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[已经解决] 关于组队构成

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Lv1.梦旅人

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发表于 2012-11-12 20:39:48 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
两个问题,希望能有朋友帮忙。

1.找一个10人队伍编成脚本,就是可以有作战和待机之分的,我知道站里有,但是据说有BUG,以前用的RMVX的KGC的。求一个兼容好的脚本。

2.问下,怎么能够实现在上面的脚本前提下,待机人员提供某些属性加成的,就是比如某角色待机,则作战队伍生命上限有加成,攻击有加成这样的。能叠加最好了。是用事件还是脚本呢...

点评

2:在数据库中设定角色属性不就好了,当然用公共事件也行,但比较麻烦  发表于 2012-11-13 03:02

Lv1.梦旅人

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发表于 2012-11-13 02:55:28 | 只看该作者
#==============================================================================

#
# ▼ 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

#
#==============================================================================


    具体怎么用看说明,改队伍最大数时别忘了改横版坐标
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发表于 2012-11-13 02:58:09 | 只看该作者
#==============================================================================

#
# ▼ 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

#
#==============================================================================

    这是换队脚本
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 楼主| 发表于 2012-11-13 21:28:49 | 只看该作者
vince3725 发表于 2012-11-13 02:58
#==============================================================================

#

谢谢,用了这两个脚本,效果很棒~我没用横版脚本,所以貌似更改成9人没什么影响。还是那个待机效果的问题,数据库的特性很少,而且不知道怎么设置只在待机状态下生效。事件的话,怎么和脚本配合呢?不胜感谢。
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