class Window_Base < Window
#--------------------------------------------------------------------------
# * Remake Window Contents
#--------------------------------------------------------------------------
def remake_contents(width, height)
self.width = width
self.height = height
create_contents
end
#--------------------------------------------------------------------------
# * Draw Actor Walking Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y, opacity = 255)
draw_character(actor.character_name, actor.character_index, x, y, opacity)
end
#--------------------------------------------------------------------------
# * Draw Character Graphic
# character_name : Character graphic filename
# character_index : Character graphic index
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
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
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. The instance of this class is referenced by $game_party.
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :actors
attr_accessor :reserve_actors
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_party_changer_party_initialize initialize
alias dargor_party_add_actor add_actor
alias dargor_party_remove_actor remove_actor
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
dargor_party_changer_party_initialize
@reserve_actors = []
end
#--------------------------------------------------------------------------
# * Get Reserve Members
#--------------------------------------------------------------------------
def reserve_members
result = []
for i in @reserve_actors
result.push($game_actors)
end
return result
end
#--------------------------------------------------------------------------
# * Get All Members
#--------------------------------------------------------------------------
def all_members
all_actors = (@actors + @reserve_actors).sort
array = []
for i in all_actors
array << $game_actors
end
return array.uniq
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
dargor_party_add_actor(actor_id)
add_reserve_actor(actor_id)
end
#--------------------------------------------------------------------------
# * Remove Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
dargor_party_remove_actor(actor_id)
remove_reserve_actor(actor_id)
end
#--------------------------------------------------------------------------
# * Add an Actor from the Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_reserve_actor(actor_id, force=false)
if force
@reserve_actors.push(actor_id)
$game_player.refresh
return
end
if @actors.size == MAX_MEMBERS and not @reserve_actors.include?(actor_id)
@reserve_actors.push(actor_id)
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Remove Actor from the Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def remove_reserve_actor(actor_id)
@reserve_actors.delete(actor_id)
$game_player.refresh
end
#--------------------------------------------------------------------------
# ● 获取最大同伴数
#--------------------------------------------------------------------------
def max_members
return MAX_MEMBERS
end
end
#==============================================================================
# ** Window_Party
#------------------------------------------------------------------------------
# This window displays party member status on the party changer screen.
#==============================================================================
class Window_PartyMembers < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :members
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize
super(0, 0, 272, 416)
@members = []
@selection_rect = false
@selection_y = 0
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = @members.size
if @selection_rect
color = Color.new(0,0,0,160)
self.contents.fill_rect(2, @selection_y, contents.width-4, 92, color)
end
i = 0
for actor in @members
x = 104
y = i * 96 + WLH / 2 + 10
draw_actor_face(actor, 2, i * 96 + 2, 92)
draw_actor_name(actor, x, y - WLH)
draw_actor_level(actor, x, y)
draw_actor_hp(actor, x, y + WLH * 1)
draw_actor_mp(actor, x, y + WLH * 2)
i += 1
end
end
#--------------------------------------------------------------------------
# * Add Member
#--------------------------------------------------------------------------
def add_member(id)
return if @members.include?($game_party.all_members[id])
@members.push($game_party.all_members[id])
w = self.width
h = self.height = 416 + (96 * (@members.size-4))
remake_contents(w, h)
self.height = 416
refresh
end
#--------------------------------------------------------------------------
# * Remove Member
#--------------------------------------------------------------------------
def remove_member(id)
@members.delete($game_party.all_members[id])
w = self.width
h = self.height = 416 + (96 * (@members.size-4))
remake_contents(w, h)
self.height = 416
refresh
end
#--------------------------------------------------------------------------
# * Clear Members
#--------------------------------------------------------------------------
def clear_members
@members = []
w = self.width
h = self.height = 416 + (96 * (@members.size-4))
remake_contents(w, h)
self.height = 416
refresh
end
#--------------------------------------------------------------------------
# * Set Selection Rect
#--------------------------------------------------------------------------
def set_selection_rect(index)
@selection_rect = true
@selection_y = index * 96 - WLH / 2 + 14
refresh
end
#--------------------------------------------------------------------------
# * Clear Selection Rect
#--------------------------------------------------------------------------
def clear_selection_rect
@selection_rect = false
refresh
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
return
end
# Get top row
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
# Reset Top Row if at bottom of list
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
y = @index / @column_max * 96 - self.oy
# Draw the cursor
self.cursor_rect.set(0, y, contents.width, 96)
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
return self.oy / 96
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 96
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
return 4
end
end
#==============================================================================
# ** Window_ReserveMembers
#------------------------------------------------------------------------------
# This window displays reserve members on the party changer screen.
#==============================================================================
class Window_ReserveMembers < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :members
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize
@members = $game_party.all_members.dup
height = 58 * (@members.size.to_f / 4).ceil
super(272, 128, 272, height)
@item_max = @members.size
@column_max = 4
@row_max = (@members.size.to_f / 4).ceil
refresh
self.height = 128
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
i = 0
for actor in @members
opacity = 255
if actor.nil?
actor = $game_party.all_members
opacity = 160
end
x = 24 + i % 4 * 60
y = 40 + i / 4 * 48
draw_actor_graphic(actor,x,y,opacity)
i += 1
end
end
#--------------------------------------------------------------------------
# * Set Member
#--------------------------------------------------------------------------
def set_member(index, member_id)
@members[index] = member_id
refresh
end
#--------------------------------------------------------------------------
# * Reset Members
#--------------------------------------------------------------------------
def reset_members
@members = $game_party.all_members.dup
refresh
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
x = @index % 4 * 60
y = @index / 4 * 48
y -= self.oy
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(x, y, 48, 48)
end
# Get top row
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
# Reset Top Row if at bottom of list
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
return self.oy / 48
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 48
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
return 2
end
end
#==============================================================================
# ** Window_MemberStatus
#------------------------------------------------------------------------------
# This window displays a member's status on the party changer screen.
#==============================================================================
class Window_MemberStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize
super(272, 0, 272, 128)
@member = nil
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
return if @member.nil?
actor = @member
x = 104
draw_actor_face(actor, 2, 2, 92)
draw_actor_name(actor, x, 0)
draw_actor_level(actor, x, WLH)
draw_actor_hp(actor, x, WLH * 2)
draw_actor_mp(actor, x, WLH * 3)
end
#--------------------------------------------------------------------------
# * Set Member
#--------------------------------------------------------------------------
def set_member(member)
@member = $game_actors[member]
refresh
end
end
#==============================================================================
# ** Scene_PartyChanger
#------------------------------------------------------------------------------
# This class performs the Party Changer screen processing.
#==============================================================================
class Scene_PartyChanger < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
create_help_window
@party_window = Window_PartyMembers.new
@reserve_window = Window_ReserveMembers.new
@status_window = Window_MemberStatus.new
@status_window.set_member(@reserve_window.index)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@party_window.dispose
@reserve_window.dispose
@command_window.dispose
@status_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Create Help Window
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new
@help_window.x = 272
@help_window.y = 416 - 56
@help_window.width = 272
@help_window.create_contents
@help_window.set_text('从你的同伴')
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::PartyAccept
s2 = Vocab::PartyArrange
s3 = Vocab::PartyReset
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = 0
@command_window.x = 272
@command_window.y = 256
@command_window.width = 272
@command_window.active = false
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@old_index = @reserve_window.index
super
update_menu_background
update_help
@command_window.update
@party_window.update
@reserve_window.update
@status_window.update
@help_window.update
if can_display_status?
@status_window.set_member(@reserve_window.index+1)
end
if @command_window.active
update_command_selection
return
end
if @party_window.active
update_party_selection
return
end
if @reserve_window.active
update_reserve_selection
return
end
end
#--------------------------------------------------------------------------
# * Can Display Status?
#--------------------------------------------------------------------------
def can_display_status?
return @reserve_window.index != @old_index
end
#--------------------------------------------------------------------------
# * Frame Update : Help Window
#--------------------------------------------------------------------------
def update_help
if @party_window.active
@help_window.set_text('调整队列')
end
if @reserve_window.active
@help_window.set_text('从你的同伴')
end
if @command_window.active
case @command_window.index
when 0
@help_window.set_text(Vocab::PartyAcceptTxt)
when 1
@help_window.set_text(Vocab::PartyArrangeTxt )
when 2
@help_window.set_text(Vocab::PartyResetTxt)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update : Party Window
#--------------------------------------------------------------------------
def update_party_selection
# 跳转至命令窗口
if Input.trigger?(Input::B)
@party_window.active = false
@party_window.index = -1
@command_window.active = true
@party_window.clear_selection_rect
@member1 = nil
@member2 = nil
return
end
# 调整队列
if Input.trigger?(Input::C)
# 创建第一同伴变量
if @member1.nil?
@member1 = @party_window.members[@party_window.index]
@member1_index = @party_window.index
@party_window.set_selection_rect(@member1_index)
return
end
# 创建第二同伴变量
if @member2.nil?
@member2 = @party_window.members[@party_window.index]
@member2_index = @party_window.index
# 如果不是同一人就交换他们的位置
if @member1 != @member2
@party_window.members[@member1_index] = @member2
@party_window.members[@member2_index] = @member1
end
@party_window.clear_selection_rect
@member1 = nil
@member2 = nil
end
end
end
#--------------------------------------------------------------------------
# * Frame Update : Reserve Window
#--------------------------------------------------------------------------
def update_reserve_selection
# 如果同伴少于一人则调回选择角色的窗口。
if Input.trigger?(Input::B) and @party_window.members.size > 0
@reserve_window.active = false
@command_window.active = true
return
end
# 将角色加入同伴
if Input.trigger?(Input::C)
@party_window.add_member(@reserve_window.index)
@reserve_window.set_member(@reserve_window.index, nil)
end
# 如果同伴已满就跳转至另一窗口
if @party_window.members.size == $game_party.max_members
@command_window.active = true
@reserve_window.active = false
return
end
end
#--------------------------------------------------------------------------
# * Frame Update : Command Window
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::C)
case @command_window.index
# 重置队列
when 0
$game_party.actors.clear
for member in @party_window.members + @reserve_window.members
if @party_window.members.include?(member)
$game_party.add_actor(member.id)
end
$game_party.add_reserve_actor(member.id, true)
end
$game_player.refresh
$scene = Scene_Map.new
# 调整队列
when 1
@party_window.index = 0
@party_window.active = true
@command_window.active = false
# 重置队列
when 2
@party_window.clear_members
@party_window.clear_selection_rect
@reserve_window.reset_members
@reserve_window.active
@reserve_window.active = true
@command_window.active = false
end
end
end
end