count > 0
     @encounter_count -= 1
  end
  end
  end
  end
  if Input.trigger?(Input::C)
     check_event_trigger_here([0])
     check_event_trigger_there([0,1,2])
  end
  end
  end  
  alias mog_dash_update update
  def update       
  se_01 = $dash  
  se_02 = $max_dash + $valor0 
  se_03 = 100 * se_01 / se_02 
  if se_03 >= 100
     se_03 = 100
     @@poin += 1
  end   
  if @@poin == 1
  Audio.se_play("Audio/SE/" + MOG::SE_PLAY, 100, 100) rescue nil    
  end  
  if MOG::ACTOR == 0
  actor = $game_party.actors[0]
  else
  for i in 0...$game_party.actors.size
  actor = $game_party.actors[i]
  end 
  end
  def img_dia_exist?(actor)
  begin
  RPG::Cache.character(actor.character_name.to_s + "_quarter", actor.character_hue)
  rescue
  return false
  end
  return true
  end
  def img_dia_dash_exist?(actor)
  begin
  RPG::Cache.character(actor.character_name.to_s + "_dash_quarter", actor.character_hue)
  rescue
  return false
  end
  return true
  end
  def img_exist?(actor)
  begin
  RPG::Cache.character(actor.character_name.to_s + "_dash", actor.character_hue)
  rescue
  return false
  end
  return true
  end
  if Input.press?(MOG::BUTTON) and se_03 > 0 
  case Input.dir8 
  when 1
  if img_dia_dash_exist?(actor)
  @character_name = actor.character_name + "_dash_quarter"
  end
  when 2
  if img_exist?(actor)
  @character_name = actor.character_name + "_dash"
  end
  when 3
  if img_dia_dash_exist?(actor)
  @character_name = actor.character_name + "_dash_quarter"
  end
  when 4
  if img_exist?(actor)
  @character_name = actor.character_name + "_dash"
  end
  when 6
  if img_exist?(actor)
  @character_name = actor.character_name + "_dash"
  end
  when 7
  if img_dia_dash_exist?(actor)
  @character_name = actor.character_name + "_dash_quarter"
  end
  when 8
  if img_exist?(actor)
  @character_name = actor.character_name + "_dash"
  end
  when 9
  if img_dia_dash_exist?(actor)
  @character_name = actor.character_name + "_dash_quarter"
  end
  end    
  else
  case Input.dir8 
  when 1
  if img_dia_exist?(actor)
  @character_name = actor.character_name + "_quarter"
  end
  when 2
  @character_name = actor.character_name    
  when 3
  if img_dia_exist?(actor)
  @character_name = actor.character_name + "_quarter"
  end
  when 4
  @character_name = actor.character_name
  when 6
  @character_name = actor.character_name    
  when 7
  if img_dia_exist?(actor)
  @character_name = actor.character_name + "_quarter"
  end
  when 8
  @character_name = actor.character_name    
  when 9
  if img_dia_exist?(actor)
  @character_name = actor.character_name + "_quarter"
  end
  end
  end
  if MOG::LEVEL_SISTEMA == 0
  tipo = actor.level
  elsif MOG::LEVEL_SISTEMA == 1
  tipo = actor.maxhp
  elsif MOG::LEVEL_SISTEMA == 2
  tipo = actor.maxsp
  elsif MOG::LEVEL_SISTEMA == 3
  tipo = actor.str
  elsif MOG::LEVEL_SISTEMA == 4
  tipo = actor.dex
  elsif MOG::LEVEL_SISTEMA == 5
  tipo = actor.agi
  elsif MOG::LEVEL_SISTEMA == 6
  tipo = actor.int  
  elsif MOG::LEVEL_SISTEMA == 7  
  tipo = $game_party.steps
  elsif MOG::LEVEL_SISTEMA == 8  
  tipo = $game_variables[MOG::VARI]
  else
  tipo = 0    
  end
  if MOG::LEVEL == true
  calculo = tipo * MOG::LEVEL_CALCULO2
  $valor0 = calculo
  else
  $valor0 = 0
  end        
  if $dash >= $max_dash + $valor0
     $dash =  $max_dash + $valor0
  elsif $dash <= 0
     $dash = 0
   end   
  if MOG::LEVEL == true
  valor1 = tipo / MOG::LEVEL_CALCULO
  else
  valor1 = 0
  end    
  unless  $game_system.map_interpreter.running? or 
          $game_temp.message_window_showing 
  if Input.press?(MOG::BUTTON)
    @@poin = 0
    if $dash >= 10
    valor5 = MOG::DASH_SPEED + $valor0      
    if valor5 > MOG::MAX_SPEED
    if actor.state?(MOG::SLOW) 
    @move_speed = MOG::MAX_SPEED - MOG::SLOW_SPEED - $slow
    elsif actor.state?(MOG::FAST)
    @move_speed = MOG::NORMAL_SPEED + MOG::FAST_SPEED - $slow   
    else
    @move_speed = MOG::MAX_SPEED - $slow
    end         
    else   
    if actor.state?(MOG::SLOW)
    @move_speed = MOG::DASH_SPEED + valor1 - MOG::SLOW_SPEED - $slow
    elsif actor.state?(MOG::FAST)
    @move_speed = MOG::NORMAL_SPEED + MOG::FAST_SPEED - $slow    
    else
    @move_speed = MOG::DASH_SPEED - $slow
    end    
    end  
    $dash -= MOG::DASH_DOWN  
    else
    $dash -= MOG::DASH_DOWN
    for i in 0...$game_party.actors.size
    actor = $game_party.actors[i] 
    for i in 1...$data_states.size
    state = $data_states[i]
    if actor.state?(MOG::SLOW)
    @move_speed = MOG::NORMAL_SPEED - MOG::SLOW_SPEED - $slow   
    elsif actor.state?(MOG::FAST) 
    @move_speed = MOG::NORMAL_SPEED + MOG::FAST_SPEED - $slow   
    else
    @move_speed = MOG::NORMAL_SPEED - $slow
    end
    end  
    end
  end
  else  
  if MOG::LEVEL == true
  valor3 = tipo / MOG::LEVEL_CALCULO3
  else
  valor3 = 0
  end      
  if actor.state?(MOG::DELAY)
  $dash -= MOG::DASH_UP + valor3  
  @move_speed = MOG::NORMAL_SPEED - $slow 
  else  
  speed1 = MOG::DASH_UP + valor3
  speed2 = (MOG::DASH_UP + valor3) * MOG::HASTE_UP  
  if actor.state?(MOG::HASTE)
  $dash += speed2 
  else
  $dash += speed1 
  end
  @move_speed = MOG::NORMAL_SPEED - $slow
  if actor.state?(MOG::SLOW)
  @move_speed = MOG::NORMAL_SPEED - MOG::SLOW_SPEED - $slow 
  elsif actor.state?(MOG::FAST) 
  @move_speed = MOG::NORMAL_SPEED + MOG::FAST_SPEED - $slow
  else 
  @move_speed = MOG::NORMAL_SPEED - $slow    
  end
  end
  end
  end
  mog_dash_update
  end  
end
##################
# Game_Character #
##################
class Game_Character 
  def move_random
    case rand(8)
    when 0 
      move_down(false)
    when 1  
      move_left(false)
    when 2 
      move_right(false)
    when 3  
      move_up(false)
    when 4  
      move_lower_left
    when 5  
      move_lower_right
    when 6  
      move_upper_left
    when 7  
      move_upper_right  
    end
  end
  def move_toward_player
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if sx == 0 and sy == 0
      return
    end
    abs_sx = sx.abs
    abs_sy = sy.abs
    if abs_sx == abs_sy
      rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
    end
    if abs_sx
      if sx < 0 and sy > 0
      move_upper_right
      elsif sx > 0 and sy > 0
      move_upper_left
      elsif sx > 0 and sy < 0
      move_lower_left
      elsif sx < 0 and sy < 0
      move_lower_right
      elsif sx < 0 
      move_right
      elsif sx > 0 
      move_left
      elsif sy > 0 
      move_up
      elsif sy < 0 
      move_down    
      end
    end
  end
  def move_away_from_player
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if sx == 0 and sy == 0
      return
    end
    abs_sx = sx.abs
    abs_sy = sy.abs
    if abs_sx == abs_sy
      rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
    end
    if abs_sx
      if sx < 0 and sy > 0
      move_lower_left
      elsif sx > 0 and sy > 0
      move_lower_right
      elsif sx > 0 and sy < 0
      move_upper_right
      elsif sx < 0 and sy < 0
      move_upper_left      
      elsif sx < 0 
      move_left      
      elsif sx > 0 
      move_right
      elsif sy > 0 
      move_down    
      elsif sy < 0 
      move_up
      end
    end
  end
end
end
############
#Game_Actor#
############
class Game_System
include MOG
attr_accessor :states_haste
attr_accessor :states_slow
attr_accessor :states_confuse
attr_accessor :states_delay
attr_accessor :states_poison
attr_accessor :states_crazy
attr_accessor :states_regen
attr_accessor :states_fast
alias mog_advmove_initialize initialize  
def initialize 
mog_advmove_initialize
@states_haste = 40 * HASTE_TIME
@states_slow = 40 * SLOW_TIME
@states_confuse = 40 * CONFUSE_TIME
@states_delay = 40 * DELAY_TIME
@states_poison = 40 * POISON_TIME
@states_crazy = 40 * CRAZY_TIME
@states_regen = 40 * REGEN_TIME
@states_fast = 40 * FAST_TIME
end
end
#############
# Scene_Map #
#############
class Scene_Map  
include MOG
alias mog_advmovmain main 
def main
@status_ref = 0  
mog_advmovmain
end
alias mog_advmove_update update  
def update
mog_advmove_update
if $xrxs["xas"] == true
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
end
if XAS_BA::AUTOGAMEOVER == true and $game_party.all_dead?  
$scene = Scene_Gameover.new rescue nil
end 
end
@status_ref += 1
if @status_ref >= 30
   @status_ref = 0
end  
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
for i in 1...$data_states.size
state = $data_states[i]
if actor.state?(i) == true
if actor.state?(MOG::HASTE)
$game_system.states_haste -= 1
end
if actor.state?(MOG::SLOW)
$game_system.states_slow -= 1
end
if actor.state?(MOG::CONFUSE)
$game_system.states_confuse -= 1
end
if actor.state?(MOG::DELAY)
$game_system.states_delay -= 1
end
if actor.state?(MOG::POISON)
$game_system.states_poison -= 1
end
if actor.state?(MOG::CRAZY)
$game_system.states_crazy -= 1
end
if actor.state?(MOG::REGEN)
$game_system.states_regen -= 1
end
if actor.state?(MOG::FAST)
$game_system.states_fast -= 1
end
if actor.state?(MOG::REGEN) == true and @status_ref == 0  
damage = -(actor.maxhp * MOG::REGEN_RESTORE / 100)
actor.hp -= damage
if $xrxs["xas"] == true
$game_player.battler.damage = damage
$game_player.battler.damage_pop = true
end
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end   
elsif actor.state?(MOG::POISON) == true and @status_ref == 0
damage = actor.maxhp * MOG::POISON_DAMAGE / 100
if actor.hp > damage
actor.hp -= damage
if $xrxs["xas"] == true
$game_player.battler.damage = damage
$game_player.battler.damage_pop = true
end
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end
end
end
end
if $game_system.states_haste <= 0
actor.remove_state(HASTE)  
$game_system.states_haste = 40 * HASTE_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
if $game_system.states_slow <= 0
actor.remove_state(SLOW)    
$game_system.states_slow = 40 * SLOW_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
if $game_system.states_confuse <= 0
actor.remove_state(CONFUSE)      
$game_system.states_confuse = 40 * CONFUSE_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
if $game_system.states_delay <= 0
actor.remove_state(DELAY)   
$game_system.states_delay = 40 * DELAY_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
if $game_system.states_poison <= 0
actor.remove_state(POISON)   
$game_system.states_poison = 40 * POISON_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
if $game_system.states_crazy <= 0
actor.remove_state(CRAZY)  
$game_system.states_crazy = 40 * CRAZY_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
if $game_system.states_regen <= 0
actor.remove_state(REGEN)  
$game_system.states_regen = 40 * REGEN_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
if $game_system.states_fast <= 0
actor.remove_state(FAST)  
$game_system.states_fast = 40 * FAST_TIME
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
end
end  
end  
end
end
##############
# Game_Party #
##############
class Game_Party
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
actor.hp -= [actor.maxhp / 100, 1].max
valor = [actor.maxhp / 100, 1].max
if $xrxs["xas"] == true
$game_player.battler.damage = valor
$game_player.battler.damage_pop = true
end
if $mogscript["mpstelen"] == true
$game_player.wref = true   
end 
if actor.hp == 0
$game_system.se_play($data_system.actor_collapse_se)
end
$game_screen.start_flash(Color.new(255,0,0,128), 4)
$game_temp.gameover = $game_party.all_dead?
end
end
end
end

![[Image: 862922314.png]](https://www.speedtest.net/result/862922314.png)