| 
 | 
	
 本帖最后由 百里_飞柳 于 2012-9-22 17:49 编辑  
- #==============================================================================
 
 - # 
 
 - # ▼ Yanfly Engine Ace - Party System Add-On: Command Party v1.01
 
 - # -- Last Updated: 2012.01.10
 
 - # -- Level: Easy, Normal
 
 - # -- Requires: YEA - Party System v1.00+
 
 - # 
 
 - #==============================================================================
 
  
- $imported = {} if $imported.nil?
 
 - $imported["YEA-CommandParty"] = true
 
  
- #==============================================================================
 
 - # ▼ Updates
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # 2012.01.10 - Compatibility Update: Ace Battle Engine v1.15+
 
 - # 2011.12.13 - Started Script and Finished.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Introduction
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # An add-on to the Yanfly Engine Ace - Party System script. This script allows
 
 - # the player to change party members during the middle of battle from the
 
 - # Party Command Window (the Fight/Escape window).
 
 - # 允许战斗中更换队员
 
 - #==============================================================================
 
 - # ▼ Instructions
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # To install this script, open up your script editor and copy/paste this script
 
 - # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
 
 - # 
 
 - # Note, if you do not give your player access to the party formation menu
 
 - # available in the Party System script, this script will disable itself.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Compatibility
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
 
 - # it will run with RPG Maker VX without adjusting.
 
 - # 
 
 - # This script requires Yanfly Engine Ace - Party System v1.00+.
 
 - # 
 
 - #==============================================================================
 
  
- module YEA
 
 -   module COMMAND_PARTY
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - Command Party Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This is just how the text appears visually in battle for your party and
 
 -     # how often the can change party in battle. Furthermore, there's two
 
 -     # switches that may be enabled or disabled to add the command to the
 
 -     # game. Adjust it as you see fit. Set the switches to 0 to not use them.
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     COMMAND_TEXT   = "队列"    # Text used for the command.
 
 -     PARTY_COOLDOWN = 1          # Turns that must pass between each change.
 
 -     SHOW_SWITCH    = 0          # If switch is on, show command. 0 to disable.
 
 -     ENABLE_SWITCH  = 0          # If switch is on, enable command. 0 to disable.
 
 -     
 
 -   end # COMMAND_PARTY
 
 - end # YEA
 
  
- #==============================================================================
 
 - # ▼ Editting anything past this point may potentially result in causing
 
 - # computer damage, incontinence, explosion of user's head, coma, death, and/or
 
 - # halitosis so edit at your own risk.
 
 - #==============================================================================
 
  
- if $imported["YEA-PartySystem"]
 
  
- #==============================================================================
 
 - # ■ SceneManager
 
 - #==============================================================================
 
  
- module SceneManager
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: self.force_recall
 
 -   #--------------------------------------------------------------------------
 
 -   def self.force_recall(scene_class)
 
 -     @scene = scene_class
 
 -   end
 
 -   
 
 - end # SceneManager
 
  
- #==============================================================================
 
 - # ■ Game_Unit
 
 - #==============================================================================
 
  
- class Game_Unit
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: on_battle_start
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_unit_on_battle_start_cpt on_battle_start
 
 -   def on_battle_start
 
 -     game_unit_on_battle_start_cpt
 
 -     reset_party_cooldown
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: reset_party_cooldown
 
 -   #--------------------------------------------------------------------------
 
 -   def reset_party_cooldown
 
 -     @party_cooldown = 0
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: update_party_cooldown
 
 -   #--------------------------------------------------------------------------
 
 -   def update_party_cooldown
 
 -     reset_party_cooldown if @party_cooldown.nil?
 
 -     @party_cooldown = [@party_cooldown - 1, 0].max
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: battle_party_change?
 
 -   #--------------------------------------------------------------------------
 
 -   def battle_party_change?
 
 -     switch = YEA::COMMAND_PARTY::ENABLE_SWITCH
 
 -     enabled = switch <= 0 ? true : $game_switches[switch]
 
 -     return false unless enabled
 
 -     reset_party_cooldown if @party_cooldown.nil?
 
 -     return @party_cooldown <= 0
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: set_party_cooldown
 
 -   #--------------------------------------------------------------------------
 
 -   def set_party_cooldown
 
 -     @party_cooldown = YEA::COMMAND_PARTY::PARTY_COOLDOWN
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: on_battle_end
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_unit_on_battle_end_cpt on_battle_end
 
 -   def on_battle_end
 
 -     game_unit_on_battle_end_cpt
 
 -     reset_party_cooldown
 
 -   end
 
 -   
 
 - end # Game_Unit
 
  
- #==============================================================================
 
 - # ■ Window_PartyCommand
 
 - #==============================================================================
 
  
- class Window_PartyCommand < Window_Command
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: make_command_list
 
 -   #--------------------------------------------------------------------------
 
 -   alias window_partycommand_make_command_list_cpt make_command_list
 
 -   def make_command_list
 
 -     window_partycommand_make_command_list_cpt
 
 -     return if $imported["YEA-BattleCommandList"]
 
 -     add_party_command
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: add_party_command
 
 -   #--------------------------------------------------------------------------
 
 -   def add_party_command
 
 -     return unless YEA::PARTY::ENABLE_MENU
 
 -     show = YEA::COMMAND_PARTY::SHOW_SWITCH
 
 -     continue = show == 0 ? true : $game_switches[show]
 
 -     continue = false if $game_party.all_members.size < 2
 
 -     return unless continue
 
 -     text = YEA::COMMAND_PARTY::COMMAND_TEXT
 
 -     add_command(text, :party, $game_party.battle_party_change?)
 
 -   end
 
 -   
 
 - end # Window_PartyCommand
 
  
- #==============================================================================
 
 - # ■ Scene_Battle
 
 - #==============================================================================
 
  
- class Scene_Battle < Scene_Base
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: create_party_command_window
 
 -   #--------------------------------------------------------------------------
 
 -   alias create_party_command_window_cpt create_party_command_window
 
 -   def create_party_command_window
 
 -     create_party_command_window_cpt
 
 -     @party_command_window.set_handler(:party, method(:command_party))
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: command_party
 
 -   #--------------------------------------------------------------------------
 
 -   def command_party
 
 -     Graphics.freeze
 
 -     @info_viewport.visible = false
 
 -     hide_extra_gauges if $imported["YEA-BattleEngine"]
 
 -     SceneManager.snapshot_for_background
 
 -     previous_party = $game_party.battle_members.clone
 
 -     index = @party_command_window.index
 
 -     oy = @party_command_window.oy
 
 -     #---
 
 -     SceneManager.call(Scene_Party)
 
 -     SceneManager.scene.main
 
 -     SceneManager.force_recall(self)
 
 -     #---
 
 -     show_extra_gauges if $imported["YEA-BattleEngine"]
 
 -     if previous_party != $game_party.battle_members
 
 -       $game_party.make_actions
 
 -       $game_party.set_party_cooldown
 
 -     end
 
 -     @info_viewport.visible = true
 
 -     @status_window.refresh
 
 -     @party_command_window.setup
 
 -     @party_command_window.select(index)
 
 -     @party_command_window.oy = oy
 
 -     perform_transition
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: turn_end
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_battle_turn_end_cpt turn_end
 
 -   def turn_end
 
 -     scene_battle_turn_end_cpt
 
 -     return if $imported["YEA-BattleEngine"]
 
 -     update_party_cooldowns
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: update_party_cooldowns
 
 -   #--------------------------------------------------------------------------
 
 -   def update_party_cooldowns
 
 -     $game_party.update_party_cooldown
 
 -     $game_troop.update_party_cooldown
 
 -   end
 
 -   
 
 - end # Scene_Battle
 
 - end # $imported["YEA-PartySystem"]
 
  
- #==============================================================================
 
 - # 
 
 - # ▼ End of File
 
 - # 
 
 - #==============================================================================
 
  复制代码 yea的战斗中更换人脚本 
配合下面的多人战斗脚本效果更好。- #==============================================================================
 
 - # 
 
 - # ▼ Yanfly Engine Ace - Party System v1.08
 
 - # -- Last Updated: 2012.01.23
 
 - # -- Level: Normal
 
 - # -- Requires: n/a
 
 - # 
 
 - #==============================================================================
 
  
- $imported = {} if $imported.nil?
 
 - $imported["YEA-PartySystem"] = true
 
  
- #==============================================================================
 
 - # ▼ Updates
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # 2012.01.23 - Bug fixed: Party members are now rearranged when newly added.
 
 - # 2012.01.14 - New Feature: Maximum Battle Members Variable added.
 
 - # 2012.01.07 - Bug fixed: Error with removing members.
 
 - # 2012.01.05 - Bug fixed: Escape skill/item effects no longer counts as death.
 
 - # 2011.12.26 - Compatibility Update: New Game+
 
 - # 2011.12.17 - Updated Spriteset_Battle to have updated sprite counts.
 
 - # 2011.12.13 - Updated to provide better visual display when more than 5 pieces
 
 - #              of equipment are equipped on an actor at a time.
 
 - # 2011.12.05 - Added functionality to display faces in the Party Select Window.
 
 - #            - Fixed bug that doesn't refresh the caterpillar when new members
 
 - #              join the party.
 
 - # 2011.12.04 - Started Script and Finished.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Introduction
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # RPG Maker VX Ace comes with a very nice party system. However, changing the
 
 - # maximum number of members isn't possible without the aid of a script. This
 
 - # script enables you the ability to change the maximum number of party members,
 
 - # change EXP rates, and/or open up a separate party menu (if desired). In
 
 - # addition to that, you can lock the position of actors within a party and
 
 - # require other actors to be in the active party before continuing.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Instructions
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # To install this script, open up your script editor and copy/paste this script
 
 - # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # 脚本命令语句 - These commands are used with script calls.
 
 - # -----------------------------------------------------------------------------
 
 - # *IMPORTANT* These script calls require the new party menu to be enabled to
 
 - # use them. Otherwise, nothing will happen.
 
 - # 
 
 - # lock_actor(x)      锁定X角色在队伍中的位置
 
 - # unlock_actor(x)
 
 - # This will lock actor x in its current position in the party if the actor is
 
 - # in the current party. The actor is unable to switch position and must remain
 
 - # in that position until the lock is removed. Use the unlock script call to
 
 - # remove the locked status. This script requires the actor to have joined and
 
 - # in the current party before the script call will work.
 
 - # 
 
 - # require_actor(x)   需要X角色参战
 
 - # unrequire_actor(x)
 
 - # This will cause the party to require actor x in order to continue. If the
 
 - # actor isn't in the current party but is in the reserve party, the party menu
 
 - # will open up and prompt the player to add the required actor into the party
 
 - # before being able to continue. This script call will not function unless the
 
 - # specific actor has joined the party, whether it is in the current or reserve.
 
 - # 
 
 - # call_party_menu    打开队伍菜单
 
 - # This will open up the party menu. This script call requires for the party
 
 - # menu to be enabled to use.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Compatibility
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
 
 - # it will run with RPG Maker VX without adjusting.
 
 - # 
 
 - #==============================================================================
 
  
- module YEA
 
 -   module PARTY
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - General Party Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # In this section, you can adjust the general party settings for your game
 
 -     # such as the maximum amount of members and whatnot, the EXP rate for
 
 -     # party members in the reserve, etc.
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     MAX_BATTLE_MEMBERS   = 4      # 最大参战人员. Default: 4
 
 -     SPLIT_EXP            = false  # 平分经验?Splits EXP with more members in the party.
 
 -     RESERVE_EXP_RATE     = 0.90   # 休息人员的经验获得率Reserve EXP Rate. Default: 1.00
 
 -     
 
 -     # If you wish to be able to change the maximum number of battle members
 
 -     # during the middle of your game, set this constant to a variable ID. If
 
 -     # that variable ID is a number greater than 0, that variable will determine
 
 -     # the current maximum number of battle members. Be cautious about using
 
 -     # this during battle.
 
 -     MAX_MEMBERS_VARIABLE = 45  #设置游戏中改变最大参战人员的变量
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - Party Menu Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This section contains various menu settings for those who wish to use a
 
 -     # menu separate for the party system. Here, adjust the menu command order,
 
 -     # icons used, and other settings.
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     ENABLE_MENU = true   # Enables party menu. Default: false
 
 -     COMMANDS =[          # The order at which the menu items are shown.
 
 -     # [:command,  "Display"],
 
 -       [ :change,  "更换",],
 
 -       [ :remove,  "移除",],
 
 -       [ :revert,  "还原",],
 
 -       [ :finish,  "完成",],
 
 -     ] # Do not remove this.
 
 -     COMMAND_ALIGN    = 1     # 0:左对齐, 1:Center Align, 2:Right Align
 
 -     
 
 -     # These settings here are used for the upper right window: the Party Select
 
 -     # window where the player selects a member to swap out or remove.
 
 -     PARTY_FONT_SIZE  = 20    # Font size used for party member names.
 
 -     LOCK_FIRST_ACTOR = false # Lock the first actor by default?
 
 -     LOCKED_ICON      = 125   # Icon used for locked members.
 
 -     REQUIRED_ICON    = 126   # Icon used for required members.
 
 -     EMPTY_TEXT = "-空-"   # Text used when a member isn't present.
 
 -     DISPLAY_FACE     = false # Display faces instead of sprites?
 
 -     
 
 -     # These settings here are used for the lower left window: the Party List
 
 -     # window where the player selects a member to replace.
 
 -     REMOVE_ICON      = 185          # Icon used for removing members.
 
 -     REMOVE_TEXT      = "-移除-"   # Text used for remove member command.
 
 -     ACTOR_Y_BUFFER   = 12           # Amount the actor graphic be adjusted by.
 
 -     
 
 -     # These settings here are used for the lower right window: the Party Status
 
 -     # window where info about a selected actor is shown.
 
 -     NO_DATA         = "- 无 -" # Text used for when no actor is shown.
 
 -     IN_PARTY_COLOUR = 6             # Text colour used for in party members.
 
 -     STAT_FONT_SIZE  = 20            # Font size used for stats.
 
 -     EQUIP_TEXT      = "装备"   # Text used to display equipment.
 
 -     
 
 -   end # PARTY
 
 - end # YEA
 
  
- #==============================================================================
 
 - # ▼ Editting anything past this point may potentially result in causing
 
 - # computer damage, incontinence, explosion of user's head, coma, death, and/or
 
 - # halitosis so edit at your own risk.
 
 - #==============================================================================
 
  
- #==============================================================================
 
 - # ■ Icon
 
 - #==============================================================================
 
  
- module Icon
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # self.locked_party
 
 -   #--------------------------------------------------------------------------
 
 -   def self.locked_party; return YEA::PARTY::LOCKED_ICON; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # self.required_party
 
 -   #--------------------------------------------------------------------------
 
 -   def self.required_party; return YEA::PARTY::REQUIRED_ICON; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # self.remove_party
 
 -   #--------------------------------------------------------------------------
 
 -   def self.remove_party; return YEA::PARTY::REMOVE_ICON; end
 
 -     
 
 - end # Icon
 
  
- #==============================================================================
 
 - # ■ Variable
 
 - #==============================================================================
 
  
- module Variable
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # self.max_battle_members
 
 -   #--------------------------------------------------------------------------
 
 -   def self.max_battle_members
 
 -     default = YEA::PARTY::MAX_BATTLE_MEMBERS
 
 -     return default if YEA::PARTY::MAX_MEMBERS_VARIABLE <= 0
 
 -     return default if $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE] <= 0
 
 -     return $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE]
 
 -   end
 
 -   
 
 - end # Variable
 
  
- #==============================================================================
 
 - # ■ Numeric
 
 - #==============================================================================
 
  
- class Numeric
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: group_digits
 
 -   #--------------------------------------------------------------------------
 
 -   unless $imported["YEA-CoreEngine"]
 
 -   def group; return self.to_s; end
 
 -   end # $imported["YEA-CoreEngine"]
 
 -     
 
 - end # Numeric
 
  
- #==============================================================================
 
 - # ■ Game_Actor
 
 - #==============================================================================
 
  
- class Game_Actor < Game_Battler
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_accessor :locked
 
 -   attr_accessor :required
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: setup
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_actor_setup_ps setup
 
 -   def setup(actor_id)
 
 -     game_actor_setup_ps(actor_id)
 
 -     @locked = false
 
 -     @required = false
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: final_exp_rate
 
 -   #--------------------------------------------------------------------------
 
 -   def final_exp_rate
 
 -     n = exr * (battle_member? ? 1 : reserve_members_exp_rate)
 
 -     if $game_party.in_battle
 
 -       n /= [$game_party.battle_members.size, 1].max if YEA::PARTY::SPLIT_EXP
 
 -     end
 
 -     return n
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: reserve_members_exp_rate
 
 -   #--------------------------------------------------------------------------
 
 -   def reserve_members_exp_rate
 
 -     $data_system.opt_extra_exp ? YEA::PARTY::RESERVE_EXP_RATE : 0
 
 -   end
 
 -   
 
 - end # Game_Actor
 
  
- #==============================================================================
 
 - # ■ Game_Party
 
 - #==============================================================================
 
  
- class Game_Party < Game_Unit
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_accessor :battle_members_array
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: initialize
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_party_initialize_ps initialize
 
 -   def initialize
 
 -     game_party_initialize_ps
 
 -     @battle_members_array = nil
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: max_battle_members
 
 -   #--------------------------------------------------------------------------
 
 -   def max_battle_members; return Variable.max_battle_members; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: setup_starting_members
 
 -   #--------------------------------------------------------------------------
 
 -   alias setup_starting_members_ps setup_starting_members
 
 -   def setup_starting_members
 
 -     setup_starting_members_ps
 
 -     initialize_battle_members
 
 -     return unless YEA::PARTY::LOCK_FIRST_ACTOR
 
 -     return if members[0].nil?
 
 -     members[0].locked = true
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: setup_battle_test_members
 
 -   #--------------------------------------------------------------------------
 
 -   alias setup_battle_test_members_ps setup_battle_test_members
 
 -   def setup_battle_test_members
 
 -     setup_battle_test_members_ps
 
 -     return unless YEA::PARTY::LOCK_FIRST_ACTOR
 
 -     return if members[0].nil?
 
 -     members[0].locked = true
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: battle_members
 
 -   #--------------------------------------------------------------------------
 
 -   def battle_members
 
 -     initialize_battle_members if initialize_battle_members?
 
 -     array = []
 
 -     for actor_id in @battle_members_array
 
 -       break if array.size > max_battle_members
 
 -       next if actor_id.nil?
 
 -       next if $game_actors[actor_id].nil?
 
 -       next unless $game_actors[actor_id].exist?
 
 -       array.push($game_actors[actor_id])
 
 -     end
 
 -     return array
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: initialize_battle_members?
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize_battle_members?
 
 -     return true if @battle_members_array.nil?
 
 -     return @battle_members_array.size != max_battle_members
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: initialize_battle_members
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize_battle_members
 
 -     @battle_members_array = []
 
 -     for i in 0...max_battle_members
 
 -       @battle_members_array.push(@actors[i]) unless @actors[i].nil?
 
 -       @battle_members_array.push(0) if @actors[i].nil?
 
 -     end
 
 -     $game_player.refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: add_actor
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_party_add_actor_ps add_actor
 
 -   def add_actor(actor_id)
 
 -     game_party_add_actor_ps(actor_id)
 
 -     return if @battle_members_array.include?(actor_id)
 
 -     return unless @battle_members_array.include?(0)
 
 -     index = @battle_members_array.index(0)
 
 -     @battle_members_array[index] = actor_id
 
 -     $game_player.refresh
 
 -     $game_map.need_refresh = true
 
 -     rearrange_actors
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: remove_actor
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_party_remove_actor_ps remove_actor
 
 -   def remove_actor(actor_id)
 
 -     game_party_remove_actor_ps(actor_id)
 
 -     return unless @battle_members_array.include?(actor_id)
 
 -     index = @battle_members_array.index(actor_id)
 
 -     @battle_members_array[index] = 0
 
 -     $game_player.refresh
 
 -     $game_map.need_refresh = true
 
 -     rearrange_actors
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: rearrange_actors
 
 -   #--------------------------------------------------------------------------
 
 -   def rearrange_actors
 
 -     initialize_battle_members if @battle_members_array.nil?
 
 -     array = []
 
 -     for actor_id in @battle_members_array
 
 -       next if [0, nil].include?(actor_id)
 
 -       next if $game_actors[actor_id].nil?
 
 -       array.push(actor_id)
 
 -     end
 
 -     for actor_id in @actors
 
 -       next if array.include?(actor_id)
 
 -       next if $game_actors[actor_id].nil?
 
 -       array.push(actor_id)
 
 -     end
 
 -     @actors = array
 
 -   end
 
 -   
 
 - end # Game_Party
 
  
- #==============================================================================
 
 - # ■ Game_Interpreter
 
 - #==============================================================================
 
  
- class Game_Interpreter
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: lock_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def lock_actor(actor_id)
 
 -     return unless YEA::PARTY::ENABLE_MENU
 
 -     actor = $game_actors[actor_id]
 
 -     return unless $game_party.battle_members.include?(actor.id)
 
 -     actor.locked = true
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: unlock_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def unlock_actor(actor_id)
 
 -     return unless YEA::PARTY::ENABLE_MENU
 
 -     actor = $game_actors[actor_id]
 
 -     return unless $game_party.battle_members.include?(actor.id)
 
 -     actor.locked = false
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: require_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def require_actor(actor_id)
 
 -     return unless YEA::PARTY::ENABLE_MENU
 
 -     return if $game_system.formation_disabled
 
 -     actor = $game_actors[actor_id]
 
 -     return unless $game_party.all_members.include?(actor)
 
 -     actor.required = true
 
 -     call_party_menu unless $game_party.battle_members.include?(actor)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: unrequire_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def unrequire_actor(actor_id)
 
 -     return unless YEA::PARTY::ENABLE_MENU
 
 -     return if $game_system.formation_disabled
 
 -     actor = $game_actors[actor_id]
 
 -     return unless $game_party.all_members.include?(actor)
 
 -     actor.required = false
 
 -     call_party_menu unless $game_party.battle_members.include?(actor)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: call_party_menu
 
 -   #--------------------------------------------------------------------------
 
 -   def call_party_menu
 
 -     return unless YEA::PARTY::ENABLE_MENU
 
 -     return if $game_system.formation_disabled
 
 -     SceneManager.call(Scene_Party)
 
 -   end
 
 -   
 
 - end # Game_Interpreter
 
  
- #==============================================================================
 
 - # ■ Spriteset_Battle
 
 - #==============================================================================
 
  
- class Spriteset_Battle
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: create_actors
 
 -   #--------------------------------------------------------------------------
 
 -   def create_actors
 
 -     total = $game_party.max_battle_members
 
 -     @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
 
 -   end
 
 -   
 
 - end # Spriteset_Battle
 
  
- #==============================================================================
 
 - # ■ Window_PartyMenuCommand
 
 - #==============================================================================
 
  
- class Window_PartyMenuCommand < Window_Command
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return 160; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # visible_line_number
 
 -   #--------------------------------------------------------------------------
 
 -   def visible_line_number; 4; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alignment
 
 -   #--------------------------------------------------------------------------
 
 -   def alignment
 
 -     return Menu.command_window_align if $imported["YEA-AceMenuEngine"]
 
 -     return YEA::PARTY::COMMAND_ALIGN
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # scene
 
 -   #--------------------------------------------------------------------------
 
 -   def scene; return SceneManager.scene; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # make_command_list
 
 -   #--------------------------------------------------------------------------
 
 -   def make_command_list
 
 -     for command in YEA::PARTY::COMMANDS
 
 -       case command[0]
 
 -       when :change, :remove, :revert
 
 -         add_command(command[1], command[0])
 
 -       when :finish
 
 -         add_command(command[1], command[0], enable_cancel?)
 
 -       else; next
 
 -       end
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # process_cancel
 
 -   #--------------------------------------------------------------------------
 
 -   def process_cancel
 
 -     unless enable_cancel?
 
 -       Sound.play_buzzer
 
 -       return
 
 -     end
 
 -     super
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # in_party?
 
 -   #--------------------------------------------------------------------------
 
 -   def in_party?(actor)
 
 -     return $game_party.battle_members.include?(actor)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # enable_cancel?
 
 -   #--------------------------------------------------------------------------
 
 -   def enable_cancel?
 
 -     return false if $game_party.battle_members.size <= 0
 
 -     for actor in $game_party.all_members
 
 -       next if in_party?(actor)
 
 -       return false if actor.required
 
 -       return false if actor.locked
 
 -     end
 
 -     return true
 
 -   end
 
 -   
 
 - end # Window_PartyMenuCommand
 
  
- #==============================================================================
 
 - # ■ Window_PartySelect
 
 - #==============================================================================
 
  
- class Window_PartySelect < Window_Selectable
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # initialize
 
 -   #-------------------------------------------------------------------------
 
 -   def initialize(command_window)
 
 -     @command_window = command_window
 
 -     super(160, 0, window_width, fitting_height(visible_line_number))
 
 -     select(0)
 
 -     deactivate
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # col_max
 
 -   #--------------------------------------------------------------------------
 
 -   def col_max; return $game_party.max_battle_members; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # item_max
 
 -   #--------------------------------------------------------------------------
 
 -   def item_max; return $game_party.max_battle_members; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return Graphics.width - 160; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # visible_line_number
 
 -   #--------------------------------------------------------------------------
 
 -   def visible_line_number; 4; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # item_rect
 
 -   #--------------------------------------------------------------------------
 
 -   def item_rect(index)
 
 -     rect = Rect.new
 
 -     rect.width = contents.width / item_max
 
 -     rect.height = contents.height
 
 -     rect.x = index * rect.width
 
 -     rect.y = 0
 
 -     return rect
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     make_item_list
 
 -     create_contents
 
 -     draw_all_items
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # make_item_list
 
 -   #--------------------------------------------------------------------------
 
 -   def make_item_list
 
 -     @data = $game_party.battle_members_array.clone
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_item
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     actor = $game_actors[@data[index]]
 
 -     rect = item_rect(index)
 
 -     if actor.nil?
 
 -       draw_empty(rect.clone)
 
 -       return
 
 -     end
 
 -     dx = rect.width / 2
 
 -     dy = rect.height - 16
 
 -     draw_actor_face(actor, rect.x, rect.y) if display_face?
 
 -     draw_actor_graphic(actor, rect.x + dx, rect.y + dy) unless display_face?
 
 -     draw_actor_name(actor, rect)
 
 -     draw_locked_icon(actor, rect)
 
 -     draw_required_icon(actor, rect)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # display_face?
 
 -   #--------------------------------------------------------------------------
 
 -   def display_face?
 
 -     return YEA::PARTY::DISPLAY_FACE
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_empty
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_empty(rect)
 
 -     colour = Color.new(0, 0, 0, translucent_alpha/2)
 
 -     rect.x += 2
 
 -     rect.y += 2
 
 -     rect.width -= 4
 
 -     rect.height -= 4
 
 -     contents.fill_rect(rect, colour)
 
 -     reset_font_settings
 
 -     change_color(system_color)
 
 -     text = YEA::PARTY::EMPTY_TEXT
 
 -     draw_text(rect, text, 1)
 
 -     reset_font_settings
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_actor_name
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_actor_name(actor, rect)
 
 -     contents.font.size = YEA::PARTY::PARTY_FONT_SIZE
 
 -     change_color(normal_color, actor.exist?)
 
 -     draw_text(rect.x+4, rect.y, rect.width-8, line_height, actor.name, 1)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_face
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_face(face_name, face_index, dx, dy, enabled = true)
 
 -     bitmap = Cache.face(face_name)
 
 -     dw = [96, item_rect(0).width-4].min
 
 -     rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, dw, 92)
 
 -     contents.blt(dx+2, dy+2, bitmap, rect, enabled ? 255 : translucent_alpha)
 
 -     bitmap.dispose
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_locked_icon
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_locked_icon(actor, rect)
 
 -     return unless actor_locked?(actor)
 
 -     draw_icon(Icon.locked_party, rect.x+rect.width-26, rect.height - 26)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_required_icon
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_required_icon(actor, rect)
 
 -     return if actor_locked?(actor)
 
 -     return unless actor_required?(actor)
 
 -     draw_icon(Icon.required_party, rect.x+rect.width-26, rect.height - 26)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # actor_locked?
 
 -   #--------------------------------------------------------------------------
 
 -   def actor_locked?(actor); return actor.locked; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # actor_required?
 
 -   #--------------------------------------------------------------------------
 
 -   def actor_required?(actor)
 
 -     return false if actor.locked
 
 -     return actor.required
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # current_item_enabled?
 
 -   #--------------------------------------------------------------------------
 
 -   def current_item_enabled?; enable?(@data[index]); end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # enable?
 
 -   #--------------------------------------------------------------------------
 
 -   def enable?(item)
 
 -     case @command_window.current_symbol
 
 -     when :change
 
 -       return true if item.nil?
 
 -       return true if item == 0
 
 -     when :remove
 
 -       return false if item.nil?
 
 -       return false if item == 0
 
 -     end
 
 -     actor = $game_actors[item]
 
 -     return false if actor.locked
 
 -     return false if actor.required
 
 -     return true
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # process_handling
 
 -   #--------------------------------------------------------------------------
 
 -   def process_handling
 
 -     return unless open? && active
 
 -     return process_ok       if ok_enabled?        && Input.trigger?(:C)
 
 -     return process_cancel   if cancel_enabled?    && Input.trigger?(:B)
 
 -     return process_pagedown if handle?(:pagedown) && Input.repeat?(:R)
 
 -     return process_pageup   if handle?(:pageup)   && Input.repeat?(:L)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # cur_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def cur_actor
 
 -     actor_id = @data[index]
 
 -     return $game_actors[actor_id]
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # prev_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def prev_actor
 
 -     id = index == 0 ? @data.size - 1 : index - 1
 
 -     actor_id = @data[id]
 
 -     return $game_actors[actor_id]
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # next_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def next_actor
 
 -     id = index == @data.size - 1 ? 0 : index + 1
 
 -     actor_id = @data[id]
 
 -     return $game_actors[actor_id]
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # process_pageup
 
 -   #--------------------------------------------------------------------------
 
 -   def process_pageup
 
 -     allow = true
 
 -     allow = false if !prev_actor.nil? && prev_actor.locked
 
 -     allow = false if !cur_actor.nil? && cur_actor.locked
 
 -     Sound.play_buzzer unless allow
 
 -     if allow
 
 -       super
 
 -       activate
 
 -       select(index == 0 ? @data.size - 1 : index - 1)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # process_pagedown
 
 -   #--------------------------------------------------------------------------
 
 -   def process_pagedown
 
 -     allow = true
 
 -     allow = false if !next_actor.nil? && next_actor.locked
 
 -     allow = false if !cur_actor.nil? && cur_actor.locked
 
 -     Sound.play_buzzer unless allow
 
 -     if allow
 
 -       super
 
 -       activate
 
 -       select(index == @data.size - 1 ? 0 : index + 1)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # item
 
 -   #--------------------------------------------------------------------------
 
 -   def item; return @data[index]; end
 
 -   
 
 - end # Window_PartySelect
 
  
- #==============================================================================
 
 - # ■ Window_PartyList
 
 - #==============================================================================
 
  
- class Window_PartyList < Window_Selectable
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # initialize
 
 -   #-------------------------------------------------------------------------
 
 -   def initialize(party_window)
 
 -     super(0, fitting_height(4), window_width, window_height)
 
 -     @party_window = party_window
 
 -     select(1)
 
 -     deactivate
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return 200; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_height
 
 -   #--------------------------------------------------------------------------
 
 -   def window_height; return Graphics.height - fitting_height(4); end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # item_max
 
 -   #--------------------------------------------------------------------------
 
 -   def item_max; return @data ? @data.size : 1; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     make_item_list
 
 -     create_contents
 
 -     draw_all_items
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # make_item_list
 
 -   #--------------------------------------------------------------------------
 
 -   def make_item_list
 
 -     @data = [0]
 
 -     for member in $game_party.all_members
 
 -       next if member.nil?
 
 -       @data.push(member.id)
 
 -     end
 
 -     @data.push(0)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_item
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     clear_item(index)
 
 -     rect = item_rect(index)
 
 -     if @data[index] == 0
 
 -       draw_remove(rect)
 
 -       return
 
 -     end
 
 -     actor = $game_actors[@data[index]]
 
 -     draw_actor(actor, rect)
 
 -     draw_actor_locked(actor, rect)
 
 -     draw_actor_required(actor, rect)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_remove
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_remove(rect)
 
 -     reset_font_settings
 
 -     draw_icon(Icon.remove_party, rect.x+4, rect.y)
 
 -     text = YEA::PARTY::REMOVE_TEXT
 
 -     draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_actor(actor, rect)
 
 -     buffer = YEA::PARTY::ACTOR_Y_BUFFER
 
 -     draw_actor_graphic(actor, rect.x + 16, rect.y + rect.height + buffer)
 
 -     text = actor.name
 
 -     change_color(list_colour(actor), enabled?(actor))
 
 -     draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # list_colour
 
 -   #--------------------------------------------------------------------------
 
 -   def list_colour(actor)
 
 -     return text_color(YEA::PARTY::IN_PARTY_COLOUR) if in_party?(actor)
 
 -     return normal_color
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_actor_locked
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_actor_locked(actor, rect)
 
 -     return unless actor.locked
 
 -     draw_icon(Icon.locked_party, rect.width-24, rect.y)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_actor_required
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_actor_required(actor, rect)
 
 -     return if actor.locked
 
 -     return unless actor.required
 
 -     draw_icon(Icon.required_party, rect.width-24, rect.y)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # enabled?
 
 -   #--------------------------------------------------------------------------
 
 -   def enabled?(actor)
 
 -     return false if actor.locked
 
 -     return false if actor.required && in_party?(actor)
 
 -     return actor.exist?
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # in_party?
 
 -   #--------------------------------------------------------------------------
 
 -   def in_party?(actor); return $game_party.battle_members.include?(actor); end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # current_item_enabled?
 
 -   #--------------------------------------------------------------------------
 
 -   def current_item_enabled?
 
 -     actor = $game_actors[item]
 
 -     replace = $game_actors[@party_window.item]
 
 -     unless actor.nil?
 
 -       return false if actor.locked && in_party?(actor)
 
 -       return false if actor.required && in_party?(actor)
 
 -     end
 
 -     return true if replace.nil?
 
 -     return false if replace.locked
 
 -     return false if replace.required
 
 -     return true if actor.nil?
 
 -     return actor.exist?
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # item
 
 -   #--------------------------------------------------------------------------
 
 -   def item; return @data[index]; end
 
 -   
 
 - end # Window_PartyList
 
  
- #==============================================================================
 
 - # ** Window_PartyStatus
 
 - #==============================================================================
 
  
- class Window_PartyStatus < Window_Base
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # initialize
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(party_window, list_window)
 
 -     super(200, fitting_height(4), window_width, window_height)
 
 -     @party_window = party_window
 
 -     @list_window = list_window
 
 -     @actor = active_actor
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; Graphics.width - 200; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_height
 
 -   #--------------------------------------------------------------------------
 
 -   def window_height; Graphics.height - fitting_height(4); end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # update
 
 -   #--------------------------------------------------------------------------
 
 -   def update
 
 -     super
 
 -     refresh if @actor != active_actor
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # active_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def active_actor
 
 -     if @list_window.active
 
 -       actor = @list_window.item
 
 -     else
 
 -       actor = @party_window.item
 
 -     end
 
 -     return nil if [0, nil].include?(actor)
 
 -     return actor
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     contents.clear
 
 -     @actor = active_actor
 
 -     reset_font_settings
 
 -     if @actor.nil?
 
 -       draw_nil_actor
 
 -       return
 
 -     end
 
 -     actor = $game_actors[@actor]
 
 -     draw_actor_face(actor, 0, 0)
 
 -     draw_actor_name(actor, 108, 0)
 
 -     draw_actor_class(actor, 228, 0, contents.width-232)
 
 -     draw_actor_level(actor, 108, line_height)
 
 -     draw_actor_icons(actor, 228, line_height, contents.width-232)
 
 -     draw_actor_hp(actor, 108, line_height*2, contents.width-112)
 
 -     draw_actor_mp(actor, 108, line_height*3, contents.width-112)
 
 -     draw_actor_parameters(actor, 0, line_height*4 + line_height/2)
 
 -     draw_equipments(actor, contents.width/2, line_height*4 + line_height/2)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_nil_actor
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_nil_actor
 
 -     colour = Color.new(0, 0, 0, translucent_alpha/2)
 
 -     rect = Rect.new(0, 0, contents.width, contents.height)
 
 -     contents.fill_rect(rect, colour)
 
 -     change_color(system_color)
 
 -     text = YEA::PARTY::NO_DATA
 
 -     draw_text(rect, text, 1)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_actor_parameters
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_actor_parameters(actor, dx, dy)
 
 -     dw = contents.width/2 - 4
 
 -     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
 
 -     contents.font.size = YEA::PARTY::STAT_FONT_SIZE
 
 -     colour = Color.new(0, 0, 0, translucent_alpha/2)
 
 -     array = [:atk, :def, :mat, :mdf, :agi, :luk]
 
 -     cx = 4
 
 -     for stat in array
 
 -       case stat
 
 -       when :atk
 
 -         param = Vocab::param(2)
 
 -         value = actor.atk.group
 
 -       when :def
 
 -         param = Vocab::param(3)
 
 -         value = actor.def.group
 
 -       when :mat
 
 -         param = Vocab::param(4)
 
 -         value = actor.mat.group
 
 -       when :mdf
 
 -         param = Vocab::param(5)
 
 -         value = actor.mdf.group
 
 -       when :agi
 
 -         param = Vocab::param(6)
 
 -         value = actor.agi.group
 
 -       when :luk
 
 -         param = Vocab::param(7)
 
 -         value = actor.luk.group
 
 -       else; next
 
 -       end
 
 -       contents.fill_rect(rect, colour)
 
 -       change_color(system_color)
 
 -       draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, param, 0)
 
 -       change_color(normal_color)
 
 -       draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, value, 2)
 
 -       rect.y += line_height
 
 -     end
 
 -     reset_font_settings
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # draw_equipments
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_equipments(actor, dx, dy)
 
 -     text = YEA::PARTY::EQUIP_TEXT
 
 -     change_color(system_color)
 
 -     draw_text(dx, dy, contents.width - dx, line_height, text, 1)
 
 -     dy += line_height
 
 -     if actor.equips.size <= 5
 
 -       actor.equips.each_with_index do |item, i|
 
 -         draw_item_name(item, dx, dy + line_height * i)
 
 -       end
 
 -     else
 
 -       orig_x = dx
 
 -       actor.equips.each_with_index do |item, i|
 
 -         next if item.nil?
 
 -         draw_icon(item.icon_index, dx, dy)
 
 -         dy += line_height if dx + 48 > contents.width
 
 -         dx = dx + 48 > contents.width ? orig_x : dx + 24
 
 -       end
 
 -     end
 
 -   end
 
 -   
 
 - end # Window_PartyStatus
 
  
- #==============================================================================
 
 - # ■ Scene_Menu
 
 - #==============================================================================
 
  
- class Scene_Menu < Scene_MenuBase
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: command_formation
 
 -   #--------------------------------------------------------------------------
 
 -   if YEA::PARTY::ENABLE_MENU
 
 -   def command_formation
 
 -     SceneManager.call(Scene_Party)
 
 -   end
 
 -   end # YEA::PARTY::ENABLE_MENU
 
 -   
 
 - end # Scene_Menu
 
  
- #==============================================================================
 
 - # ■ Scene_Party
 
 - #==============================================================================
 
  
- class Scene_Party < Scene_MenuBase
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # start
 
 -   #--------------------------------------------------------------------------
 
 -   def start
 
 -     super
 
 -     @former_party = $game_party.battle_members_array.clone
 
 -     create_command_window
 
 -     create_party_window
 
 -     create_list_window
 
 -     create_status_window
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # create_command_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_command_window
 
 -     @command_window = Window_PartyMenuCommand.new(0, 0)
 
 -     @command_window.set_handler(:change, method(:adjust_members))
 
 -     @command_window.set_handler(:remove, method(:adjust_members))
 
 -     @command_window.set_handler(:revert, method(:revert_party))
 
 -     @command_window.set_handler(:finish, method(:return_scene))
 
 -     @command_window.set_handler(:cancel, method(:return_scene))
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # create_party_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_party_window
 
 -     @party_window = Window_PartySelect.new(@command_window)
 
 -     @party_window.set_handler(:ok,       method(:on_party_ok))
 
 -     @party_window.set_handler(:cancel,   method(:on_party_cancel))
 
 -     @party_window.set_handler(:pageup,   method(:on_party_pageup))
 
 -     @party_window.set_handler(:pagedown, method(:on_party_pagedown))
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # create_list_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_list_window
 
 -     @list_window = Window_PartyList.new(@party_window)
 
 -     @list_window.set_handler(:ok,     method(:on_list_ok))
 
 -     @list_window.set_handler(:cancel, method(:on_list_cancel))
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # create_status_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_status_window
 
 -     @status_window = Window_PartyStatus.new(@party_window, @list_window)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # adjust_members
 
 -   #--------------------------------------------------------------------------
 
 -   def adjust_members
 
 -     @party_window.activate
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def window_refresh
 
 -     $game_party.rearrange_actors
 
 -     @command_window.refresh
 
 -     @party_window.refresh
 
 -     @list_window.refresh
 
 -     $game_player.refresh
 
 -     $game_map.need_refresh = true
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # revert_party
 
 -   #--------------------------------------------------------------------------
 
 -   def revert_party
 
 -     @command_window.activate
 
 -     $game_party.battle_members_array = @former_party.clone
 
 -     window_refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # on_party_ok
 
 -   #--------------------------------------------------------------------------
 
 -   def on_party_ok
 
 -     case @command_window.current_symbol
 
 -     when :change
 
 -       @list_window.activate
 
 -     when :remove
 
 -       index = @party_window.index
 
 -       actor = $game_actors[$game_party.battle_members_array[index]]
 
 -       Sound.play_equip
 
 -       $game_party.battle_members_array[index] = 0
 
 -       window_refresh
 
 -       @party_window.activate
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # on_party_cancel
 
 -   #--------------------------------------------------------------------------
 
 -   def on_party_cancel
 
 -     @command_window.activate
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # on_party_pageup
 
 -   #--------------------------------------------------------------------------
 
 -   def on_party_pageup
 
 -     Sound.play_equip
 
 -     actor_id1 = @party_window.item
 
 -     actor_id2 = @party_window.prev_actor.nil? ? 0 : @party_window.prev_actor.id
 
 -     max = @party_window.item_max-1
 
 -     index1 = @party_window.index
 
 -     index2 = @party_window.index == 0 ? max : index1-1
 
 -     $game_party.battle_members_array[index1] = actor_id2
 
 -     $game_party.battle_members_array[index2] = actor_id1
 
 -     window_refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # on_party_pagedown
 
 -   #--------------------------------------------------------------------------
 
 -   def on_party_pagedown
 
 -     Sound.play_equip
 
 -     actor_id1 = @party_window.item
 
 -     actor_id2 = @party_window.next_actor.nil? ? 0 : @party_window.next_actor.id
 
 -     max = @party_window.item_max-1
 
 -     index1 = @party_window.index
 
 -     index2 = @party_window.index == max ? 0 : index1+1
 
 -     $game_party.battle_members_array[index1] = actor_id2
 
 -     $game_party.battle_members_array[index2] = actor_id1
 
 -     window_refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # on_list_cancel
 
 -   #--------------------------------------------------------------------------
 
 -   def on_list_cancel
 
 -     @party_window.activate
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # on_list_ok
 
 -   #--------------------------------------------------------------------------
 
 -   def on_list_ok
 
 -     Sound.play_equip
 
 -     replace = $game_actors[@party_window.item]
 
 -     actor = $game_actors[@list_window.item]
 
 -     index1 = @party_window.index
 
 -     actor_id1 = actor.nil? ? 0 : actor.id
 
 -     if actor.nil?
 
 -       $game_party.battle_members_array[index1] = 0
 
 -       window_refresh
 
 -       @party_window.activate
 
 -       return
 
 -     end
 
 -     actor_id2 = replace.nil? ? 0 : replace.id
 
 -     if $game_party.battle_members_array.include?(actor_id1)
 
 -       index2 = $game_party.battle_members_array.index(actor_id1)
 
 -       $game_party.battle_members_array[index2] = actor_id2
 
 -     end
 
 -     $game_party.battle_members_array[index1] = actor_id1
 
 -     window_refresh
 
 -     @party_window.activate
 
 -   end
 
 -   
 
 - end # Scene_Party
 
  
- #==============================================================================
 
 - # 
 
 - # ▼ End of File
 
 - # 
 
 - #==============================================================================
 
  复制代码 |   
 
 
 
 |