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¡¡Game_Troop¤ÎºÇ²¼Éô¤Ë¡¢¥Õ¥í¥¢¥¢¥¤¥Æ¥à¤ÎȽÄê½èÍý¤òºî¤ë¡£Game_Enemy¤Ëºî¤é¤Ê¤¤¤Î¤Ï¡¢Å¨¤´¤È¤ËȽÄꤷ¤Æ¤â°ÕÌ£¤¬¤Ê¤¤¤¿¤á¡£¤Þ¤¿¡¢°ì±þ³ÎΨ¤òÅݤ·¤¿Å¨¿ô¤Ë°Í¸¤µ¤»¤ë¤¿¤á¤Ë¤â¡¢TroopÆâ¤¬¤¤¤¤¤È»×¤¦¡£¤Þ¤¿¡¢¥¿¥°¤Î´Ø·¸¾å¡¢Âç¤Ê¤ê¾®¤Ê¤ê¤Î¡ã¡ä¤¬Á´³Ñʸ»ú¤Ë¤Ê¤Ã¤Æ¤¤¤ë¤«¤éÃí°Õ¡£¼ÂºÝ¤ÏȾ³Ñ¤Çɽµ­¤¹¤ë¡£
#--------------------------------------------------------------------------
# ¡ù ¥Õ¥í¥¢¥¢¥¤¥Æ¥à¤ÎÇÛÎóºîÀ®
#--------------------------------------------------------------------------
def make_floor_items
return [] if dead_members.size ¡ã= rand(10)
case $game_map.map_id
when 20,21 ; a=[244,245,246,247,248,249]
item = $data_items[a[rand(a.size)]] ; return [item]
else
return []
end
end
¡¡¤³¤ì¤ÏÌÞÏÀ¡¢¤¿¤È¤¨¤Ð¤À¤¬¡¢²¶¤Î¾ì¹ç¤ÏŨ¤ÎºÇÂç½Ð¸½¿ô¤ò¡Ö¥Ñ¡¼¥Æ¥£¥á¥ó¥Ð¡¼¤Î¿ô+2¡×¤ËÀßÄꤷ¤Æ¤¤¤ë¤¿¤á¡¢ºÇÂç8ɤ¤È¤Ê¤ë¡£rand´Ø¿ô¤Ç0¡Á9¤Þ¤ÇÍð¿ô¤¬Æþ¤ë¤Î¤Ç¡¢¤â¤·8ɤÅݤ·¤ÆÀïÆ®¤ò½ª¤¨¤¿¾ì¹ç¡¢£¹³ä¤¬¤¿¥Õ¥í¥¢¥¢¥¤¥Æ¥à¤¬Æþ¼ê¤Ç¤­¤ë¤È¤¤¤¦½èÍý¤Ë¤Ê¤ë¡£Æþ¼ê¤Ç¤­¤Ê¤¤¾ì¹ç¤Ï¡¢¶õ¤ÎÇÛÎó¡Ö[]¡×¤òÊÖ¤¹¤³¤È¡£nil¤ä¡¢²¿¤âÊÖ¤µ¤Ê¤¤¤Î¤Ç¤Ï¥¨¥é¡¼¤Ë¤Ê¤ë¡£¼¡¤Îcaseʸ¤Ç¤Ï¡¢¸½ºß¤ÎMapID¤Ë¤è¤Ã¤ÆÊ¬´ô¤µ¤»¤Æ¤¤¤ë¡£ÀßÄê¤Î̵¤¤¥Þ¥Ã¥×¤Ç¤Ï¡¢¤ä¤Ï¤ê¶õ¤ÎÇÛÎó¤òÊÖ¤¹¡£¤¿¤È¤¨¤Ð¾åµ­¥¹¥¯¥ê¥×¥È¤Î¾ì¹ç¡¢¥Þ¥Ã¥×20¤È21¤ÇÀïÆ®¤Ë¾¡Íø¤·¤¿»þ¡¢ID244¡Á249¤Î¥¢¥¤¥Æ¥à¤Î¤¤¤º¤ì¤«£±¤Ä¤¬¼ê¤ËÆþ¤ë¤è¤¦¤Ë¤Ê¤Ã¤Æ¤¤¤ë¡£Éð´ï¤äËɶñ¤â´Þ¤á¤¿Ê£»¨¤Êʬ´ô¤Ë¤¹¤ë¤Î¤â¡¢¥¤¥Ù¥ó¥È´¶³Ð¤Çʬ´ô¤µ¤»¤ì¤Ð¤¤¤¤¤À¤±¡£¸úΨ¤Î¤¤¤¤¥³¥ó¥Ñ¥¯¥È¤Ê½ñ¤­Êý¤Ï¡¢¥¹¥¯¥ê¥×¥¿¡¼¤Ç¤Ï¤Ê¤¤¤¿¤áÃΤé¤Ê¤¤¡£¤¢¤È¤Ï¡¢¤³¤ì¤òÈ¿±Ç¤µ¤»¤ë¤¿¤á¤Ë¡¢BattleManager¤Ë¼¡¤Î¥¹¥¯¥ê¥×¥È¤òÆþ¤ì¹þ¤à¤À¤±¡£
#--------------------------------------------------------------------------
# ¡ü ¥É¥í¥Ã¥×¥¢¥¤¥Æ¥à¤Î³ÍÆÀ¤Èɽ¼¨
#--------------------------------------------------------------------------
def self.gain_drop_items
$game_troop.make_drop_items.each do |item|
$game_party.gain_item(item, 1)
$game_message.add(sprintf(Vocab::ObtainItem, item.name))
end
$game_troop.make_floor_items.each do |item|
$game_party.gain_item(item, 1)
$game_message.add(sprintf(Vocab::ObtainItem, item.name))
end
wait_for_message
end

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¡¡¤½¤¦¤¤¤¨¤Ð¡¢Ã¦½Ð¥¹¥¯¥ê¥×¥È¤Ë´Ø¤·¤Æ¡¢³Æ¥µ¥¤¥È¤Î¥¨¥¹¥±¡¼¥×¥¹¥¯¥ê¥×¥È¤ò»²¹Í¤Ë¡¢¼«Ê¬¤ËÅÔ¹ç¤Î¤è¤¤¥¹¥¯¥ê¥×¥È¤Ë¤·¤Æ¤ß¤¿¡£DEEP SEASONSÍͤΥ¨¥¹¥±¡¼¥×¥¹¥¯¥ê¥×¥È¤ò²þÊÑ¡¢¤È¤¤¤¦¤«Ëؤɺ冷Íî¤È¤·¤¿¤À¤±¤Î¤è¤¦¤Ê¤â¤Î¤À¡£
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#--------------------------------------------------------------------------
# ¡û Äê¿ô¡Ê¥¨¥¹¥±¡¼¥×»ÈÍѲÄǽȽÄꥹ¥¤¥Ã¥Á¡Ë
#--------------------------------------------------------------------------
ESCAPE_SWITCH = 17
#--------------------------------------------------------------------------
# ¡û Äê¿ô¡Ê¥¨¥¹¥±¡¼¥×¤Ç¸Æ¤Ó½Ð¤¹¥³¥â¥ó¥¤¥Ù¥ó¥ÈID¡Ë
#--------------------------------------------------------------------------
ESCAPE_COMMON = 65

ESCAPE_SIGNATURE = "¡ãESCAPE¡ä"

class Scene_ItemBase
alias dsesc_use_item use_item
#--------------------------------------------------------------------------
# ¡û ¥¢¥¤¥Æ¥à¤Î»ÈÍѡʺÆÄêµÁ¡Ë
#--------------------------------------------------------------------------
def use_item
dsesc_use_item
if item.note.include?("¡ãESCAPE¡ä")
$game_temp.reserve_common_event(ESCAPE_COMMON)
SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
end
end
end

class Game_BattlerBase
alias dsesc_usable_item_conditions_met? usable_item_conditions_met?
#--------------------------------------------------------------------------
# ¡û ¥¹¥­¥ë¡¿¥¢¥¤¥Æ¥à¤Î¶¦ÄÌ»ÈÍѲÄǽ¾ò·ï¥Á¥§¥Ã¥¯¡ÊºÆÄêµÁ¡Ë
#--------------------------------------------------------------------------
def usable_item_conditions_met?(item)
if item.note.include?(ESCAPE_SIGNATURE) && $game_switches[ESCAPE_SWITCH] == false
false
else
dsesc_usable_item_conditions_met?(item)
end
end
end

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#--------------------------------------------------------------------------
# ¡ü ¥¯¥ê¥Æ¥£¥«¥ë¤ÎŬÍÑ
#--------------------------------------------------------------------------
def apply_critical(damage)
damage * 3
end

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#--------------------------------------------------------------------------
# ¡ü ¥¯¥ê¥Æ¥£¥«¥ë¤ÎŬÍÑ
#--------------------------------------------------------------------------
def apply_critical(value, user, item)
user.atk * item_element_rate(user, item)
#~ damage * 3
end

¡¡¤È¤³¤í¤É¤³¤í°ã¤¦¤«¤éÃí°Õ¡£¤Þ¤º¼õ¤±¼è¤ë°ú¿ô¤òvalue, user, item¤Î3¼ïÎà¤ËÊѹ¹¤·¤Æ¤¤¤ë¤è¡£ËÜÅö¤Ïvalue¤Ï¤¤¤é¤Ê¤¤¤è¡£Â¾¤Ë²þÊѤ·¤è¤¦¤È»×¤Ã¤Æ»Ä¤·¤Æ¤ª¤¤¤¿¤À¤±¤À¤è¡£¤¢¤È¡¢Â°À­Í­¸úÅ٤ʤ󤫤â̵»ë¤µ¤»¤¿¤¤¤Ê¤é¡¢¡Ö* item_element_rate(user, item)¡×¤â¤¤¤é¤Ê¤¤¤è¡£
#--------------------------------------------------------------------------
# ¡ü ¥À¥á¡¼¥¸·×»»
#--------------------------------------------------------------------------
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value *= rec if item.damage.recover?

value = apply_critical(value,user, item) if @result.critical¡¡#¡¡¢«¥³¥³

value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
@result.make_damage(value.to_i, item)
@result.hp_damage = rand(3) if @result.hp_damage == 0..1
end

¡¡ËÜÂê¤Î¥¯¥ê¥Æ¥£¥«¥ë¤Ë´Ø¤¹¤ë²Õ½ê¤Ï¡¢¤Á¤ã¤ó¤È°ú¿ô¤òµ­½Ò¤·¤Æ¤ª¤¯É¬Íפ¬¤¢¤ë¤è¡£¤Á¤Ê¤ß¤ËºÇ¸å¤Îµ­½Ò¤Ï¡¢¥À¥á¡¼¥¸¤¬0¤â¤·¤¯¤Ï1¤Ë¤Ê¤ë¾ì¹ç¡¢0¤«¤é2¤Þ¤Ç¤Î¥é¥ó¥À¥à¤ÊÃͤËÊѹ¹¤¹¤ë¡¢¤È¤¤¤¦¤â¤Î¡£¤Ä¤Þ¤ê¡¢¤¿¤È¤¨¥ì¥Ù¥ë99¤Îͦ¼Ô¤Ç¤â¡¢¥¹¥é¥¤¥à¤Î¹¶·â¤Ç¥À¥á¡¼¥¸¤ò¼õ¤±¤ë²ÄǽÀ­¤¬¤¢¤ë¤È¤¤¤¦µ­½Ò¤À¡£

¤¢¤È¡¢ÁÀ¤ï¤ìΨ¤Ë´Ø¤·¤Æ°ÊÁ°¤Îµ­½Ò¤Ë¸í¤ê¤¬¤¢¤Ã¤¿¤¿¤á½¤Àµ¡£
#--------------------------------------------------------------------------
# ¡ü ÆÃ¼ìǽÎÏÃͤμèÆÀ
#--------------------------------------------------------------------------
def sparam(sparam_id)
if sparam_id != 0
features_pi(FEATURE_SPARAM, sparam_id)
elsif sparam_id == 0###
if actor?
case index
when 0 ; $game_party.battle_members[index].members_tgr = 1.0
when 1 ; $game_party.battle_members[index].members_tgr = 1.0
when 2 ; $game_party.battle_members[index].members_tgr = 0.7
when 3 ; $game_party.battle_members[index].members_tgr = 0.4
when 4 ; $game_party.battle_members[index].members_tgr = 0.3
when 5 ; $game_party.battle_members[index].members_tgr = 0.1
end
$game_party.battle_members[index].members_tgr *= features_pi(FEATURE_SPARAM, 0)
else
features_pi(FEATURE_SPARAM, 0)
end
end
end

¡¡Å¨¤ÎÁÀ¤ï¤ìΨ¤ò¥Ç¥Õ¥©¥ë¥ÈÄ̤ê¤Ë¤¹¤ëÁªÂò»è¤òÄɲä·¤¿¡£¤µ¤é¤Ë¡¢¤Á¤ç¤Ã¤ÈȽ¤ê¤Ë¤¯¤¤¤±¤É°ì¹©Éס£
#--------------------------------------------------------------------------
# ¡ü ¥¹¥­¥ë¡¿¥¢¥¤¥Æ¥à¤Î°À­½¤ÀµÃͤò¼èÆÀ
#--------------------------------------------------------------------------
def item_element_rate(user, item)
if item.damage.element_id < 0 # Ä̾ﹶ·â¤Î»þ
user.atk_elements.empty? ? 1.0 : elements_max_rate(user.atk_elements)
elsif item.damage.element_id > 17
return element_rate(item.damage.element_id) + 0.25 if elements_max_rate(user.atk_elements) > 1.0
element_rate(item.damage.element_id)
else
element_rate(item.damage.element_id)
end
end

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2012-03-04 | Æüµ­
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#--------------------------------------------------------------------------
# ¡ü ¥¢¥¤¥Æ¥à¤òµö²Ä¾õÂÖ¤Çɽ¼¨¤¹¤ë¤«¤É¤¦¤«
#--------------------------------------------------------------------------
def enable?(item)
$game_party.has_item?(item, include_equip = false)
end
#--------------------------------------------------------------------------
# ¡ü ¥¢¥¤¥Æ¥à¥ê¥¹¥È¤ÎºîÀ®
#--------------------------------------------------------------------------
def make_item_list
@data = []
@shop_goods.each do |goods|
case goods[0]
when 0; item = $data_items[goods[1]]
when 1; item = $data_weapons[goods[1]]
when 2; item = $data_armors[goods[1]]
end
if item && include?(item)
@data.push(item)
end
end
end


¡¡Window_ItemList¤òήÍѤ·¡¢¾åµ­Winsow_ShopBuy¤Î¥¢¥¤¥Æ¥à¥ê¥¹¥È¤ÎºîÀ®¤ò²Ã¤¨¤¿¤â¤Î¡£µö²Ä¾õÂ֤ǤÎɽ¼¨²ÄÈݤˤĤ¤¤Æ¤Ï¡¢"¥Ñ¡¼¥Æ¥£¤¬½ê»ý¤·¤Æ¤¤¤ë¤«"¤òȽÄꤵ¤»¤ë¤è¤¦¤Ë¤·¤¿¡£¤¢¤È¤Ï²¼µ­¤Î¤è¤¦¤Ë¡¢ÁªÂò»è¤Ë¹ØÆþ¤òɽ¼¨¤µ¤»¤Ê¤¤¤è¤¦¤Ë¤·¤¿¡£¤Á¤Ê¤ß¤Ë¡¢"¥¢¥¤¥Æ¥à¤ò¥ê¥¹¥È¤Ë´Þ¤á¤ë¤«¤É¤¦¤«"¤Î½ñ¤­´¹¤¨¤Ë¤Ä¤¤¤Æ¤Ï¡¢Á°½Ò¤Î³¤³°¥µ¥¤¥È¤Î¥«¥Æ¥´¥êȽÄê¤ò¤½¤Î¤Þ¤Þ»È¤Ã¤Æ¤¤¤ë¤¿¤á¡¢¾Ò²ð¤Ï³ä°¦¤¹¤ë¡£



¡¡¤È¤³¤í¤Ç¡¢Àè¤Û¤É¤Î¥¢¥¤¥Æ¥à½èÍý¤Ë¤â´ØÏ¢¤·¤¿¤³¤È¤À¤¬¡¢RGSS2¤«¤éRGSS3¤Ë¤Ê¤ê¡¢¿·¤·¤¤»ÅÁȤߡ¢¤¿¤È¤¨¤Ð¥·¡¼¥ó¥Þ¥Í¡¼¥¸¥ã¤Ê¤É¤¬Á´¤¯È½¤é¤º¡¢»È¤¨¤Ê¤¤¤Ç¤¤¤ë¡£¤½¤Î¤¿¤á¡¢ÁǺà¤È¤·¤Æ¼ê¤ËÆþ¤ë¹ÛÀФòÍФ«¤·¡¢¤½¤Î¹ÛÀФ˱þ¤¸¤¿¿ô¤Î¥¸¥å¥¨¥ë¤¬¼ê¤ËÆþ¤ë¡¢¤È¤¤¤¦ÀìÍѤΥ·¥ç¥Ã¥×½èÍý¤âºî¤Ã¤¿¤Î¤À¤¬¡¢¤½¤³¤ËÇò¤ÎËâÍͤΥ¢¥¤¥Æ¥à¹çÀ®¥¹¥¯¥ê¥×¥È¤òÁȤ߹þ¤á¤Ê¤¤¤Ç¤¤¤ë¡£RGSS2¤Î»þ¤Ï¡¢¥·¥ç¥Ã¥×²èÌ̤ÎÁªÂò»è¤Ç¡Ö¹çÀ®¡¢Í»²ò¡¢¤ä¤á¤ë¡×¤è¤¦¤Ë²þÊѤ·¡¢¼ê´Ö¤Î̵¤¤¾õÂÖ¤À¤Ã¤¿¤Î¤À¤¬¡¢Æ±¤¸¤³¤È¤¬RGSS3¤À¤È¤ä¤êÊý¤¬ÊѤï¤Ã¤Æ¤¤¤Æ½ÐÍè¤Ê¤¤¡£¤¢¤È¡¢¤µ¤Ð´ÌÍͤÎÉð´ï¶¯²½¥·¥¹¥Æ¥à¤Ë¤Ä¤¤¤Æ¤â¡¢°ÊÁ°¹Ô¤Ã¤Æ¤¤¤¿¡¢¥¸¥å¥¨¥ë¤ò¾ÃÈñ¤·¤Æ¶¯²½¤µ¤»¤ë¤È¤¤¤¦½èÍý¤¬ÁȤ߹þ¤á¤Ê¤¤¡£¤«¤È¤¤¤Ã¤Æ¡¢Ï¢µÙ¤¬Ìµ¤¤¤¿¤á¡¢¤¢¤Þ¤ê»þ´Ö¤â̵¤¤¤Î¤Ç¡¢ÂŶ¨¤·¸½¾õ¤Ë´Å¤ó¤¸¤Æ¤¤¤ëÂΤ¿¤é¤¯¤À¡£

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for i in 1...$data_actors.size
$game_party.remove_actor(i)
end

for i in 1...6
$game_party.add_actor(rand($data_actors.size)+1)
end


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ÊÑ¿ô¤ÎÁàºî[10..11] = 0
¢¡¥ë¡¼¥×
¡¡ÊÑ¿ô¤ÎÁàºî[10] += 1
¡¡$game_party.remove_actor($game_variables[10])
¡¡¡¡¾ò·ïʬ´ô:ÊÑ¿ô[10] == $data_actors.size
¡¡¡¡¡¡¥ë¡¼¥×¤ÎÃæÃÇ


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¡¡item = $data_items[$game_variables[003]]
¡¡$game_variables[13] = $game_party.item_number(item)
¡¡#¡¡ÊÑ¿ô13È֤˼ΤƤ륢¥¤¥Æ¥à¤Î½ê»ý¿ô¤òÂåÆþ¡£

¾ò·ïʬ´ô¡§ÊÑ¿ô[13] >= 1
¡¡ÊÑ¿ô¤ÎÁàºî¡§[10] = 1
¡¡¿ôÃÍÆþÎϤνèÍý¡§[10] , 2·å
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¡¡¾ò·ïʬ´ô¡§ÊÑ¿ô[10] = 0
¡¡¡¡item = $data_items[$game_variables[003]]
¡¡¡¡$game_party.gain_item(item,1)
¡¡¡¡¥¤¥Ù¥ó¥È½èÍý¤ÎÃæÃÇ
¡¡¾ò·ïʬ´ô¡§ÊÑ¿ô[10] = 1
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¡¡item = $data_items[$game_variables[003]]
¡¡if $game_variables[10] >= $game_variables[13]
¡¡$game_party.lose_item(item,$game_variables[13])
¡¡$game_variables[11] = $game_variables[13] + 1
¡¡else
¡¡$game_party.lose_item(item,$game_variables[10]-1)
¡¡$game_variables[11] = $game_variables[10]
¡¡end

¡¡id = $game_party.alive_members[0].id
¡¡$game_variables[12] = id
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#--------------------------------------------------------------------------
# ¡ü ÆÃ¼ìǽÎÏÃͤμèÆÀ
#--------------------------------------------------------------------------
def sparam(sparam_id)
if sparam_id != 0
features_pi(FEATURE_SPARAM, sparam_id)
elsif sparam_id == 0###
case index
when 0 ; $game_party.battle_members[index].members_tgr = 1.0
when 1 ; $game_party.battle_members[index].members_tgr = 1.0
when 2 ; $game_party.battle_members[index].members_tgr = 0.8
when 3 ; $game_party.battle_members[index].members_tgr = 0.5
when 4 ; $game_party.battle_members[index].members_tgr = 0.5
when 5 ; $game_party.battle_members[index].members_tgr = 0.3
end
$game_party.battle_members[index].members_tgr *= features_pi(FEATURE_SPARAM, 0)
end
end

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#--------------------------------------------------------------------------
# ¡ü ¥¹¥Æ¡¼¥È¤ÎÉղòÄǽȽÄê
#--------------------------------------------------------------------------
def state_addable?(state_id)
case state_id ##¡¡²¼°Ì¥ì¥Ù¥ë¤ÎƱ¥¿¥¤¥×¥¹¥Æ¡¼¥È¤ËØí¤é¤Ê¤¤¤è¤¦¤Ë
when 5 ; return false if state?(6)
when 7 ; return false if state?(8) or state?(9)
when 8 ; return false if state?(9)
end
alive? && $data_states[state_id] && !state_resist?(state_id) &&
!state_removed?(state_id) && !state_restrict?(state_id)
end
#--------------------------------------------------------------------------
# ¡ù ¥¹¥Æ¡¼¥ÈÉղäˤè¤ë¥¹¥Æ¡¼¥È²ò½üȽÄê
#--------------------------------------------------------------------------
def add_remove_state(state_id)
case state_id ## ¾å°Ì¥ì¥Ù¥ë³î¤ÄƱ¥¿¥¤¥×¥¹¥Æ¡¼¥È¤ËØí¤ë¤È²¼°Ì¥¹¥Æ¡¼¥È¾Ãµî
when 5 ; add_to_removed(6)
when 6 ; add_to_removed(5)
end
end
#--------------------------------------------------------------------------
# ¡ù ¥¹¥Æ¡¼¥È¤ÎÉղäˤè¤ë¥¹¥Æ¡¼¥È²ò½ü
#--------------------------------------------------------------------------
def add_to_removed(state_id)
if state?(state_id)
revive if state_id == death_state_id
erase_state(state_id)
refresh
end
end

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