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#============================================================================== 
  
#  
# ▼ 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 
  
#  
#============================================================================== 
 
 
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