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- #_/ â—† Party Expansion & Formation - KGC_LargeParty â—† VX â—†
- #_/ â—‡ Last Update: 2008/04/27 â—‡
- #_/ â—† Translation by Mr. Anonymous â—†
- #_/-----------------------------------------------------------------------------
- #_/ This script allows you more control over the default "party" system by
- #_/ removing the limitation of only having four actors to a party. These
- #_/ extra actors may behave just as any other actor during battle. In addition
- #_/ you may also have "standby" actors, who can be swapped out with the
- #_/ current party via a "Party Formation" screen, which may optionally be
- #_/ added into the main menu panel, and/or even called from pressing
- #_/ a specified button while on the main menu.
- #_/-----------------------------------------------------------------------------
- #_/ â—† 2008/04/27 UPDATE [KGC] â—†
- #_/ Updated for KGC_CursorAnimation compatibility.
- #_/=============================================================================
- #_/ â—† Instructions For Usage â—†
- #_/ â—† Script Commands â—†
- #_/ These commands are used in "Script" function in the third page of event
- #_/ commands under "Advanced".
- #_/
- #_/ * call_partyform
- #_/ Calls the Party Formation screen.
- #_/
- #_/ * set_max_battle_member_count(Value)
- #_/ Allows you to manually set the maximum amount of actors in the active
- #_/ party, i.e. the amount of party members who may participate in battle.
- #_/
- #_/ * party_full?
- #_/ Used for Conditional Branches. This allows you to determine wether the
- #_/ active party is full in accordance to MAX_BATTLE_MEMBERS or the above
- #_/ manual statement of set_max_battle_member_count(Value).
- #_/
- #_/ * permit_partyform(true/false)
- #_/ Allows you to enable or disable the Party Formation screen on the main
- #_/ command menu. This also actives or deactivates PARTYFORM_SWITCH.
- #_/
- #_/ * fix_actor(ActorID, true/false)
- #_/ Allows you to fix or force an actor into remaining in the active party
- #_/ and not be switched out with a standby actor. If the true/false
- #_/ argument is omitted, the statement is automatically considered true.
- #_/
- #_/ * change_party_shift(index1, index2)
- #_/ This allows you to switch an actor in the position of index1 with the
- #_/ actor in the position of index2. This ignores the fix_actor function.
- #_/ Also of note is that the first actor in the party actually has an
- #_/ index of 0, second actor has an index of 1, and so on.
- #_/
- #_/ * sort_party_member(sort_type, true/false)
- #_/ This allows you to manually sort the actors by replacing sort_type with
- #_/ SORT_BY_ID, SORT_BY_NAME, or SORT_BY_LEVEL. If you set the second
- #_/ argument to true, the sorting order is reversed. If true, it is not.
- #_/ Also, if the second argument is omitted, it is automatically false.
- #_/
- #_/ * get_stand_by_member_ids
- #_/ This aquires the arrangement of the ActorIDs of the standby actors.
- #_/
- #_/ * stand_by_member?(ActorID)
- #_/ Used for Conditional Branches. This allows you to determine if the actor
- #_/ specified is a standby party member.
- #_/
- #_/ * add_battle_member(ActorID, index)
- #_/ Allows you to add an actor to the active party and place it in the
- #_/ desired position(index). If the second argument is omitted, the actor
- #_/ will automatically be placed at the end of the party. Also, if the
- #_/ active party is full, the actor will not be added.
- #_/
- #_/ * remove_battle_member(ActorID)
- #_/ Removes an actor from the active party. This cannot removed an actor
- #_/ who is fixed into place using fix_actor.
- #_/
- #_/ * remove_all_battle_member
- #_/ All actors other than fixed actors are removed from the active party.
- #_/ Note that this seems to unfix fixed characters, but not remove them.
- #_/ Also note that if there are no fixed actors, you must add a member
- #_/ back into the active party using add_battle_member BEFORE the player
- #_/ is allowed to open the menu or enter battle.
- #_/
- #_/ * random_launch
- #_/ Randomly sorts and replaces the active party with those from the standby
- #_/ party. Once again this does not effect fixed actors.
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
- #_/ A special note from the translator: I'll be revising this translation for
- #_/ a more user-friendly approach and expanded functionality explainations
- #_/ when I have the time. If you don't understand something here now, fear not,
- #_/ as this is only a beta translation. As such, some things may be incorrect.
- #_/ however, it should work without a hitch, with the possible exception of
- #_/ SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE, which I still cannot figure out.
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
- #==============================================================================#
- # ★ Customization ★ #
- #==============================================================================#
- module KGC
- module LargeParty
- # â—† Party Formation In-Game Switch â—†
- # This allows you to assign an in-game Switch that allows you to enable or
- # disable the Party Formation screen on the main command menu.
- PARTYFORM_SWITCH = 99
- # â—† Party Formation In-Game Switch (In Combat) â—†
- # This allows you to assign an in-game Switch that allows you to enable or
- # disable the Party Formation screen during combat.
- BATTLE_PARTYFORM_SWITCH = 100
- # â—† Default Party Formation Switch Activation Toggle â—†
- # When "New Game" is selected, both party formation permission switches
- # automatically become active (ON) when this is set as true.
- DEFAULT_PARTYFORM_ENABLED = true
- # â—† Maximum Party Members (In Combat) â—†
- # Allows you to choose how many actors may participate in a battle.
- MAX_BATTLE_MEMBERS = 4
- # â—† The Party Members â—†
- # Allows you to choose how many actors may be added to the party.
- # *Note: Game_Party::MAX_MEMBERS Is overwritten
- # When making this 100 or more, you'll receive an error.
- MAX_MEMBERS = 14
- # â—† Fixed Party Member Sorting â—†
- # This toggle allows you to enable/disable automatic sorting of fixed(active)
- # party members.
- # true = Disable automatic sorting.
- # false = Enable automatic sorting.
- FORBID_CHANGE_SHIFT_FIXED = false
- # Standby Members Background Color
- # Default: Color.new(0, 0, 0, 0)
- STAND_BY_COLOR = Color.new(0, 0, 0, 128)
- # â—† Fixed Current Party Background Color
- FIXED_COLOR = Color.new(255, 128, 64, 96)
- # Background Color that shows when Members are selected.
- SELECTED_COLOR = Color.new(64, 255, 128, 128)
- # â—† Party Formation Command Menu Selection â—†
- # This allows you to change the key/button pressed in the menu screen to
- # pull up the Party Formation screen without actually highlighting and
- # selecting the Party Formation option.
- # If this is set as nil, this function is disabled.
- MENU_PARTYFORM_BUTTON = nil
- # This toggle allows you to enable/disable the Party Formation option on the
- # main command window.
- # true = The option is enabled.
- # false = The option is removed.
- USE_MENU_PARTYFORM_COMMAND = true
- # This allows you to change the text displayed for the Party Formation option
- # in the main command window.
- VOCAB_MENU_PARTYFORM = "Grupo"
- # This toggle allows you to enable/disable the Party Formation option while
- # in combat.
- # This option is added under the "Run" or "Escape" command.
- USE_BATTLE_PARTYFORM = false
- # This allows you to change the text displayed for the Party Formation option
- # while in combat under the "Run" or "Escape" command.
- VOCAB_BATTLE_PARTYFORM = "Party"
- # â—† Party Formation Screen Character Dimensions â—†
- # This allows you to change the width and height of the actors' placemarkers
- # on the Party Formation Screen.
- # You can rewrite this [x, y] in accordance to the size of your actor's
- # walking graphic.
- PARTY_FORM_CHARACTER_SIZE = [40, 58]
- # This allows you to change the text of the empty slots in the Party
- # Formation Screen.
- BATTLE_MEMBER_BLANK_TEXT = "Vacío"
- # â—† Party Formation Screen Member Rows â—†
- # This allows you to change the amount of rows that in the "Standby"
- # box.
- # Adjust this value to 1 if the status window protrudes beyond the screen.
- PARTY_MEMBER_WINDOW_ROW_MAX = 1
- # â—† Current Party Member Display â—†
- # This toggle allows you to show/hide the current party members in the
- # "Standby" box.
- # true = Show them! These will be greyed out.
- # false = Hide them.
- SHOW_BATTLE_MEMBER_IN_PARTY = false
- # This allows you to change the text displayed for empty slots on in the
- # "Current Party" box.
- PARTY_MEMBER_BLANK_TEXT = "vacío"
- # â—† Width of caption window on organization screen
- CAPTION_WINDOW_WIDTH = 192
- # â—† Caption of combat member window on organization screen
- BATTLE_MEMBER_CAPTION = "Grupo Actual"
- if SHOW_BATTLE_MEMBER_IN_PARTY
- # This allows you to change the text that appears on top of the Party
- # Formation box.
- # (When SHOW_BATTLE_MEMBER_IN_PARTY = true)
- PARTY_MEMBER_CAPTION = "Formación"
- else
- # This allows you to change the text that appears on top of the Standby
- # box.
- # (When SHOW_BATTLE_MEMBER_IN_PARTY = false)
- PARTY_MEMBER_CAPTION = "Reserva"
- end
- # â—† Width of Formation Confirmation Window â—†
- CONFIRM_WINDOW_WIDTH = 160
- # â—† Vocab Strings for Formation Confirmation Window â—†
- # If the order of these commands are changed or something is removed, expect
- # an error.
- CONFIRM_WINDOW_COMMANDS = ["Usar Grupo Actual", "Usar Grupo Antiguo", "Cancelar"]
- # â—† Equip Item Status Shop Scroll â—†
- # This allows you to change the key/button HELD DOWN while using the Up and
- # Down keys to scroll the attribute bonuses window (to the right) to view
- # the each individual unit's attribute bonuses. KCG_HelpExtension is
- # required for this function to work properly.
- # If you set this to nil, this function is disabled.
- SHOP_STATUS_SCROLL_BUTTON = nil
- # â—† Standby Members Experience Gain Percentage â—†
- # If you enter 500 in this, the actual EXP gained is 50.0%
- # You may also prevent standby units from gaining EXP by setting this is 0.
- STAND_BY_EXP_RATE = 800
- # â—† Standby Members Level-Up Message â—†
- # This toggle allows you to enable/disable the level-up messages displayed
- # for units on standby.
- # true = Show level-up messages for standby units.
- # false = Hide level-up messages for standby units.
- SHOW_STAND_BY_LEVEL_UP = false
- # â—† Standby Members Combat Display â—†
- # *Note: I cannot figure out what this actually does. It doesn't -seem- to
- # work as advertised, but I could be wrong. If anyone figures out what this
- # actually does, please let me know.
- # true : All members are displayed during combat.
- # false : Exchanged standby members are not shown.
- SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = false
- end
- end
- $imported = {} if $imported == nil
- $imported["LargeParty"] = true
- #==============================================================================
- # â–¡ KGC::Commands
- #==============================================================================
- module KGC::Commands
- # メンãƒãƒ¼ã®ã‚½ãƒ¼ãƒˆå½¢å¼
- SORT_BY_ID = 0 # IDé †
- SORT_BY_NAME = 1 # åå‰é †
- SORT_BY_LEVEL = 2 # ãƒ¬ãƒ™ãƒ«é †
- module_function
- #--------------------------------------------------------------------------
- # â—‹ パーティ編æˆç”»é¢ã®å‘¼ã³å‡ºã—
- #--------------------------------------------------------------------------
- def call_partyform
- return if $game_temp.in_battle
- $game_temp.next_scene = :partyform
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°ã‚’è¨å®š
- # value : 人数 (çœç•¥ã—ãŸå ´åˆã¯ãƒ‡ãƒ•ã‚©ãƒ«ãƒˆå€¤ã‚’使用)
- #--------------------------------------------------------------------------
- def set_max_battle_member_count(value = nil)
- $game_party.max_battle_member_count = value
- end
- #--------------------------------------------------------------------------
- # â—‹ パーティ人数ãŒä¸€æ¯ã‹
- #--------------------------------------------------------------------------
- def party_full?
- return $game_party.full?
- end
- #--------------------------------------------------------------------------
- # â—‹ パーティ編æˆå¯å¦ã‚’è¨å®š
- # enabled : 有効フラグ (çœç•¥æ™‚ : true)
- #--------------------------------------------------------------------------
- def permit_partyform(enabled = true)
- $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘ä¸ã®ãƒ‘ーティ編æˆå¯å¦ã‚’è¨å®š
- # enabled : 有効フラグ (çœç•¥æ™‚ : true)
- #--------------------------------------------------------------------------
- def permit_battle_partyform(enabled = true)
- $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターã®å›ºå®šçŠ¶æ…‹ã‚’è¨å®š
- # actor_id : アクター ID
- # fixed : 固定フラグ (çœç•¥æ™‚ : true)
- #--------------------------------------------------------------------------
- def fix_actor(actor_id, fixed = true)
- $game_party.fix_actor(actor_id, fixed)
- end
- #--------------------------------------------------------------------------
- # â—‹ 並ã³æ›¿ãˆ
- # メンãƒãƒ¼ã® index1 番目㨠index2 番目を入れ替ãˆã‚‹
- #--------------------------------------------------------------------------
- def change_party_shift(index1, index2)
- $game_party.change_shift(index1, index2)
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼æ•´åˆ— (æ˜‡é †)
- # sort_type : ã‚½ãƒ¼ãƒˆå½¢å¼ (SORT_BY_xxx)
- # reverse : true ã ã¨é™é †
- #--------------------------------------------------------------------------
- def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
- $game_party.sort_member(sort_type, reverse)
- end
- #--------------------------------------------------------------------------
- # â—‹ 待機メンãƒãƒ¼ã® ID ã‚’å–å¾—
- #--------------------------------------------------------------------------
- def get_stand_by_member_ids
- result = []
- $game_party.stand_by_members.each { |actor| result << actor.id }
- return result
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターãŒå¾…機メンãƒãƒ¼ã‹
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- def stand_by_member?(actor_id)
- return get_stand_by_member_ids.include?(actor_id)
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターを戦闘メンãƒãƒ¼ã«åŠ ãˆã‚‹
- # actor_id : アクター ID
- # index : è¿½åŠ ä½ç½® (çœç•¥æ™‚ã¯æœ€å¾Œå°¾)
- #--------------------------------------------------------------------------
- def add_battle_member(actor_id, index = nil)
- $game_party.add_battle_member(actor_id, index)
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターを戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- def remove_battle_member(actor_id)
- $game_party.remove_battle_member(actor_id)
- end
- #--------------------------------------------------------------------------
- # â—‹ 固定アクター以外を戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
- #--------------------------------------------------------------------------
- def remove_all_battle_member
- $game_party.all_members.each { |actor|
- $game_party.remove_battle_member(actor.id)
- }
- end
- #--------------------------------------------------------------------------
- # ○ ランダム出撃
- #--------------------------------------------------------------------------
- def random_launch
- new_battle_members = $game_party.fixed_members
- candidates = $game_party.all_members - new_battle_members
- num = [$game_party.max_battle_member_count - new_battle_members.size,
- candidates.size].min
- return if num <= 0
- # ランダムã«é¸ã¶
- ary = (0...candidates.size).to_a.sort_by { rand }
- ary[0...num].each { |i| new_battle_members << candidates[i] }
- $game_party.set_battle_member(new_battle_members)
- end
- end
- class Game_Interpreter
- include KGC::Commands
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Vocab
- #==============================================================================
- module Vocab
- # 「パーティ編æˆã€ã‚³ãƒžãƒ³ãƒ‰å (メニュー)
- def self.partyform
- return KGC::LargeParty::VOCAB_MENU_PARTYFORM
- end
- # 「パーティ編æˆã€ã‚³ãƒžãƒ³ãƒ‰å (戦闘)
- def self.partyform_battle
- return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # â—‹ パーティ内インデックスå–å¾—
- #--------------------------------------------------------------------------
- def party_index
- return $game_party.all_members.index(self)
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼ã‹åˆ¤å®š
- #--------------------------------------------------------------------------
- def battle_member?
- return $game_party.battle_members.include?(self)
- end
- #--------------------------------------------------------------------------
- # â—‹ 固定メンãƒãƒ¼ã‹åˆ¤å®š
- #--------------------------------------------------------------------------
- def fixed_member?
- return $game_party.fixed_members.include?(self)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Game_Party
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ◠定数
- #--------------------------------------------------------------------------
- MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # 最大パーティ人数
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- #--------------------------------------------------------------------------
- alias initialize_KGC_LargeParty initialize
- def initialize
- initialize_KGC_LargeParty
- @max_battle_member_count = nil
- @battle_member_count = 0
- @fixed_actors = []
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°å–å¾—
- #--------------------------------------------------------------------------
- def max_battle_member_count
- if @max_battle_member_count == nil
- return KGC::LargeParty::MAX_BATTLE_MEMBERS
- else
- return @max_battle_member_count
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°å¤‰æ›´
- #--------------------------------------------------------------------------
- def max_battle_member_count=(value)
- if value.is_a?(Integer)
- value = [value, 1].max
- end
- @max_battle_member_count = value
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼æ•°å–å¾—
- #--------------------------------------------------------------------------
- def battle_member_count
- if @battle_member_count == nil
- @battle_member_count = @actors.size
- end
- @battle_member_count =
- [@battle_member_count, @actors.size, max_battle_member_count].min
- return @battle_member_count
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼æ•°è¨å®š
- #--------------------------------------------------------------------------
- def battle_member_count=(value)
- @battle_member_count = [[value, 0].max,
- @actors.size, max_battle_member_count].min
- end
- #--------------------------------------------------------------------------
- # ◠メンãƒãƒ¼ã®å–å¾—
- #--------------------------------------------------------------------------
- alias members_KGC_LargeParty members
- def members
- if $game_temp.in_battle ||
- !KGC::LargeParty::SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE
- return battle_members
- else
- return members_KGC_LargeParty
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ 全メンãƒãƒ¼ã®å–å¾—
- #--------------------------------------------------------------------------
- def all_members
- return members_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼ã®å–å¾—
- #--------------------------------------------------------------------------
- def battle_members
- result = []
- battle_member_count.times { |i| result << $game_actors[@actors[i]] }
- return result
- end
- #--------------------------------------------------------------------------
- # â—‹ 待機メンãƒãƒ¼ã®å–å¾—
- #--------------------------------------------------------------------------
- def stand_by_members
- return (all_members - battle_members)
- end
- #--------------------------------------------------------------------------
- # â—‹ 固定メンãƒãƒ¼ã®å–å¾—
- #--------------------------------------------------------------------------
- def fixed_members
- result = []
- @fixed_actors.each { |i| result << $game_actors[i] }
- return result
- end
- #--------------------------------------------------------------------------
- # â— åˆæœŸãƒ‘ーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
- #--------------------------------------------------------------------------
- alias setup_starting_members_KGC_LargeParty setup_starting_members
- def setup_starting_members
- setup_starting_members_KGC_LargeParty
- self.battle_member_count = @actors.size
- end
- #--------------------------------------------------------------------------
- # ◠戦闘テスト用パーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
- #--------------------------------------------------------------------------
- alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members
- def setup_battle_test_members
- setup_battle_test_members_KGC_LargeParty
- self.battle_member_count = @actors.size
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼ã®æ–°è¦è¨å®š
- # new_member : æ–°ã—ã„メンãƒãƒ¼
- #--------------------------------------------------------------------------
- def set_member(new_member)
- @actors = []
- new_member.each { |actor| @actors << actor.id }
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼ã®æ–°è¦è¨å®š
- # new_member : æ–°ã—ã„戦闘メンãƒãƒ¼
- #--------------------------------------------------------------------------
- def set_battle_member(new_member)
- new_battle_member = []
- new_member.each { |actor|
- @actors.delete(actor.id)
- new_battle_member << actor.id
- }
- @actors = new_battle_member + @actors
- self.battle_member_count = new_member.size
- end
- #--------------------------------------------------------------------------
- # â—‹ パーティ編æˆã‚’許å¯ã—ã¦ã„ã‚‹ã‹åˆ¤å®š
- #--------------------------------------------------------------------------
- def partyform_enable?
- return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘ä¸ã®ãƒ‘ーティ編æˆã‚’許å¯ã—ã¦ã„ã‚‹ã‹åˆ¤å®š
- #--------------------------------------------------------------------------
- def battle_partyform_enable?
- return false unless partyform_enable?
- return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼ãŒä¸€æ¯ã‹åˆ¤å®š
- #--------------------------------------------------------------------------
- def full?
- return (@actors.size >= MAX_MEMBERS)
- end
- #--------------------------------------------------------------------------
- # â—‹ 固定アクターã‹åˆ¤å®š
- # actor_id : 判定ã™ã‚‹ã‚¢ã‚¯ã‚¿ãƒ¼ã® ID
- #--------------------------------------------------------------------------
- def actor_fixed?(actor_id)
- return @fixed_actors.include?(actor_id)
- end
- #--------------------------------------------------------------------------
- # â— ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’åŠ ãˆã‚‹
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- alias add_actor_KGC_LargeParty add_actor
- def add_actor(actor_id)
- last_size = @actors.size
- add_actor_KGC_LargeParty(actor_id)
- if last_size < @actors.size
- self.battle_member_count += 1
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターを戦闘メンãƒãƒ¼ã«åŠ ãˆã‚‹
- # actor_id : アクター ID
- # index : è¿½åŠ ä½ç½® (çœç•¥æ™‚ã¯æœ€å¾Œå°¾)
- #--------------------------------------------------------------------------
- def add_battle_member(actor_id, index = nil)
- return unless @actors.include?(actor_id) # パーティã«ã„ãªã„
- if index == nil
- return if battle_members.include?($game_actors[actor_id]) # 出撃済ã¿
- return if battle_member_count == max_battle_member_count # 人数ãŒæœ€å¤§
- index = battle_member_count
- end
- @actors.delete(actor_id)
- @actors.insert(index, actor_id)
- self.battle_member_count += 1
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターを戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- def remove_battle_member(actor_id)
- return unless @actors.include?(actor_id) # パーティã«ã„ãªã„
- return if actor_fixed?(actor_id) # 固定済ã¿
- return if stand_by_members.include?($game_actors[actor_id]) # å¾…æ©Ÿä¸
- @actors.delete(actor_id)
- @actors.push(actor_id)
- self.battle_member_count -= 1
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターã®å›ºå®šçŠ¶æ…‹ã‚’è¨å®š
- # actor_id : アクター ID
- # fixed : 固定フラグ (çœç•¥æ™‚ : false)
- #--------------------------------------------------------------------------
- def fix_actor(actor_id, fixed = false)
- return unless @actors.include?(actor_id) # パーティã«ã„ãªã„
- if fixed
- # 固定
- unless @fixed_actors.include?(actor_id)
- @fixed_actors << actor_id
- unless battle_members.include?($game_actors[actor_id])
- self.battle_member_count += 1
- end
- end
- # 強制出撃
- apply_force_launch
- else
- # 固定解除
- @fixed_actors.delete(actor_id)
- end
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # â—‹ 強制出撃é©ç”¨
- #--------------------------------------------------------------------------
- def apply_force_launch
- while (fixed_members - battle_members).size > 0
- # 固定状態ã§ãªã„メンãƒãƒ¼ã‚’é©å½“ã«æŒã£ã¦ãã¦å…¥ã‚Œæ›¿ãˆ
- actor1 = stand_by_members.find { |a| @fixed_actors.include?(a.id) }
- actor2 = battle_members.reverse.find { |a| !@fixed_actors.include?(a.id) }
- index1 = @actors.index(actor1.id)
- index2 = @actors.index(actor2.id)
- @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
- # 戦闘メンãƒãƒ¼ãŒå…¨å“¡å›ºå®šã•ã‚ŒãŸã‚‰æˆ»ã‚‹ (ç„¡é™ãƒ«ãƒ¼ãƒ—防æ¢)
- all_fixed = true
- battle_members.each { |actor|
- unless actor.fixed_member?
- all_fixed = false
- break
- end
- }
- break if all_fixed
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼æ•´åˆ— (æ˜‡é †)
- # sort_type : ã‚½ãƒ¼ãƒˆå½¢å¼ (SORT_BY_xxx)
- # reverse : true ã ã¨é™é †
- #--------------------------------------------------------------------------
- def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
- reverse = false)
- # ãƒãƒƒãƒ•ã‚¡ã‚’準備
- b_actors = battle_members
- actors = all_members - b_actors
- f_actors = fixed_members
- # 固定ã‚ャラã¯ã‚½ãƒ¼ãƒˆã—ãªã„
- if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
- actors -= f_actors
- b_actors -= f_actors
- end
- # ソート
- case sort_type
- when KGC::Commands::SORT_BY_ID # IDé †
- actors.sort! { |a, b| a.id <=> b.id }
- b_actors.sort! { |a, b| a.id <=> b.id }
- when KGC::Commands::SORT_BY_NAME # åå‰é †
- actors.sort! { |a, b| a.name <=> b.name }
- b_actors.sort! { |a, b| a.name <=> b.name }
- when KGC::Commands::SORT_BY_LEVEL # ãƒ¬ãƒ™ãƒ«é †
- actors.sort! { |a, b| a.level <=> b.level }
- b_actors.sort! { |a, b| a.level <=> b.level }
- end
- # å転
- if reverse
- actors.reverse!
- b_actors.reverse!
- end
- # 固定ã‚ャラを先é ã«æŒã£ã¦ãã‚‹
- if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
- actors = f_actors + actors
- b_actors = f_actors + b_actors
- end
- # 復帰
- set_member(actors)
- set_battle_member(b_actors)
- apply_force_launch
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # â—‹ 並ã³æ›¿ãˆ
- # 戦闘メンãƒãƒ¼ã® index1 番目㨠index2 番目を入れ替ãˆã‚‹
- #--------------------------------------------------------------------------
- def change_shift(index1, index2)
- size = @actors.size
- if index1 >= size || index2 >= size
- return
- end
- buf = @actors[index1]
- @actors[index1] = @actors[index2]
- @actors[index2] = buf
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # ◠戦闘用ステートã®è§£é™¤ (戦闘終了時ã«å‘¼ã³å‡ºã—)
- #--------------------------------------------------------------------------
- def remove_states_battle
- for actor in all_members
- actor.remove_states_battle
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Window_Command
- #==============================================================================
- class Window_Command < Window_Selectable
- unless method_defined?(:add_command)
- #--------------------------------------------------------------------------
- # â—‹ コマンドを追åŠ
- # è¿½åŠ ã—ãŸä½ç½®ã‚’è¿”ã™
- #--------------------------------------------------------------------------
- def add_command(command)
- @commands << command
- @item_max = @commands.size
- item_index = @item_max - 1
- refresh_command
- draw_item(item_index)
- return item_index
- end
- #--------------------------------------------------------------------------
- # ○ コマンドをリフレッシュ
- #--------------------------------------------------------------------------
- def refresh_command
- buf = self.contents.clone
- self.height = [self.height, row_max * WLH + 32].max
- create_contents
- self.contents.blt(0, 0, buf, buf.rect)
- buf.dispose
- end
- #--------------------------------------------------------------------------
- # ○ コマンドを挿入
- #--------------------------------------------------------------------------
- def insert_command(index, command)
- @commands.insert(index, command)
- @item_max = @commands.size
- refresh_command
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ コマンドを削除
- #--------------------------------------------------------------------------
- def remove_command(command)
- @commands.delete(command)
- @item_max = @commands.size
- refresh
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Window_MenuStatus
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ◠定数
- #--------------------------------------------------------------------------
- STATUS_HEIGHT = 56 # ステータス一人分ã®é«˜ã•
- #--------------------------------------------------------------------------
- # ◠ウィンドウ内容ã®ä½œæˆ
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- [height - 32, row_max * STATUS_HEIGHT].max)
- end
- #--------------------------------------------------------------------------
- # â— å…ˆé ã®è¡Œã®å–å¾—
- #--------------------------------------------------------------------------
- def top_row
- return self.oy / STATUS_HEIGHT
- end
- #--------------------------------------------------------------------------
- # â— å…ˆé ã®è¡Œã®è¨å®š
- # row : å…ˆé ã«è¡¨ç¤ºã™ã‚‹è¡Œ
- #--------------------------------------------------------------------------
- def top_row=(row)
- super(row)
- self.oy = self.oy / WLH * STATUS_HEIGHT
- end
- #--------------------------------------------------------------------------
- # â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
- #--------------------------------------------------------------------------
- def page_row_max
- return (self.height - 32) / STATUS_HEIGHT
- end
- #--------------------------------------------------------------------------
- # â— é …ç›®ã‚’æç”»ã™ã‚‹çŸ©å½¢ã®å–å¾—
- # index : é …ç›®ç•ªå·
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = super(index)
- rect.height = STATUS_HEIGHT
- rect.y = index / @column_max * STATUS_HEIGHT
- return rect
- end
- #--------------------------------------------------------------------------
- # ◠リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- @item_max = $game_party.members.size
- create_contents
- fill_stand_by_background
- draw_member
- end
- #--------------------------------------------------------------------------
- # â—‹ パーティメンãƒãƒ¼æç”»
- #--------------------------------------------------------------------------
- def draw_member
- for actor in $game_party.members
- draw_actor_face(actor, 2, actor.party_index * 56 - 2, 52)
- x = 104
- y = actor.party_index * 56 + WLH / 2
- draw_actor_name(actor, x - 42, y - 15)
- draw_actor_level2(actor, x + 120, y + WLH * 1 - 2)
- draw_actor_state(actor, x + 64, y + WLH * 2)
- draw_actor_hp(actor, x - 42, y - 1)
- draw_actor_mp(actor, x - 42, y + WLH - 9)
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ 待機メンãƒãƒ¼ã®èƒŒæ™¯è‰²ã‚’å¡—ã‚‹
- #--------------------------------------------------------------------------
- def fill_stand_by_background
- color = KGC::LargeParty::STAND_BY_COLOR
- dy = STATUS_HEIGHT * $game_party.battle_members.size - 4
- dh = STATUS_HEIGHT * $game_party.stand_by_members.size
- if dh > 0
- self.contents.fill_rect(0, dy, self.width - 32, dh, color)
- end
- end
- #--------------------------------------------------------------------------
- # ◠カーソルã®æ›´æ–°
- #--------------------------------------------------------------------------
- def update_cursor
- if @index < 0 # カーソルãªã—
- self.cursor_rect.empty
- elsif @index < @item_max # 通常
- super
- elsif @index >= 100 # 自分
- self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
- contents.width, STATUS_HEIGHT)
- else # 全体
- self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★#######
- #==============================================================================
- # â– Window_ShopStatus
- #==============================================================================
- class Window_ShopStatus < Window_Base
- #--------------------------------------------------------------------------
- # ◠ウィンドウ内容ã®ä½œæˆ
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- WLH * ($game_party.members.size + 1) * 2)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ◠ウィンドウ内容ã®ä½œæˆ
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- [WLH * $game_party.members.size, height - 32].max)
- end
- #--------------------------------------------------------------------------
- # ◠リフレッシュ
- #--------------------------------------------------------------------------
- alias refresh_KGC_LargeParty refresh
- def refresh
- create_contents
- refresh_KGC_LargeParty
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â–¡ Window_PartyFormCaption
- #------------------------------------------------------------------------------
- #  パーティ編æˆç”»é¢ã§ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ã‚ャプションを表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã
- #™ã€‚
- #==============================================================================
- class Window_PartyFormCaption < Window_Base
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- # caption : 表示ã™ã‚‹ã‚ャプション
- #--------------------------------------------------------------------------
- def initialize(caption = "")
- super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
- self.z = 1500
- @caption = caption
- refresh
- end
- #--------------------------------------------------------------------------
- # ◠リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.draw_text(0, 0, width - 32, WLH, @caption)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â–¡ Window_PartyFormMember
- #------------------------------------------------------------------------------
- #  パーティ編æˆç”»é¢ã§ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
- #==============================================================================
- class Window_PartyFormMember < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ 定数
- #--------------------------------------------------------------------------
- DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
- #--------------------------------------------------------------------------
- # ◠公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :selected_index # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- # x : ウィンドウ㮠X 座標
- # y : ウィンドウ㮠Y 座標
- # width : ウィンドウã®å¹…
- # height : ウィンドウã®é«˜ã•
- # spacing : 横ã«é …ç›®ãŒä¸¦ã¶ã¨ãã®ç©ºç™½ã®å¹…
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height, spacing = 8)
- super(x, y, width, height, spacing)
- self.z = 1000
- end
- #--------------------------------------------------------------------------
- # ◠ウィンドウ内容ã®ä½œæˆ
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- [height - 32, row_max * DRAW_SIZE[1]].max)
- end
- #--------------------------------------------------------------------------
- # â— å…ˆé ã®è¡Œã®å–å¾—
- #--------------------------------------------------------------------------
- def top_row
- return self.oy / DRAW_SIZE[1]
- end
- #--------------------------------------------------------------------------
- # â— å…ˆé ã®è¡Œã®è¨å®š
- # row : å…ˆé ã«è¡¨ç¤ºã™ã‚‹è¡Œ
- #--------------------------------------------------------------------------
- def top_row=(row)
- super(row)
- self.oy = self.oy / WLH * DRAW_SIZE[1]
- end
- #--------------------------------------------------------------------------
- # â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
- #--------------------------------------------------------------------------
- def page_row_max
- return (self.height - 32) / DRAW_SIZE[1]
- end
- #--------------------------------------------------------------------------
- # â— é …ç›®ã‚’æç”»ã™ã‚‹çŸ©å½¢ã®å–å¾—
- # index : é …ç›®ç•ªå·
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = super(index)
- rect.width = DRAW_SIZE[0]
- rect.height = DRAW_SIZE[1]
- rect.y = index / @column_max * DRAW_SIZE[1]
- return rect
- end
- #--------------------------------------------------------------------------
- # â—‹ é¸æŠžã‚¢ã‚¯ã‚¿ãƒ¼å–å¾—
- #--------------------------------------------------------------------------
- def actor
- return @actors[self.index]
- end
- #--------------------------------------------------------------------------
- # ◠リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- restore_member_list
- draw_member
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
- #--------------------------------------------------------------------------
- def restore_member_list
- # 継承先ã§å®šç¾©
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼æç”»
- #--------------------------------------------------------------------------
- def draw_member
- # 継承先ã§å®šç¾©
- end
- #--------------------------------------------------------------------------
- # â—‹ 空欄アクターæç”»
- # index : é …ç›®ç•ªå·
- #--------------------------------------------------------------------------
- def draw_empty_actor(index)
- # 継承先ã§å®šç¾©
- end
- #--------------------------------------------------------------------------
- # â—‹ 固定ã‚ャラ背景æç”»
- # index : é …ç›®ç•ªå·
- #--------------------------------------------------------------------------
- def draw_fixed_back(index)
- rect = item_rect(index)
- self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
- end
- #--------------------------------------------------------------------------
- # â—‹ é¸æŠžä¸ã‚ャラ背景æç”»
- # index : é …ç›®ç•ªå·
- #--------------------------------------------------------------------------
- def draw_selected_back(index)
- rect = item_rect(index)
- self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â–¡ Window_PartyFormBattleMember
- #------------------------------------------------------------------------------
- #  パーティ編æˆç”»é¢ã§æˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
- #==============================================================================
- class Window_PartyFormBattleMember < Window_PartyFormMember
- #--------------------------------------------------------------------------
- # ◠公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :selected_index # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 64, DRAW_SIZE[1] + 32)
- column_width = DRAW_SIZE[0] + @spacing
- nw = [column_width * $game_party.max_battle_member_count + 32,
- Graphics.width].min
- self.width = nw
- @item_max = $game_party.max_battle_member_count
- @column_max = width / column_width
- @selected_index = nil
- create_contents
- refresh
- self.active = true
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
- #--------------------------------------------------------------------------
- def restore_member_list
- @actors = $game_party.battle_members
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼æç”»
- #--------------------------------------------------------------------------
- def draw_member
- @item_max.times { |i|
- actor = @actors[i]
- if actor == nil
- draw_empty_actor(i)
- else
- if i == @selected_index
- draw_selected_back(i)
- elsif $game_party.actor_fixed?(actor.id)
- draw_fixed_back(i)
- end
- rect = item_rect(i)
- draw_actor_graphic(actor,
- rect.x + DRAW_SIZE[0] / 2, # FACE
- rect.y + DRAW_SIZE[1] - 4)
- end
- }
- end
- #--------------------------------------------------------------------------
- # â—‹ 空欄アクターæç”»
- # index : é …ç›®ç•ªå·
- #--------------------------------------------------------------------------
- def draw_empty_actor(index)
- rect = item_rect(index)
- self.contents.font.color = system_color
- self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1)
- self.contents.font.color = normal_color
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â–¡ Window_PartyFormAllMember
- #------------------------------------------------------------------------------
- #  パーティ編æˆç”»é¢ã§å…¨ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
- #==============================================================================
- class Window_PartyFormAllMember < Window_PartyFormMember
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 64, 64)
- restore_member_list
- @item_max = $game_party.all_members.size
- # å„種サイズ計算
- column_width = DRAW_SIZE[0] + @spacing
- sw = [@item_max * column_width + 32, Graphics.width].min
- @column_max = (sw - 32) / column_width
- sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32
- sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min
- # 座標・サイズ調整
- self.y += DRAW_SIZE[1] + 32
- self.width = sw
- self.height = sh
- create_contents
- refresh
- self.active = false
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # â—‹ é¸æŠžã—ã¦ã„るアクターã®ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹å–å¾—
- #--------------------------------------------------------------------------
- def actor_index
- return @index_offset + self.index
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
- #--------------------------------------------------------------------------
- def restore_member_list
- if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY
- @actors = $game_party.all_members
- @index_offset = 0
- else
- @actors = $game_party.stand_by_members
- @index_offset = $game_party.battle_members.size
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ メンãƒãƒ¼æç”»
- #--------------------------------------------------------------------------
- def draw_member
- @item_max.times { |i|
- actor = @actors[i]
- if actor == nil
- draw_empty_actor(i)
- next
- end
- if $game_party.actor_fixed?(actor.id)
- draw_fixed_back(i)
- end
- rect = item_rect(i)
- opacity = ($game_party.battle_members.include?(actor) ? 96 : 255)
- draw_actor_graphic(actor,
- rect.x + DRAW_SIZE[0] / 2, # FACE
- rect.y + DRAW_SIZE[1] - 4,
- opacity)
- }
- end
- #--------------------------------------------------------------------------
- # ◠アクターã®æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯æç”»
- # actor : アクター
- # x : æ画先 X 座標
- # y : æ画先 Y 座標
- # opacity : ä¸é€æ˜Žåº¦
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y, opacity = 255)
- draw_character(actor.character_name, actor.character_index, x, y, opacity)
- end
- #--------------------------------------------------------------------------
- # â— æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ã®æç”»
- # character_name : æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ ファイルå
- # character_index : æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ インデックス
- # x : æ画先 X 座標
- # y : æ画先 Y 座標
- # opacity : ä¸é€æ˜Žåº¦
- #--------------------------------------------------------------------------
- def draw_character(character_name, character_index, x, y, opacity = 255)
- return if character_name == nil
- bitmap = Cache.character(character_name)
- sign = character_name[/^[\!\$]./]
- if sign != nil and sign.include?('$')
- cw = bitmap.width / 3
- ch = bitmap.height / 4
- else
- cw = bitmap.width / 12
- ch = bitmap.height / 8
- end
- n = character_index
- src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
- end
- #--------------------------------------------------------------------------
- # â—‹ 空欄アクターæç”»
- # index : é …ç›®ç•ªå·
- #--------------------------------------------------------------------------
- def draw_empty_actor(index)
- rect = item_rect(index)
- self.contents.font.color = system_color
- self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1)
- self.contents.font.color = normal_color
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â–¡ Window_PartyFormStatus
- #------------------------------------------------------------------------------
- #  パーティ編æˆç”»é¢ã§ã‚¢ã‚¯ã‚¿ãƒ¼ã®ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
- #==============================================================================
- class Window_PartyFormStatus < Window_Base
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 384, 128)
- self.z = 1000
- @actor = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # â—‹ アクターè¨å®š
- #--------------------------------------------------------------------------
- def set_actor(actor)
- if @actor != actor
- @actor = actor
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ◠リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- if @actor == nil
- return
- end
- draw_actor_face(@actor, 0, 0)
- dx = 104
- draw_actor_name(@actor, dx, 0)
- draw_actor_level(@actor, dx + 128, WLH * 1)
- draw_actor_hp(@actor, dx, WLH * 2)
- draw_actor_mp(@actor, dx, WLH * 3)
- draw_actor_class(@actor, dx + 128, WLH * 0)
- # draw_actor_nextexp_info(@actor, 128, y + WLH * 2)
- draw_actor_state(@actor, dx + 128, WLH * 3)
- end
- #--------------------------------------------------------------------------
- # ◠能力値ã®æç”»
- # actor : アクター
- # x : æ画先 X 座標
- # y : æ画先 Y 座標
- # type : 能力値ã®ç¨®é¡ž (0~3)
- # width : æ画幅
- #--------------------------------------------------------------------------
- def draw_actor_parameter(actor, x, y, type, width = 156)
- case type
- when 0
- parameter_name = Vocab::atk
- parameter_value = actor.atk
- when 1
- parameter_name = Vocab::def
- parameter_value = actor.def
- when 2
- parameter_name = Vocab::spi
- parameter_value = actor.spi
- when 3
- parameter_name = Vocab::agi
- parameter_value = actor.agi
- end
- nw = width - 36
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, nw, WLH, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â–¡ Window_PartyFormControl
- #------------------------------------------------------------------------------
- #  パーティ編æˆç”»é¢ã§æ“作方法を表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
- #==============================================================================
- class Window_PartyFormControl < Window_Base
- #--------------------------------------------------------------------------
- # ○ 定数
- #--------------------------------------------------------------------------
- MODE_BATTLE_MEMBER = 0
- MODE_SHIFT_CHANGE = 1
- MODE_PARTY_MEMBER = 2
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, Graphics.width - 384, 128)
- self.z = 1000
- @mode = MODE_BATTLE_MEMBER
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ モード変更
- #--------------------------------------------------------------------------
- def mode=(value)
- @mode = value
- refresh
- end
- #--------------------------------------------------------------------------
- # ◠リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- case @mode
- when MODE_BATTLE_MEMBER # 戦闘メンãƒãƒ¼
- buttons = [
- "<Z> Elegir",
- "<X> Cancelar",
- "<A> Cambiar",
- "<Shift> Remover",
- ]
- when MODE_SHIFT_CHANGE # 並ã³æ›¿ãˆ
- buttons = [
- "<Z> Elegir",
- "<A> Elegir",
- "<X> Cancelar",
- ]
- when MODE_PARTY_MEMBER # パーティメンãƒãƒ¼
- buttons = [
- "<Z> Elegir",
- "<X> Cancelar",
- ]
- else
- return
- end
- buttons.each_with_index { |c, i|
- self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
- }
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Scene_Title
- #==============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # â— å„種ゲームオブジェクトã®ä½œæˆ
- #--------------------------------------------------------------------------
- alias create_game_objects_KGC_LargeParty create_game_objects
- def create_game_objects
- create_game_objects_KGC_LargeParty
- if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
- $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true
- $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Scene_Map
- #==============================================================================
- class Scene_Map < Scene_Base
- #--------------------------------------------------------------------------
- # â— ç”»é¢åˆ‡ã‚Šæ›¿ãˆã®å®Ÿè¡Œ
- #--------------------------------------------------------------------------
- alias update_scene_change_KGC_LargeParty update_scene_change
- def update_scene_change
- return if $game_player.moving? # プレイヤーã®ç§»å‹•ä¸ï¼Ÿ
- if $game_temp.next_scene == :partyform
- call_partyform
- return
- end
- update_scene_change_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # â—‹ パーティ編æˆç”»é¢ã¸ã®åˆ‡ã‚Šæ›¿ãˆ
- #--------------------------------------------------------------------------
- def call_partyform
- $game_temp.next_scene = nil
- $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Scene_Menu
- #==============================================================================
- class Scene_Menu < Scene_Base
- if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
- #--------------------------------------------------------------------------
- # ◠コマンドウィンドウã®ä½œæˆ
- #--------------------------------------------------------------------------
- alias create_command_window_KGC_LargeParty create_command_window
- def create_command_window
- create_command_window_KGC_LargeParty
- return if $imported["CustomMenuCommand"]
- @__command_partyform_index =
- @command_window.add_command(Vocab.partyform)
- @command_window.draw_item(@__command_partyform_index,
- $game_party.partyform_enable?)
- if @command_window.oy > 0
- @command_window.oy -= Window_Base::WLH
- end
- @command_window.index = @menu_index
- end
- end
- #--------------------------------------------------------------------------
- # ◠コマンドé¸æŠžã®æ›´æ–°
- #--------------------------------------------------------------------------
- alias update_command_selection_KGC_LargeParty update_command_selection
- def update_command_selection
- current_menu_index = @__command_partyform_index
- call_partyform_flag = false
- if Input.trigger?(Input::C)
- case @command_window.index
- when @__command_partyform_index # パーティ編æˆ
- call_partyform_flag = true
- end
- # パーティ編æˆãƒœã‚¿ãƒ³æŠ¼ä¸‹
- elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
- Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
- call_partyform_flag = true
- current_menu_index = @command_window.index if current_menu_index == nil
- end
- # パーティ編æˆç”»é¢ã«ç§»è¡Œ
- if call_partyform_flag
- if $game_party.members.size == 0 || !$game_party.partyform_enable?
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- $scene = Scene_PartyForm.new(current_menu_index)
- return
- end
- update_command_selection_KGC_LargeParty
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â–¡ Scene_PartyForm
- #------------------------------------------------------------------------------
- #  パーティ編æˆç”»é¢ã®å‡¦ç†ã‚’è¡Œã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚
- #==============================================================================
- class Scene_PartyForm < Scene_Base
- #--------------------------------------------------------------------------
- # ○ 定数
- #--------------------------------------------------------------------------
- CAPTION_OFFSET = 40 # ã‚ャプションウィンドウã®ä½ç½®è£œæ£
- HOST_MENU = 0 # 呼ã³å‡ºã—å…ƒ : メニュー
- HOST_MAP = 1 # 呼ã³å‡ºã—å…ƒ : マップ
- HOST_BATTLE = 2 # 呼ã³å‡ºã—å…ƒ : 戦闘
- #--------------------------------------------------------------------------
- # ◠オブジェクトåˆæœŸåŒ–
- # menu_index : コマンドã®ã‚«ãƒ¼ã‚½ãƒ«åˆæœŸä½ç½®
- # host_scene : 呼ã³å‡ºã—å…ƒ (0..メニュー 1..マップ 2..戦闘)
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0, host_scene = HOST_MENU)
- @menu_index = menu_index
- @host_scene = host_scene
- end
- #--------------------------------------------------------------------------
- # ◠開始処ç†
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_windows
- create_confirm_window
- adjust_window_location
- # ç·¨æˆå‰ã®ãƒ‘ーティをä¿å˜
- @battle_actors = $game_party.battle_members.dup
- @party_actors = $game_party.all_members.dup
- end
- #--------------------------------------------------------------------------
- # â—‹ ウィンドウã®ä½œæˆ
- #--------------------------------------------------------------------------
- def create_windows
- # ç·¨æˆç”¨ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ
- @battle_member_window = Window_PartyFormBattleMember.new
- @party_member_window = Window_PartyFormAllMember.new
- @status_window = Window_PartyFormStatus.new
- @status_window.set_actor(@battle_member_window.actor)
- # ãã®ä»–ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ
- @battle_member_caption_window =
- Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION)
- @party_member_caption_window =
- Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION)
- @control_window = Window_PartyFormControl.new
- end
- #--------------------------------------------------------------------------
- # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ä½œæˆ
- #--------------------------------------------------------------------------
- def create_confirm_window
- commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS
- @confirm_window =
- Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands)
- @confirm_window.index = 0
- @confirm_window.x = (Graphics.width - @confirm_window.width) / 2
- @confirm_window.y = (Graphics.height - @confirm_window.height) / 2
- @confirm_window.z = 2000
- @confirm_window.openness = 0
- @confirm_window.active = false
- end
- #--------------------------------------------------------------------------
- # â—‹ ウィンドウã®åº§æ¨™èª¿æ•´
- #--------------------------------------------------------------------------
- def adjust_window_location
- # 基準座標を計算
- base_x = [@battle_member_window.width, @party_member_window.width].max
- base_x = [(Graphics.width - base_x) / 2, 0].max
- base_y = @battle_member_window.height + @party_member_window.height +
- @status_window.height + CAPTION_OFFSET * 2
- base_y = [(Graphics.height - base_y) / 2, 0].max
- # ç·¨æˆç”¨ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®åº§æ¨™ã‚’セット
- @battle_member_window.x = base_x
- @battle_member_window.y = base_y + CAPTION_OFFSET
- @party_member_window.x = base_x
- @party_member_window.y = @battle_member_window.y +
- @battle_member_window.height + CAPTION_OFFSET
- @status_window.x = 0
- @status_window.y = @party_member_window.y + @party_member_window.height
- # ãã®ä»–ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®åº§æ¨™ã‚’セット
- @battle_member_caption_window.x = [base_x - 16, 0].max
- @battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
- @party_member_caption_window.x = [base_x - 16, 0].max
- @party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
- @control_window.x = @status_window.width
- @control_window.y = @status_window.y
- end
- #--------------------------------------------------------------------------
- # ◠終了処ç†
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- @battle_member_window.dispose
- @party_member_window.dispose
- @status_window.dispose
- @battle_member_caption_window.dispose
- @party_member_caption_window.dispose
- @control_window.dispose
- @confirm_window.dispose
- end
- #--------------------------------------------------------------------------
- # ◠メニュー画é¢ç³»ã®èƒŒæ™¯ä½œæˆ
- #--------------------------------------------------------------------------
- def create_menu_background
- super
- @menuback_sprite.z = 500
- end
- #--------------------------------------------------------------------------
- # â— å…ƒã®ç”»é¢ã¸æˆ»ã‚‹
- #--------------------------------------------------------------------------
- def return_scene
- case @host_scene
- when HOST_MENU
- $scene = Scene_Menu.new(@menu_index)
- when HOST_MAP
- $scene = Scene_Map.new
- when HOST_BATTLE
- $scene = Scene_Battle.new
- end
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # ◠フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- update_window
- if @battle_member_window.active
- update_battle_member
- elsif @party_member_window.active
- update_party_member
- elsif @confirm_window.active
- update_confirm
- end
- end
- #--------------------------------------------------------------------------
- # ○ ウィンドウ更新
- #--------------------------------------------------------------------------
- def update_window
- @battle_member_window.update
- @party_member_window.update
- @status_window.update
- @battle_member_caption_window.update
- @party_member_caption_window.update
- @control_window.update
- @confirm_window.update
- end
- #--------------------------------------------------------------------------
- # â—‹ ウィンドウå†æç”»
- #--------------------------------------------------------------------------
- def refresh_window
- @battle_member_window.refresh
- @party_member_window.refresh
- end
- #--------------------------------------------------------------------------
- # â—‹ フレーム更新 (戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
- #--------------------------------------------------------------------------
- def update_battle_member
- @status_window.set_actor(@battle_member_window.actor)
- if Input.trigger?(Input::A)
- if @battle_member_window.selected_index == nil # 並ã³æ›¿ãˆä¸ã§ãªã„
- actor = @battle_member_window.actor
- # アクターを外ã›ãªã„å ´åˆ
- if actor == nil || $game_party.actor_fixed?(actor.id)
- Sound.play_buzzer
- return
- end
- # アクターを外ã™
- Sound.play_decision
- actors = $game_party.battle_members
- actors.delete_at(@battle_member_window.index)
- $game_party.set_battle_member(actors)
- refresh_window
- end
- elsif Input.trigger?(Input::B)
- if @battle_member_window.selected_index == nil # 並ã³æ›¿ãˆä¸ã§ãªã„
- # 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
- Sound.play_cancel
- show_confirm_window
- else # 並ã³æ›¿ãˆä¸
- # 並ã³æ›¿ãˆè§£é™¤
- Sound.play_cancel
- @battle_member_window.selected_index = nil
- @battle_member_window.refresh
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- elsif Input.trigger?(Input::C)
- if @battle_member_window.selected_index == nil # 並ã³æ›¿ãˆä¸ã§ãªã„
- actor = @battle_member_window.actor
- # アクターを外ã›ãªã„å ´åˆ
- if actor != nil && $game_party.actor_fixed?(actor.id)
- Sound.play_buzzer
- return
- end
- # パーティメンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
- Sound.play_decision
- @battle_member_window.active = false
- @party_member_window.active = true
- @control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
- else # 並ã³æ›¿ãˆä¸
- unless can_change_shift?(@battle_member_window.actor)
- Sound.play_buzzer
- return
- end
- # 並ã³æ›¿ãˆå®Ÿè¡Œ
- Sound.play_decision
- index1 = @battle_member_window.selected_index
- index2 = @battle_member_window.index
- change_shift(index1, index2)
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- elsif Input.trigger?(Input::X)
- # 並ã³æ›¿ãˆä¸å¯èƒ½ãªå ´åˆ
- unless can_change_shift?(@battle_member_window.actor)
- Sound.play_buzzer
- return
- end
- if @battle_member_window.selected_index == nil # 並ã³æ›¿ãˆä¸ã§ãªã„
- # 並ã³æ›¿ãˆé–‹å§‹
- Sound.play_decision
- @battle_member_window.selected_index = @battle_member_window.index
- @battle_member_window.refresh
- @control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE
- else # 並ã³æ›¿ãˆä¸
- # 並ã³æ›¿ãˆå®Ÿè¡Œ
- Sound.play_decision
- index1 = @battle_member_window.selected_index
- index2 = @battle_member_window.index
- change_shift(index1, index2)
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ 並ã³æ›¿ãˆå¯å¦åˆ¤å®š
- #--------------------------------------------------------------------------
- def can_change_shift?(actor)
- # é¸æŠžã—ãŸã‚¢ã‚¯ã‚¿ãƒ¼ãŒå˜åœ¨ã—ãªã„ã€ã¾ãŸã¯ä¸¦ã³æ›¿ãˆä¸èƒ½ãªå ´åˆ
- if actor == nil ||
- (KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
- $game_party.actor_fixed?(actor.id))
- return false
- end
- return true
- end
- #--------------------------------------------------------------------------
- # â—‹ 並ã³æ›¿ãˆ
- #--------------------------------------------------------------------------
- def change_shift(index1, index2)
- # ä½ç½®ã‚’入れ替ãˆ
- $game_party.change_shift(index1, index2)
- # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹ã‚’クリア
- @battle_member_window.selected_index = nil
- refresh_window
- end
- #--------------------------------------------------------------------------
- # â—‹ フレーム更新 (パーティウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
- #--------------------------------------------------------------------------
- def update_party_member
- @status_window.set_actor(@party_member_window.actor)
- if Input.trigger?(Input::B)
- Sound.play_cancel
- # 戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
- @battle_member_window.active = true
- @party_member_window.active = false
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- elsif Input.trigger?(Input::C)
- actor = @party_member_window.actor
- # アクターãŒæˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã«å«ã¾ã‚Œã‚‹å ´åˆ
- if $game_party.battle_members.include?(actor)
- Sound.play_buzzer
- return
- end
- # アクターを入れ替ãˆ
- Sound.play_decision
- actors = $game_party.all_members
- battle_actors = $game_party.battle_members
- if @battle_member_window.actor != nil
- actors[@party_member_window.actor_index] = @battle_member_window.actor
- actors[@battle_member_window.index] = actor
- $game_party.set_member(actors.compact)
- end
- battle_actors[@battle_member_window.index] = actor
- $game_party.set_battle_member(battle_actors.compact)
- refresh_window
- # 戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
- @battle_member_window.active = true
- @party_member_window.active = false
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ フレーム更新 (確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
- #--------------------------------------------------------------------------
- def update_confirm
- if Input.trigger?(Input::B)
- Sound.play_cancel
- hide_confirm_window
- elsif Input.trigger?(Input::C)
- case @confirm_window.index
- when 0 # ç·¨æˆå®Œäº†
- # パーティãŒç„¡åŠ¹ã®å ´åˆ
- unless battle_member_valid?
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- return_scene
- when 1 # ç·¨æˆä¸æ–
- Sound.play_decision
- # パーティを編æˆå‰ã®çŠ¶æ…‹ã«æˆ»ã™
- $game_party.set_member(@party_actors)
- $game_party.set_battle_member(@battle_actors)
- return_scene
- when 2 # ã‚ャンセル
- Sound.play_cancel
- hide_confirm_window
- end
- end
- end
- #--------------------------------------------------------------------------
- # â—‹ 戦闘メンãƒãƒ¼æœ‰åŠ¹åˆ¤å®š
- #--------------------------------------------------------------------------
- def battle_member_valid?
- return false if $game_party.battle_members.size == 0 # 戦闘メンãƒãƒ¼ãŒç©º
- $game_party.battle_members.each { |actor|
- return true if actor.exist? # 生å˜è€…ãŒã„ã‚Œã°OK
- }
- return false
- end
- #--------------------------------------------------------------------------
- # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®è¡¨ç¤º
- #--------------------------------------------------------------------------
- def show_confirm_window
- if @battle_member_window.active
- @last_active_window = @battle_member_window
- else
- @last_active_window = @party_member_window
- end
- @battle_member_window.active = false
- @party_member_window.active = false
- @confirm_window.draw_item(0, battle_member_valid?)
- @confirm_window.open
- @confirm_window.active = true
- end
- #--------------------------------------------------------------------------
- # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®éžè¡¨ç¤º
- #--------------------------------------------------------------------------
- def hide_confirm_window
- @confirm_window.active = false
- @confirm_window.close
- @last_active_window.active = true
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #☆★☆★☆★
- #==============================================================================
- # â– Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ◠メッセージ表示ãŒçµ‚ã‚ã‚‹ã¾ã§ã‚¦ã‚§ã‚¤ãƒˆ
- #--------------------------------------------------------------------------
- alias wait_for_message_KGC_LargeParty wait_for_message
- def wait_for_message
- return if @ignore_wait_for_message # メッセージ終了ã¾ã§ã®ã‚¦ã‚§ã‚¤ãƒˆã‚’無視
- wait_for_message_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # ◠レベルアップã®è¡¨ç¤º
- #--------------------------------------------------------------------------
- alias display_level_up_KGC_LargeParty display_level_up
- def display_level_up
- @ignore_wait_for_message = true
- display_level_up_KGC_LargeParty
- exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
- $game_party.stand_by_members.each { |actor|
- actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
- }
- @ignore_wait_for_message = false
- wait_for_message
- end
- #--------------------------------------------------------------------------
- # ◠パーティコマンドé¸æŠžã®é–‹å§‹
- #--------------------------------------------------------------------------
- alias start_party_command_selection_KGC_LargeParty start_party_command_selection
- def start_party_command_selection
- if $game_temp.in_battle
- @status_window.index = 0
- end
- start_party_command_selection_KGC_LargeParty
- end
- if KGC::LargeParty::USE_BATTLE_PARTYFORM
- #--------------------------------------------------------------------------
- # â— æƒ…å ±è¡¨ç¤ºãƒ“ãƒ¥ãƒ¼ãƒãƒ¼ãƒˆã®ä½œæˆ
- #--------------------------------------------------------------------------
- alias create_info_viewport_KGC_LargeParty create_info_viewport
- def create_info_viewport
- create_info_viewport_KGC_LargeParty
- @__command_partyform_index =
- @party_command_window.add_command(Vocab.partyform_battle)
- @party_command_window.draw_item(@__command_partyform_index,
- $game_party.battle_partyform_enable?)
- end
- #--------------------------------------------------------------------------
- # ◠パーティコマンドé¸æŠžã®æ›´æ–°
- #--------------------------------------------------------------------------
- alias update_party_command_selection_KGC_LargeParty update_party_command_selection
- def update_party_command_selection
- if Input.trigger?(Input::C)
- case @party_command_window.index
- when @__command_partyform_index # パーティ編æˆ
- unless $game_party.battle_partyform_enable?
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- process_partyform
- return
- end
- end
- update_party_command_selection_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # â—‹ パーティ編æˆã®å‡¦ç†
- #--------------------------------------------------------------------------
- def process_partyform
- Graphics.freeze
- snapshot_for_background
- $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
- $scene.main
- $scene = self
- @status_window.refresh
- perform_transition
- end
- end
- end
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
- #_/ The original untranslated version of this script can be found here:
- # [url="http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/special_system&tech=large_party"]http://f44.aaa.livedoor.jp/~ytomy/tkool/rp...ech=large_party[/url]
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
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