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- // Change the return value to be however many maximum battle members you want
- Game_Party.prototype.maxBattleMembers = function() {
- return 4;
- };
- Game_Party.prototype.allBattleMembers = function() {
- return this.allMembers().slice(1, this.maxBattleMembers() + 1);
- };
- Game_Party.prototype.leader = function() {
- return this.allMembers()[0];
- };
- Game_Followers.prototype.setup = function() {
- this._data = [];
- for (let i = 0; i < $gameParty.maxBattleMembers(); i++) {
- this._data.push(new Game_Follower(i));
- }
- };
- Window_MenuStatus.prototype.drawItemImage = function(index) {
- const actor = this.actor(index);
- const rect = this.itemRect(index);
- const width = ImageManager.faceWidth;
- const height = rect.height - 2;
- this.changePaintOpacity(actor.isBattleMember() || actor == $gameParty.leader());
- this.drawActorFace(actor, rect.x + 1, rect.y + 1, width, height);
- this.changePaintOpacity(true);
- };
- Window_MenuStatus.prototype.actor = function(index) {
- return $gameParty.members()[index + 1];
- };
- Window_MenuStatus.prototype.maxItems = function() {
- return $gameParty.size() - 1;
- };
- Window_MenuStatus.prototype.selectLast = function() {
- let index = $gameParty.menuActor().index();
- if (index && index > 0) {
- index--;
- } else {
- index = 0;
- }
- this.smoothSelect(index);
- };
- Scene_Menu.prototype.onFormationOk = function() {
- let index = this._statusWindow.index();
- let pendingIndex = this._statusWindow.pendingIndex();
- if (pendingIndex >= 0) {
- $gameParty.swapOrder(index + 1, pendingIndex + 1);
- this._statusWindow.setPendingIndex(-1);
- this._statusWindow.redrawItem(index);
- } else {
- this._statusWindow.setPendingIndex(index);
- }
- this._statusWindow.activate();
- };
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