Project1
标题:
这个多人战斗脚本怎么回事的?求解决。。
[打印本页]
作者:
mo88
时间:
2013-5-9 14:19
标题:
这个多人战斗脚本怎么回事的?求解决。。
本帖最后由 mo88 于 2013-5-11 01:27 编辑
这个脚本是我在站内搜索到的,安装后无法使用,请高手们解决,我是新手不懂脚本的东西
脚本在下面。。
未命名.jpg
(14.58 KB, 下载次数: 7)
下载附件
保存到相册
2013-5-9 14:18 上传
作者:
mo88
时间:
2013-5-9 14:25
#==============================================================================
# ■ 战斗队伍设置
#------------------------------------------------------------------------------
# 菜单中添加战斗队伍设置
#==============================================================================
#==============================================================================
# ● 设置
#==============================================================================
module KGC
module LargeParty
# ◆ 使用准许的开关
PARTYFORM_SWITCH = 102
# ◆ 战斗中允许的开关
BATTLE_PARTYFORM_SWITCH = 103
# ◆ 自动打开许可
# true的时候,「开始游戏」选取时
# 自动打开
DEFAULT_PARTYFORM_ENABLED = true
# ◆ 战斗最大人数 (配合战斗人数)
MAX_BATTLE_MEMBERS = 4
# ◆ 人员数上限
MAX_MEMBERS = 99
# ◆ 固定排列,禁止成员
FORBID_CHANGE_SHIFT_FIXED = true
# ◆ 待机成员的背景颜色
STAND_BY_COLOR = Color.new(0, 0, 0, 128)
# ◆ 战斗成员的背景色
FIXED_COLOR = Color.new(255, 128, 64, 96)
# ◆ 更新提示的背景颜色
SELECTED_COLOR = Color.new(64, 255, 128, 128)
# ◆ 呼叫组队的按钮(在菜单屏幕)
# 菜单屏幕,按下此按钮时,屏幕呼叫编辑组队。
# 部使用请填 nil
MENU_PARTYFORM_BUTTON = nil
# ◆ 菜单画面中是否自动添加选择
USE_MENU_PARTYFORM_COMMAND = true
# ◆ 菜单的选择名称
VOCAB_MENU_PARTYFORM = "战斗队伍"
# ◆ 战斗中能否换人
# 添加在“逃跑”之下
USE_BATTLE_PARTYFORM = true
# ◆ 战斗中该选择的名称
VOCAB_BATTLE_PARTYFORM = "换人"
# ◆ 人物走行图的大小[长, 高]
# 重写人物走行图的大小
PARTY_FORM_CHARACTER_SIZE = [40, 48]
# ◆ 战斗部队栏位空时候显示的文字
BATTLE_MEMBER_BLANK_TEXT = "空"
# ◆ 编制组队的最大行数
PARTY_MEMBER_WINDOW_ROW_MAX = 2
# ◆ 編成画面のパーティメンバーウィンドウに戦闘メンバーを表示する
SHOW_BATTLE_MEMBER_IN_PARTY = false
# ◆ 待机人员栏位空时候显示的文字
PARTY_MEMBER_BLANK_TEXT = "-"
# ◆ 編成画面のキャプションウィンドウの幅
CAPTION_WINDOW_WIDTH = 192
# ◆ 上面的战斗人物
BATTLE_MEMBER_CAPTION = "战斗部队"
if SHOW_BATTLE_MEMBER_IN_PARTY
# ◆ 下边的待机人物
PARTY_MEMBER_CAPTION = "待机部队"
else
# ◆ 下边的待机人物
PARTY_MEMBER_CAPTION = "待机部队"
end
# ◆ 編成確認ウィンドウの幅
CONFIRM_WINDOW_WIDTH = 160
# ◆ 編成確認ウィンドウの文字列
# ※コマンド数?順番を変更するとバグります。
CONFIRM_WINDOW_COMMANDS = ["编成完毕", "编成不储存", "取消"]
# ◆ ショップ画面のステータスウィンドウスクロール時に使用するボタン
# このボタンを押している間、上下ボタンでスクロールできます。
# スクロールを無効にする場合は nil を指定。
# ?ヘルプウィンドウ機能拡張?併用時は、上に導入したものを優先。
SHOP_STATUS_SCROLL_BUTTON = Input::A
# ◆ 待機メンバー獲得経験値割合【単位:‰(千分率 1‰=0.1%)】
# 500 なら 50.0% です。
STAND_BY_EXP_RATE = 900
# ◆ リザルト画面で待機メンバーのレベルアップを表示する
# false にすると、戦闘メンバーのみ表示します。
SHOW_STAND_BY_LEVEL_UP = false
# ◆ 戦闘以外でも待機メンバーを表示する
# true : 戦闘以外では常に全員を表示。
# false : 入れ替え時以外は、待機メンバーをいないものとして扱う。
SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
$imported = {} if $imported == nil
$imported["LargeParty"] = true
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC::Commands
# 排列
SORT_BY_ID = 0 # ID順
SORT_BY_NAME = 1 # 名前順
SORT_BY_LEVEL = 2 # 水平
module_function
#--------------------------------------------------------------------------
# ○ 呼叫屏幕
#--------------------------------------------------------------------------
def call_partyform
return if $game_temp.in_battle
$game_temp.next_scene = :partyform
end
#--------------------------------------------------------------------------
# ○ 战斗最大人数設定
#--------------------------------------------------------------------------
def set_max_battle_member_count(value = nil)
$game_party.max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ○ 判定是否满人
#--------------------------------------------------------------------------
def party_full?
return $game_party.full?
end
#--------------------------------------------------------------------------
# ○ 平时能否编辑設定
# enabled : 有効标志 (省略時 : true)
#--------------------------------------------------------------------------
def permit_partyform(enabled = true)
$game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ○ 战斗时能否编辑的設定
# enabled : 有効标志 (省略時 : true)
#--------------------------------------------------------------------------
def permit_battle_partyform(enabled = true)
$game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ○ 绘画人物状态
# actor_id : 人物 ID
# fixed : 固定标志 (省略時 : true)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = true)
$game_party.fix_actor(actor_id, fixed)
end
#--------------------------------------------------------------------------
# ○ 排序设定
# 使 index1 和 index2 交替
#--------------------------------------------------------------------------
def change_party_shift(index1, index2)
$game_party.change_shift(index1, index2)
end
#--------------------------------------------------------------------------
# ○ 人员编号排列 (升)
# sort_type : 排序形式 (SORT_BY_xxx)
# reverse : true 降
#--------------------------------------------------------------------------
def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
$game_party.sort_member(sort_type, reverse)
end
#--------------------------------------------------------------------------
# ○ 待機人员 ID 取得
#--------------------------------------------------------------------------
def get_stand_by_member_ids
result = []
$game_party.stand_by_members.each { |actor| result << actor.id }
return result
end
#--------------------------------------------------------------------------
# ○ 待机人员
# actor_id : 人物 ID
#--------------------------------------------------------------------------
def stand_by_member?(actor_id)
return get_stand_by_member_ids.include?(actor_id)
end
#--------------------------------------------------------------------------
# ○ 成员加入临死状态
# actor_id : ア人物 ID
# index : 追加位置 (默认底部)
#--------------------------------------------------------------------------
def add_battle_member(actor_id, index = nil)
$game_party.add_battle_member(actor_id, index)
end
#--------------------------------------------------------------------------
# ○ 重置被击倒人员
# actor_id : 人物 ID
#--------------------------------------------------------------------------
def remove_battle_member(actor_id)
$game_party.remove_battle_member(actor_id)
end
#--------------------------------------------------------------------------
# ○ 重置被击倒意外的所有人员
#--------------------------------------------------------------------------
def remove_all_battle_member
$game_party.all_members.each { |actor|
$game_party.remove_battle_member(actor.id)
}
end
#--------------------------------------------------------------------------
# ○ 随即出击
#--------------------------------------------------------------------------
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
# 随即选择
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
# 「パーティ編成」コマンド名 (メニュー)
def self.partyform
return KGC::LargeParty::VOCAB_MENU_PARTYFORM
end
# 「パーティ編成」コマンド名 (戦闘)
def self.partyform_battle
return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ○ パーティ内インデックス取得
#--------------------------------------------------------------------------
def party_index
return $game_party.all_members.index(self)
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーか判定
#--------------------------------------------------------------------------
def battle_member?
return $game_party.battle_members.include?(self)
end
#--------------------------------------------------------------------------
# ○ 固定メンバーか判定
#--------------------------------------------------------------------------
def fixed_member?
return $game_party.fixed_members.include?(self)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # 最大パーティ人数
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty
@max_battle_member_count = nil
@battle_member_count = 0
@fixed_actors = []
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数変更
#--------------------------------------------------------------------------
def max_battle_member_count=(value)
if value.is_a?(Integer)
value = [value, 1].max
end
@max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー数取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ 戦闘メンバー数設定
#--------------------------------------------------------------------------
def battle_member_count=(value)
@battle_member_count = [[value, 0].max,
@actors.size, max_battle_member_count].min
end
#--------------------------------------------------------------------------
# ● メンバーの取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ 全メンバーの取得
#--------------------------------------------------------------------------
def all_members
return members_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーの取得
#--------------------------------------------------------------------------
def battle_members
result = []
battle_member_count.times { |i| result << $game_actors[@actors[i]] }
return result
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの取得
#--------------------------------------------------------------------------
def stand_by_members
return (all_members - battle_members)
end
#--------------------------------------------------------------------------
# ○ 固定メンバーの取得
#--------------------------------------------------------------------------
def fixed_members
result = []
@fixed_actors.each { |i| result << $game_actors[i] }
return result
end
#--------------------------------------------------------------------------
# ● 初期パーティのセットアップ
#--------------------------------------------------------------------------
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のセットアップ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ メンバーの新規設定
# new_member : 新しいメンバー
#--------------------------------------------------------------------------
def set_member(new_member)
@actors = []
new_member.each { |actor| @actors << actor.id }
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーの新規設定
# new_member : 新しい戦闘メンバー
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ パーティ編成を許可しているか判定
#--------------------------------------------------------------------------
def partyform_enable?
return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ○ 戦闘中のパーティ編成を許可しているか判定
#--------------------------------------------------------------------------
def battle_partyform_enable?
return false unless partyform_enable?
return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ○ メンバーが一杯か判定
#--------------------------------------------------------------------------
def full?
return (@actors.size >= MAX_MEMBERS)
end
#--------------------------------------------------------------------------
# ○ 固定アクターか判定
# actor_id : 判定するアクターの ID
#--------------------------------------------------------------------------
def actor_fixed?(actor_id)
return @fixed_actors.include?(actor_id)
end
#--------------------------------------------------------------------------
# ● アクターを加える
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias add_actor_KGC_LargeParty add_actor
def add_actor(actor_id)
last_size = @actors.size
add_actor_KGC_LargeParty(actor_id)
if last_size < @actors.size
self.battle_member_count += 1
end
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーに加える
# actor_id : アクター ID
# index : 追加位置 (省略時は最後尾)
#--------------------------------------------------------------------------
def add_battle_member(actor_id, index = nil)
return unless @actors.include?(actor_id) # パーティにいない
if index == nil
return if battle_members.include?($game_actors[actor_id]) # 出撃済み
return if battle_member_count == max_battle_member_count # 人数が最大
index = battle_member_count
end
@actors.delete(actor_id)
@actors.insert(index, actor_id)
self.battle_member_count += 1
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーから外す
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_battle_member(actor_id)
return unless @actors.include?(actor_id) # パーティにいない
return if actor_fixed?(actor_id) # 固定済み
return if stand_by_members.include?($game_actors[actor_id]) # 待機中
@actors.delete(actor_id)
@actors.push(actor_id)
self.battle_member_count -= 1
end
#--------------------------------------------------------------------------
# ○ アクターの固定状態を設定
# actor_id : アクター ID
# fixed : 固定フラグ (省略時 : false)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = false)
return unless @actors.include?(actor_id) # パーティにいない
if fixed
# 固定
unless @fixed_actors.include?(actor_id)
@fixed_actors << actor_id
unless battle_members.include?($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
#--------------------------------------------------------------------------
# ○ 強制出撃適用
#--------------------------------------------------------------------------
def apply_force_launch
while (fixed_members - battle_members).size > 0
# 固定状態でないメンバーを適当に持ってきて入れ替え
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]
# 戦闘メンバーが全員固定されたら戻る (無限ループ防止)
all_fixed = true
battle_members.each { |actor|
unless actor.fixed_member?
all_fixed = false
break
end
}
break if all_fixed
end
end
#--------------------------------------------------------------------------
# ○ メンバー整列 (昇順)
# sort_type : ソート形式 (SORT_BY_xxx)
# reverse : true だと降順
#--------------------------------------------------------------------------
def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
reverse = false)
# バッファを準備
b_actors = battle_members
actors = all_members - b_actors
f_actors = fixed_members
# 固定キャラはソートしない
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 # ID順
actors.sort! { |a, b| a.id <=> b.id }
b_actors.sort! { |a, b| a.id <=> b.id }
when KGC::Commands::SORT_BY_NAME # 名前順
actors.sort! { |a, b| a.name <=> b.name }
b_actors.sort! { |a, b| a.name <=> b.name }
when KGC::Commands::SORT_BY_LEVEL # レベル順
actors.sort! { |a, b| a.level <=> b.level }
b_actors.sort! { |a, b| a.level <=> b.level }
end
# 反転
if reverse
actors.reverse!
b_actors.reverse!
end
# 固定キャラを先頭に持ってくる
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
#--------------------------------------------------------------------------
# ○ 並び替え
# 戦闘メンバーの index1 番目と index2 番目を入れ替える
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 戦闘用ステートの解除 (戦闘終了時に呼び出し)
#--------------------------------------------------------------------------
def remove_states_battle
for actor in all_members
actor.remove_states_battle
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ○ コマンドを追加
# 追加した位置を返す
#--------------------------------------------------------------------------
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
STATUS_HEIGHT = 96 # ステータス一人分の高さ
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * STATUS_HEIGHT].max)
end
#--------------------------------------------------------------------------
# ● 先頭の行の取得
#--------------------------------------------------------------------------
def top_row
return self.oy / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 先頭の行の設定
# row : 先頭に表示する行
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 1 ページに表示できる行数の取得
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
# index : 項目番号
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ パーティメンバー描画
#--------------------------------------------------------------------------
=begin
def draw_member
for actor in $game_party.members
draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
x = 104
y = actor.party_index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
end
end
=end
#--------------------------------------------------------------------------
# ☆ パーティメンバー描画 再定义
#--------------------------------------------------------------------------
def draw_member
for actor in $game_party.members
draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
x = 104
y = actor.party_index * 96 + WLH / 2 -13
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
end
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの背景色を塗る
#--------------------------------------------------------------------------
def fill_stand_by_background
color = KGC::LargeParty::STAND_BY_COLOR
dy = STATUS_HEIGHT * $game_party.battle_members.size
dh = STATUS_HEIGHT * $game_party.stand_by_members.size
if dh > 0
self.contents.fill_rect(0, dy, self.width - 32, dh, color)
end
end
#--------------------------------------------------------------------------
# ● カーソルの更新
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # カーソルなし
self.cursor_rect.empty
elsif @index < @item_max # 通常
super
elsif @index >= 100 # 自分
self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
contents.width, STATUS_HEIGHT)
else # 全体
self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
WLH * ($game_party.members.size + 1) * 2)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormCaption
#------------------------------------------------------------------------------
# パーティ編成画面でウィンドウのキャプションを表示するウィンドウです。
#==============================================================================
class Window_PartyFormCaption < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# caption : 表示するキャプション
#--------------------------------------------------------------------------
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormMember
#------------------------------------------------------------------------------
# パーティ編成画面でメンバーを表示するウィンドウです。
#==============================================================================
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 # 選択済みインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# spacing : 横に項目が並ぶときの空白の幅
#--------------------------------------------------------------------------
def initialize(x, y, width, height, spacing = 8)
super(x, y, width, height, spacing)
self.z = 1000
end
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * DRAW_SIZE[1]].max)
end
#--------------------------------------------------------------------------
# ● 先頭の行の取得
#--------------------------------------------------------------------------
def top_row
return self.oy / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ● 先頭の行の設定
# row : 先頭に表示する行
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ● 1 ページに表示できる行数の取得
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
# index : 項目番号
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ 選択アクター取得
#--------------------------------------------------------------------------
def actor
return @actors[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
restore_member_list
draw_member
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
def draw_member
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_empty_actor(index)
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ 固定キャラ背景描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_fixed_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
end
#--------------------------------------------------------------------------
# ○ 選択中キャラ背景描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_selected_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormBattleMember
#------------------------------------------------------------------------------
# パーティ編成画面で戦闘メンバーを表示するウィンドウです。
#==============================================================================
class Window_PartyFormBattleMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :selected_index # 選択済みインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
@actors = $game_party.battle_members
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
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,
rect.y + DRAW_SIZE[1] - 4)
end
}
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormAllMember
#------------------------------------------------------------------------------
# パーティ編成画面で全メンバーを表示するウィンドウです。
#==============================================================================
class Window_PartyFormAllMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, 64)
restore_member_list
@item_max = $game_party.all_members.size
# 各種サイズ計算
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
#--------------------------------------------------------------------------
# ○ 選択しているアクターのインデックス取得
#--------------------------------------------------------------------------
def actor_index
return @index_offset + self.index
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
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,
rect.y + DRAW_SIZE[1] - 4,
opacity)
}
end
#--------------------------------------------------------------------------
# ● アクターの歩行グラフィック描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# opacity : 不透明度
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y, opacity = 255)
draw_character(actor.character_name, actor.character_index, x, y, opacity)
end
#--------------------------------------------------------------------------
# ● 歩行グラフィックの描画
# character_name : 歩行グラフィック ファイル名
# character_index : 歩行グラフィック インデックス
# x : 描画先 X 座標
# y : 描画先 Y 座標
# opacity : 不透明度
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormStatus
#------------------------------------------------------------------------------
# パーティ編成画面でアクターのステータスを表示するウィンドウです。
#==============================================================================
class Window_PartyFormStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 384, 128)
self.z = 1000
[url=home.php?mod=space&uid=95897]@actor[/url] = nil
refresh
end
#--------------------------------------------------------------------------
# ○ アクター設定
#--------------------------------------------------------------------------
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, WLH * 1)
draw_actor_hp(@actor, dx, WLH * 2)
draw_actor_mp(@actor, dx, WLH * 3)
4.times { |i|
draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120)
}
end
#--------------------------------------------------------------------------
# ● 能力値の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# type : 能力値の種類 (0~3)
# width : 描画幅
#--------------------------------------------------------------------------
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormControl
#------------------------------------------------------------------------------
# パーティ編成画面で操作方法を表示するウィンドウです。
#==============================================================================
class Window_PartyFormControl < Window_Base
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
MODE_BATTLE_MEMBER = 0
MODE_SHIFT_CHANGE = 1
MODE_PARTY_MEMBER = 2
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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 # 戦闘メンバー
buttons = [
"A: 并列替换",
"ESC: 终了",
"回车: 决定",
]
when MODE_SHIFT_CHANGE # 並び替え
buttons = [
"ESC: 取消",
"回车: 决定",
]
when MODE_PARTY_MEMBER # パーティメンバー
buttons = [
"ESC: 取消",
"回车: 决定"
]
else
return
end
buttons.each_with_index { |c, i|
self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
}
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 各種ゲームオブジェクトの作成
#--------------------------------------------------------------------------
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 画面切り替えの実行
#--------------------------------------------------------------------------
alias update_scene_change_KGC_LargeParty update_scene_change
def update_scene_change
return if $game_player.moving? # プレイヤーの移動中?
if $game_temp.next_scene == :partyform
call_partyform
return
end
update_scene_change_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ パーティ編成画面への切り替え
#--------------------------------------------------------------------------
def call_partyform
$game_temp.next_scene = nil
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
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 # パーティ編成
call_partyform_flag = true
end
# パーティ編成ボタン押下
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
# パーティ編成画面に移行
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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Shop
#==============================================================================
unless $imported["HelpExtension"]
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias udpate_KGC_LargeParty update
def update
# スクロール判定
if !@command_window.active &&
KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil &&
Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON)
super
update_menu_background
update_scroll_status
return
else
@status_window.cursor_rect.empty
end
udpate_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ ステータスウィンドウのスクロール処理
#--------------------------------------------------------------------------
def update_scroll_status
# ステータスウィンドウにカーソルを表示
@status_window.cursor_rect.width = @status_window.contents.width
@status_window.cursor_rect.height = @status_window.height - 32
@status_window.update
if Input.press?(Input::UP)
@status_window.oy = [@status_window.oy - 4, 0].max
elsif Input.press?(Input::DOWN)
max_pos = [@status_window.contents.height -
(@status_window.height - 32), 0].max
@status_window.oy = [@status_window.oy + 4, max_pos].min
end
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Scene_PartyForm
#------------------------------------------------------------------------------
# パーティ編成画面の処理を行うクラスです。
#==============================================================================
class Scene_PartyForm < Scene_Base
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
CAPTION_OFFSET = 40 # キャプションウィンドウの位置補正
HOST_MENU = 0 # 呼び出し元 : メニュー
HOST_MAP = 1 # 呼び出し元 : マップ
HOST_BATTLE = 2 # 呼び出し元 : 戦闘
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# menu_index : コマンドのカーソル初期位置
# host_scene : 呼び出し元 (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
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_windows
create_confirm_window
adjust_window_location
# 編成前のパーティを保存
@battle_actors = $game_party.battle_members.dup
@party_actors = $game_party.all_members.dup
end
#--------------------------------------------------------------------------
# ○ ウィンドウの作成
#--------------------------------------------------------------------------
def create_windows
# 編成用ウィンドウを作成
@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)
# その他のウィンドウを作成
@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
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの作成
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ ウィンドウの座標調整
#--------------------------------------------------------------------------
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
# 編成用ウィンドウの座標をセット
@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
# その他のウィンドウの座標をセット
@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
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● メニュー画面系の背景作成
#--------------------------------------------------------------------------
def create_menu_background
super
@menuback_sprite.z = 500
end
#--------------------------------------------------------------------------
# ● 元の画面へ戻る
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ ウィンドウ再描画
#--------------------------------------------------------------------------
def refresh_window
@battle_member_window.refresh
@party_member_window.refresh
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (戦闘メンバーウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_battle_member
@status_window.set_actor(@battle_member_window.actor)
if Input.trigger?(Input::A)
if @battle_member_window.selected_index == nil # 並び替え中でない
actor = @battle_member_window.actor
# アクターを外せない場合
if actor == nil || $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# アクターを外す
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 # 並び替え中でない
# 確認ウィンドウに切り替え
Sound.play_cancel
show_confirm_window
else # 並び替え中
# 並び替え解除
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 # 並び替え中でない
actor = @battle_member_window.actor
# アクターを外せない場合
if actor != nil && $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# パーティメンバーウィンドウに切り替え
Sound.play_decision
@battle_member_window.active = false
@party_member_window.active = true
@control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
else # 並び替え中
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
# 並び替え実行
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)
# 並び替え不可能な場合
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
if @battle_member_window.selected_index == nil # 並び替え中でない
# 並び替え開始
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 # 並び替え中
# 並び替え実行
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
#--------------------------------------------------------------------------
# ○ 並び替え可否判定
#--------------------------------------------------------------------------
def can_change_shift?(actor)
# 選択したアクターが存在しない、または並び替え不能な場合
if actor == nil ||
(KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
$game_party.actor_fixed?(actor.id))
return false
end
return true
end
#--------------------------------------------------------------------------
# ○ 並び替え
#--------------------------------------------------------------------------
def change_shift(index1, index2)
# 位置を入れ替え
$game_party.change_shift(index1, index2)
# 選択済みインデックスをクリア
@battle_member_window.selected_index = nil
refresh_window
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (パーティウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_party_member
@status_window.set_actor(@party_member_window.actor)
if Input.trigger?(Input::B)
Sound.play_cancel
# 戦闘メンバーウィンドウに切り替え
@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
# アクターが戦闘メンバーに含まれる場合
if $game_party.battle_members.include?(actor)
Sound.play_buzzer
return
end
# アクターを入れ替え
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
# 戦闘メンバーウィンドウに切り替え
@battle_member_window.active = true
@party_member_window.active = false
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (確認ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
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 # 編成完了
# パーティが無効の場合
unless battle_member_valid?
Sound.play_buzzer
return
end
Sound.play_decision
return_scene
when 1 # 編成中断
Sound.play_decision
# パーティを編成前の状態に戻す
$game_party.set_member(@party_actors)
$game_party.set_battle_member(@battle_actors)
return_scene
when 2 # キャンセル
Sound.play_cancel
hide_confirm_window
end
end
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー有効判定
#--------------------------------------------------------------------------
def battle_member_valid?
return false if $game_party.battle_members.size == 0 # 戦闘メンバーが空
$game_party.battle_members.each { |actor|
return true if actor.exist? # 生存者がいればOK
}
return false
end
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの表示
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの非表示
#--------------------------------------------------------------------------
def hide_confirm_window
@confirm_window.active = false
@confirm_window.close
@last_active_window.active = true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● メッセージ表示が終わるまでウェイト
#--------------------------------------------------------------------------
alias wait_for_message_KGC_LargeParty wait_for_message
def wait_for_message
return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視
wait_for_message_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ● レベルアップの表示
#--------------------------------------------------------------------------
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|
if actor.exist?
actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
end
}
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の開始
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの作成
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● パーティコマンド選択の更新
#--------------------------------------------------------------------------
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 # パーティ編成
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
#--------------------------------------------------------------------------
# ○ パーティ編成の処理
#--------------------------------------------------------------------------
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
复制代码
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1