#================================================= =============================
# Bravo Hunger/Thirst/Sleep System
#------------------------------------------------------------------------------
# Author: Bravo2Kilo
# Version: 1.1
#
# Version History:
# v1.0 = Initial Release
# v1.1 = New Features and Bug Fixes
#================================================= =============================
# Notes
# All of the stat decreases stack.
# For the 3 script calls if actor is 0 it will aplly to all members in the party.
#================================================= =============================
# To add or remove hunger from an actor use this script call
# change_hunger(actor, amount)
#
# To add or remove thirst from an actor use this script call
# change_thirst(actor, amount)
#
#To add or remove sleep from an actor use this script call
# change_sleep(actor, amount)
#
# To set a hunger max for each character use this notetag in the actor notebox.
# <hungermax: x>
#
# To set a thirst max for each character use this notetag in the actor notebox.
# <thirstmax: x>
#
# To set a sleep max for each character use this notetag in the actor notebox.
# <sleepmax: x>
#
# To increase or decrease the hunger stat on item or skill usage use this notetag
# in the item or skill notebox.
# <hunger: x>
#
# To increase or decrease the thirst stat on item or skill usage use this notetag
# in the item or skill notebox.
# <thirst: x>
#
# To increase or decrease the sleep stat on item or skill usage use this notetag
# in the item or skill notebox.
# <sleep: x>
#
# To increase or decrease the hunger stat on the user of an item or skill use
# this notetag in the item or skill notebox.
# <user-hunger: x>
#
# To increase or decrease the thirst stat on the user of an item or skill use
# this notetag in the item or skill notebox.
# <user-thirst: x>
#
# To increase or decrease the sleep stat on the user of an item or skill use
# this notetag in the item or skill notebox.
# <user-sleep: x>
#================================================= =============================
module BRAVO_HTS
# The names for the hunger, thirst, and sleep stats
# Hunger, Thirst, Sleep
HTS_NAMES = ["Hunger", "Thirst", "Sleep"]
# If you want to use the hunger, thirst, or sleep system.
# Hunger, Thirst, Sleep
HTS_USE = [true, true, true]
# If the hunger, thirst, or sleep stat reaches max the actor will die.
# Hunger, Thirst, Sleep
HTS_DIE_MAX = [true, true, true]
# Max amount of the hunger, thirst, and sleep stat.
# Hunger, Thirst, Sleep
HTS_MAX = [100, 100, 100]
# Amount to increase the hunger, thirst, and sleep stat per step.
# Hunger, Thirst, Sleep
HTS_INCREASE = [1, 1, 1]
# If hunger, thirst, or sleep stat reaches this, dashing will be disabled.
# Hunger, Thirst, Sleep
DISABLE_DASH = [50, 50, 50]
# Should dash be disabled only if the party leader's hunger/thirst/sleep stats
# reach a certain point or if anyone in the party hunger/thirst/sleep stat
# reaches a certain point. values are ":leader" or ":party"
DIASBLE_DASH_METHOD = :leader
# Stat decrease for when hunger reaches a certain point.
HUNGER_STAT_DECREASE = {
# Percent to Decrease, Amount of hunger to reach to lower stat
:attack => [20, 50],
:defense => [20, 50],
:mattack => [20, 50],
:mdefense => [20, 50],
:agility => [20, 50],
}# Don't Touch This
# Stat decrease for when thirst reaches a certain point.
THIRST_STAT_DECREASE = {
# Percent to Decrease, Amount of thirst to reach to lower stat
:attack => [20, 50],
:defense => [20, 50],
:mattack => [20, 50],
:mdefense => [20, 50],
:agility => [20, 50],
}# Don't Touch This
# Stat decrease for when sleep deprivation reaches a certain point.
SLEEP_STAT_DECREASE = {
# Percent to Decrease, Amount of sleep to reach to lower stat
:attack => [20, 50],
:defense => [20, 50],
:mattack => [20, 50],
:mdefense => [20, 50],
:agility => [20, 50],
}# Don't Touch This
# If this switch is on the HUD will show.
HTS_HUD_SWITCH = 1
# The X position of the HUD that will appear on the map.
HTS_HUD_X = 0
# The Y position of the HUD that will appear on the map.
HTS_HUD_Y = 0
# The name of the image for the HUD, if you don't want to use an image leave empty.
HTS_HUD_BACK = ""
# The opacity of the HUD window.
HTS_HUD_OPACITY = 255
#================================================= =============================
# End of Configuration
#================================================= =============================
end
$imported ||= {}
$imported[:Bravo_HTS] = true
#================================================= =============================
# ** RPG Actor
#================================================= =============================
class RPG::Actor < RPG::BaseItem
#--------------------------------------------------------------------------
# * Hunger Max
#--------------------------------------------------------------------------
def hunger_max
if @note =~ /<hungermax: (.*)>/i
return $1.to_i
else
return BRAVO_HTS::HTS_MAX[0]
end
end
#--------------------------------------------------------------------------
# * Thirst Max
#--------------------------------------------------------------------------
def thirst_max
if @note =~ /<thirstmax: (.*)>/i
return $1.to_i
else
return BRAVO_HTS::HTS_MAX[1]
end
end
#--------------------------------------------------------------------------
# * Sleep Max
#--------------------------------------------------------------------------
def sleep_max
if @note =~ /<sleepmax: (.*)>/i
return $1.to_i
else
return BRAVO_HTS::HTS_MAX[2]
end
end
end
#================================================= =============================
# ** RPG UsableItem
#================================================= =============================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# * User Hunger
#--------------------------------------------------------------------------
def user_hunger
if @note =~ /<user-hunger: (.*)>/i
return $1.to_i
else
return 0
end
end
#--------------------------------------------------------------------------
# * User Thirst
#--------------------------------------------------------------------------
def user_thirst
if @note =~ /<user-thirst: (.*)>/i
return $1.to_i
else
return 0
end
end
#--------------------------------------------------------------------------
# * User Sleep
#--------------------------------------------------------------------------
def user_sleep
if @note =~ /<user-sleep: (.*)>/i
return $1.to_i
else
return 0
end
end
#--------------------------------------------------------------------------
# * Hunger
#--------------------------------------------------------------------------
def hunger
if @note =~ /<hunger: (.*)>/i
return $1.to_i
else
return 0
end
end
#--------------------------------------------------------------------------
# * Thirst
#--------------------------------------------------------------------------
def thirst
if @note =~ /<thirst: (.*)>/i
return $1.to_i
else
return 0
end
end
#--------------------------------------------------------------------------
# * Sleep
#--------------------------------------------------------------------------
def sleep
if @note =~ /<sleep: (.*)>/i
return $1.to_i
else
return 0
end
end
end
#================================================= =============================
# ** Game_Actor
#================================================= =============================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :hunger
attr_accessor :hunger_max
attr_accessor :thirst
attr_accessor :thirst_max
attr_accessor :sleep
attr_accessor :sleep_max
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
alias bravo_hts_setup setup
def setup(actor_id)
bravo_hts_setup(actor_id)
@hunger = 0
@hunger_max = actor.hunger_max
@thirst = 0
@thirst_max = actor.thirst_max
@sleep = 0
@sleep_max = actor.sleep_max
end
#--------------------------------------------------------------------------
# * Check Death
#--------------------------------------------------------------------------
def check_death
if @hunger > @hunger_max
@hunger = @hunger_max
elsif @hunger < 0
@hunger = 0
end
if @thirst > @thirst_max
@thirst = @thirst_max
elsif @thirst < 0
@thirst = 0
end
if @sleep > @sleep_max
@sleep = @sleep_max
elsif @sleep < 0
@sleep = 0
end
if @hunger >= @hunger_max && BRAVO_HTS::HTS_DIE_MAX[0] == true
self.hp = 0
elsif @thirst >= @thirst_max && BRAVO_HTS::HTS_DIE_MAX[1] == true
self.hp = 0
elsif @sleep >= @sleep_max && BRAVO_HTS::HTS_DIE_MAX[2] == true
self.hp = 0
end
SceneManager.goto(Scene_Gameover) if $game_party.all_dead?
end
#--------------------------------------------------------------------------
# * Use Skill/Item
# Called for the acting side and applies the effect to other than the user.
#--------------------------------------------------------------------------
def use_item(item)
super(item)
@hunger += item.user_hunger if BRAVO_HTS::HTS_USE[0] == true
@thirst += item.user_thirst if BRAVO_HTS::HTS_USE[1] == true
@sleep += item.user_sleep if BRAVO_HTS::HTS_USE[2] == true
end
#--------------------------------------------------------------------------
# * Apply Effect of Skill/Item
#--------------------------------------------------------------------------
def item_apply(user, item)
super(user, item)
@hunger += item.hunger if BRAVO_HTS::HTS_USE[0] == true
@thirst += item.thirst if BRAVO_HTS::HTS_USE[1] == true
@sleep += item.sleep if BRAVO_HTS::HTS_USE[2] == true
end
#--------------------------------------------------------------------------
# * Get Parameter
#--------------------------------------------------------------------------
def param(param_id)
value = param_base(param_id) + param_plus(param_id)
value *= param_rate(param_id) * param_buff_rate(param_id)
case param_id
when 2 # Attack Parameter
if @hunger >= BRAVO_HTS::HUNGER_STAT_DECREASE[:attack][1] && BRAVO_HTS::HTS_USE[0] == true
hunger = value * (BRAVO_HTS::HUNGER_STAT_DECREASE[:attack][0] * 0.01)
value = value - hunger
end
if @thirst >= BRAVO_HTS::THIRST_STAT_DECREASE[:attack][1] && BRAVO_HTS::HTS_USE[1] == true
thirst = value * (BRAVO_HTS::THIRST_STAT_DECREASE[:attack][0] * 0.01)
value = value - thirst
end
if @sleep >= BRAVO_HTS::SLEEP_STAT_DECREASE[:attack][1] && BRAVO_HTS::HTS_USE[2] == true
sleep = value * (BRAVO_HTS::SLEEP_STAT_DECREASE[:attack][0] * 0.01)
value = value - sleep
end
when 3 # Defense Parameter
if @hunger >= BRAVO_HTS::HUNGER_STAT_DECREASE[:defense][1] && BRAVO_HTS::HTS_USE[0] == true
hunger = value * (BRAVO_HTS::HUNGER_STAT_DECREASE[:defense][0] * 0.01)
value = value - hunger
end
if @thirst >= BRAVO_HTS::THIRST_STAT_DECREASE[:defense][1] && BRAVO_HTS::HTS_USE[1] == true
thirst = value * (BRAVO_HTS::THIRST_STAT_DECREASE[:defense][0] * 0.01)
value = value - thirst
end
if @sleep >= BRAVO_HTS::SLEEP_STAT_DECREASE[:defense][1] && BRAVO_HTS::HTS_USE[2] == true
sleep = value * (BRAVO_HTS::SLEEP_STAT_DECREASE[:defense][0] * 0.01)
value = value - sleep
end
when 4 # Magic Attack Parameter
if @hunger >= BRAVO_HTS::HUNGER_STAT_DECREASE[:mattack][1] && BRAVO_HTS::HTS_USE[0] == true
hunger = value * (BRAVO_HTS::HUNGER_STAT_DECREASE[:mattack][0] * 0.01)
value = value - hunger
end
if @thirst >= BRAVO_HTS::THIRST_STAT_DECREASE[:mattack][1] && BRAVO_HTS::HTS_USE[1] == true
thirst = value * (BRAVO_HTS::THIRST_STAT_DECREASE[:mattack][0] * 0.01)
value = value - thirst
end
if @sleep >= BRAVO_HTS::SLEEP_STAT_DECREASE[:mattack][1] && BRAVO_HTS::HTS_USE[2] == true
sleep = value * (BRAVO_HTS::SLEEP_STAT_DECREASE[:mattack][0] * 0.01)
value = value - sleep
end
when 5 # Magic Defense Parameter
if @hunger >= BRAVO_HTS::HUNGER_STAT_DECREASE[:mdefense][1] && BRAVO_HTS::HTS_USE[0] == true
hunger = value * (BRAVO_HTS::HUNGER_STAT_DECREASE[:mdefense][0] * 0.01)
value = value - hunger
end
if @thirst >= BRAVO_HTS::THIRST_STAT_DECREASE[:mdefense][1] && BRAVO_HTS::HTS_USE[1] == true
thirst = value * (BRAVO_HTS::THIRST_STAT_DECREASE[:mdefense][0] * 0.01)
value = value - thirst
end
if @sleep >= BRAVO_HTS::SLEEP_STAT_DECREASE[:mdefense][1] && BRAVO_HTS::HTS_USE[2] == true
sleep = value * (BRAVO_HTS::SLEEP_STAT_DECREASE[:mdefense][0] * 0.01)
value = value - sleep
end
when 6 # Agility Parameter
if @hunger >= BRAVO_HTS::HUNGER_STAT_DECREASE[:agility][1] && BRAVO_HTS::HTS_USE[0] == true
hunger = value * (BRAVO_HTS::HUNGER_STAT_DECREASE[:agility][0] * 0.01)
value = value - hunger
end
if @thirst >= BRAVO_HTS::THIRST_STAT_DECREASE[:agility][1] && BRAVO_HTS::HTS_USE[1] == true
thirst = value * (BRAVO_HTS::THIRST_STAT_DECREASE[:agility][0] * 0.01)
value = value - thirst
end
if @sleep >= BRAVO_HTS::SLEEP_STAT_DECREASE[:agility][1] && BRAVO_HTS::HTS_USE[2] == true
sleep = value * (BRAVO_HTS::SLEEP_STAT_DECREASE[:agility][0] * 0.01)
value = value - sleep
end
end
[[value, param_max(param_id)].min, param_min(param_id)].max.to_i
end
#--------------------------------------------------------------------------
# * Hunger Rate
#--------------------------------------------------------------------------
def hunger_rate
@hunger.to_f / @hunger_max
end
#--------------------------------------------------------------------------
# * Thirst Rate
#--------------------------------------------------------------------------
def thirst_rate
@thirst.to_f / @thirst_max
end
#--------------------------------------------------------------------------
# * Sleep Rate
#--------------------------------------------------------------------------
def sleep_rate
@sleep.to_f / @sleep_max
end
end
#================================================= =============================
# ** Game_Party
#================================================= =============================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
alias bravo_hts_increase_steps increase_steps
def increase_steps
bravo_hts_increase_steps
members.each do |actor|
actor.hunger += BRAVO_HTS::HTS_INCREASE[0] if BRAVO_HTS::HTS_USE[0] == true
actor.thirst += BRAVO_HTS::HTS_INCREASE[1] if BRAVO_HTS::HTS_USE[1] == true
actor.sleep += BRAVO_HTS::HTS_INCREASE[2] if BRAVO_HTS::HTS_USE[2] == true
actor.check_death
end
end
end
#================================================= =============================
# ** Game_Player
#================================================= =============================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Determine if Dashing
#--------------------------------------------------------------------------
alias bravo_hts_dash? dash?
def dash?
if BRAVO_HTS::DIASBLE_DASH_METHOD == :leader
return false if $game_party.leader.hunger >= BRAVO_HTS::DISABLE_DASH[0]
return false if $game_party.leader.thirst >= BRAVO_HTS::DISABLE_DASH[1]
return false if $game_party.leader.sleep >= BRAVO_HTS::DISABLE_DASH[2]
elsif BRAVO_HTS::DIASBLE_DASH_METHOD == :party
$game_party.members.each do |actor|
return false if actor.hunger >= BRAVO_HTS::DISABLE_DASH[0]
return false if actor.thirst >= BRAVO_HTS::DISABLE_DASH[1]
return false if actor.sleep >= BRAVO_HTS::DISABLE_DASH[2]
end
end
bravo_hts_dash?
end
end
#================================================= =============================
# ** Game_Interpreter
#================================================= =============================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Change Hunger
#--------------------------------------------------------------------------
def change_hunger(actor, amount)
if actor == 0
$game_party.members.each do |actor|
actor.hunger += amount
actor.check_death
end
else
$game_actors[actor].hunger += amount
$game_actors[actor].check_death
end
end
#--------------------------------------------------------------------------
# * Change Thirst
#--------------------------------------------------------------------------
def change_thirst(actor, amount)
if actor == 0
$game_party.members.each do |actor|
actor.thirst += amount
actor.check_death
end
else
$game_actors[actor].thirst += amount
$game_actors[actor].check_death
end
end
#--------------------------------------------------------------------------
# * Change Sleep
#--------------------------------------------------------------------------
def change_sleep(actor, amount)
if actor == 0
$game_party.members.each do |actor|
actor.sleep += amount
actor.check_death
end
else
$game_actors[actor].sleep += amount
$game_actors[actor].check_death
end
end
#~ #--------------------------------------------------------------------------
#~ # * Change Sleep
#~ #--------------------------------------------------------------------------
#~ def change_sleep(param1, param2, param3, param4, param5)
#~ value = operate_value(param3, param4, param5)
#~ iterate_actor_var(param1, param2) do |actor|
#~ actor.sleep += value
#~ actor.check_death
#~ end
#~ end
end
#================================================= =============================
# ** Window_Base
#================================================= =============================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Hunger
#--------------------------------------------------------------------------
def draw_actor_hunger(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hunger_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x-17, y, 124, line_height, BRAVO_HTS::HTS_NAMES[0])
draw_current_and_max_values(x, y, width, actor.hunger, actor.hunger_max,
normal_color, normal_color)
end
#--------------------------------------------------------------------------
# * Draw Thirst
#--------------------------------------------------------------------------
def draw_actor_thirst(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.thirst_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x-17, y, 124, line_height, BRAVO_HTS::HTS_NAMES[1])
draw_current_and_max_values(x, y, width, actor.thirst, actor.thirst_max,
normal_color, normal_color)
end
#--------------------------------------------------------------------------
# * Draw Sleep
#--------------------------------------------------------------------------
def draw_actor_sleep(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.sleep_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x-17, y, 124, line_height, BRAVO_HTS::HTS_NAMES[2])
draw_current_and_max_values(x, y, width, actor.sleep, actor.sleep_max,
normal_color, normal_color)
end
end
#================================================= =============================
# ** Window_Status
#================================================= =============================
class Window_Status < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :info
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias bravo_hts_initialize initialize
def initialize(actor)
bravo_hts_initialize(actor)
@info = 0
end
#--------------------------------------------------------------------------
# * Draw Block 2
#--------------------------------------------------------------------------
def draw_block2(y)
draw_actor_face(@actor, 8, y)
draw_basic_info(136, y)
if @info == 1
draw_hts_info(304, y)
else
draw_exp_info(304, y)
end
draw_press_shift(0, y - line_height)
end
#--------------------------------------------------------------------------
# * Draw HTS Information
#--------------------------------------------------------------------------
def draw_hts_info(x, y)
draw_actor_hunger(@actor, x+17, y) if BRAVO_HTS::HTS_USE[0] == true
if BRAVO_HTS::HTS_USE[0] == false
draw_actor_thirst(@actor, x+17, y) if BRAVO_HTS::HTS_USE[1] == true
else
draw_actor_thirst(@actor, x+17, y+line_height) if BRAVO_HTS::HTS_USE[1] == true
end
if BRAVO_HTS::HTS_USE[0] == false || BRAVO_HTS::HTS_USE[1] == false
draw_actor_sleep(@actor, x+17, y+line_height) if BRAVO_HTS::HTS_USE[2] == true
else
draw_actor_sleep(@actor, x+17, y+line_height*2) if BRAVO_HTS::HTS_USE[2] == true
end
end
#--------------------------------------------------------------------------
# * Draw Press Shift
#--------------------------------------------------------------------------
def draw_press_shift(x, y)
text = "Press SHIFT to view more information."
draw_text(x, y, 520, line_height, text, 2)
end
end
#================================================= =============================
# ** Window_HTS
#================================================= =============================
class Window_HTS < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 165, window_height)
self.opacity = BRAVO_HTS::HTS_HUD_OPACITY
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_height
n = 0
if BRAVO_HTS::HTS_USE[0] == true
n += 1
end
if BRAVO_HTS::HTS_USE[1] == true
n += 1
end
if BRAVO_HTS::HTS_USE[2] == true
n += 1
end
return fitting_height(n)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
actor = $game_party.leader
draw_actor_hunger(actor, 17, 0) if BRAVO_HTS::HTS_USE[0] == true
if BRAVO_HTS::HTS_USE[0] == false
draw_actor_thirst(actor, 17, 0) if BRAVO_HTS::HTS_USE[1] == true
else
draw_actor_thirst(actor, 17, line_height) if BRAVO_HTS::HTS_USE[1] == true
end
if BRAVO_HTS::HTS_USE[0] == false || BRAVO_HTS::HTS_USE[1] == false
draw_actor_sleep(actor, 17, line_height) if BRAVO_HTS::HTS_USE[2] == true
else
draw_actor_sleep(actor, 17, line_height*2) if BRAVO_HTS::HTS_USE[2] == true
end
end
end
#================================================= =============================
# ** Scene_Map
#================================================= =============================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias bravo_hts_terminate terminate
def terminate
if BRAVO_HTS::HTS_HUD_BACK != ""
@hts_view.dispose
end
bravo_hts_terminate
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias bravo_hts_update update
def update
bravo_hts_update
if $game_switches[BRAVO_HTS::HTS_HUD_SWITCH] == true
@hts_window.show
if BRAVO_HTS::HTS_HUD_BACK != ""
@hts_hud.visible = true
end
@hts_window.refresh
else
@hts_window.hide
if BRAVO_HTS::HTS_HUD_BACK != ""
@hts_hud.visible = false
end
end
end
#--------------------------------------------------------------------------
# * Create All Windows
#--------------------------------------------------------------------------
alias bravo_hts_create_all_windows create_all_windows
def create_all_windows
bravo_hts_create_all_windows
@hts_window = Window_HTS.new(BRAVO_HTS::HTS_HUD_X, BRAVO_HTS::HTS_HUD_Y)
@hts_window.hide
if BRAVO_HTS::HTS_HUD_BACK != ""
@hts_hud = Sprite.new
@hts_hud.bitmap = Cache.system(BRAVO_HTS::HTS_HUD_BACK)
@hts_hud.x = BRAVO_HTS::HTS_HUD_X
@hts_hud.y = BRAVO_HTS::HTS_HUD_Y
@hts_hud.visible = false
end
end
end
#================================================= =============================
# ** Scene_Status
#================================================= =============================
class Scene_Status < Scene_MenuBase
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Input.trigger?(:SHIFT)
if @status_window.info == 0
@status_window.info = 1
elsif @status_window.info == 1
@status_window.info = 0
end
@status_window.refresh
end
end
end
#================================================= =============================
# ** Scene_Battle
#================================================= =============================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Processing at End of Action
#--------------------------------------------------------------------------
alias bravo_hts_process_action_end process_action_end
def process_action_end
if @subject.is_a?(Game_Actor)
@subject.check_death
end
bravo_hts_process_action_end
end
end
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