- #============================================================================== 
- #  
- # ▼ 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. 
- #  
- # ----------------------------------------------------------------------------- 
- # Script Calls - 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) 
- # 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) 
- # 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 
- # 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      # Maximum party members. Default: 4 
-     SPLIT_EXP            = false  # Splits EXP with more members in the party. 
-     RESERVE_EXP_RATE     = 0.50   # 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 = 0 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - 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,  "Change",], 
-       [ :remove,  "Remove",], 
-       [ :revert,  "Revert",], 
-       [ :finish,  "Finish",], 
-     ] # Do not remove this. 
-     COMMAND_ALIGN    = 1     # 0:Left Align, 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 = "-Empty-"   # 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      = "-Remove-"   # 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         = "- No Data -" # 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      = "Equipment"   # 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 
-   attr_accessor :tmp_remove_actor#***# 
-   #-------------------------------------------------------------------------- 
-   # alias method: initialize 
-   #-------------------------------------------------------------------------- 
-   alias game_party_initialize_ps initialize 
-   def initialize 
-     game_party_initialize_ps 
-     @battle_members_array = nil 
-     @tmp_remove_actor=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]) 
-       #***# 
-       if max_battle_members<all_members.size then 
-         if actor_id !=@battle_members_array[@battle_members_array.size-1] then 
-           array.push($game_actors[actor_id]) 
-         end 
-       else 
-         array.push($game_actors[actor_id]) 
-       end 
-       #***# 
-     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 
-     #***# 
-     if max_battle_members<all_members.size then 
-       return @battle_members_array.size != max_battle_members+1 
-     else 
-       return @battle_members_array.size != max_battle_members 
-     end 
-     #***# 
-   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 
-     #***# 
-     if max_battle_members<all_members.size then 
-       @battle_members_array.push(all_members[max_battle_members].id) 
-     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? 
-       next if tmp_remove_actor==actor_id#***# 
-       array.push(actor_id) 
-     end 
-     if not array.include?(tmp_remove_actor) then 
-       array.push(tmp_remove_actor) if not [0, nil].include?(tmp_remove_actor)#***# 
-     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;  
-     #***# 
-     if $game_party.max_battle_members<$game_party.all_members.size then 
-       return  $game_party.max_battle_members+1 
-     else 
-       return  $game_party.max_battle_members 
-     end 
-     #***# 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # item_max 
-   #-------------------------------------------------------------------------- 
-   #def item_max; return $game_party.max_battle_members; end 
-   #***# 
-   def item_max 
-     if $game_party.max_battle_members<$game_party.all_members.size then 
-       return  $game_party.max_battle_members+1 
-     else 
-       return  $game_party.max_battle_members 
-     end 
-   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 - line_height*3/2#***# 
-     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) 
-     #***# 
-     if $game_party.battle_members.include?(actor) then 
-       change_color(text_color(YEA::PARTY::IN_PARTY_COLOUR) ) 
-       draw_text(rect.x+4, rect.y+line_height*3, rect.width-8, line_height, "战斗成员", 1) 
-       change_color(normal_color) 
-     else 
-       draw_text(rect.x+4, rect.y+line_height*3, rect.width-8, line_height,"替补成员", 1) 
-     end 
-       #***# 
-   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 
-     [url=home.php?mod=space&uid=95897]@actor[/url] = 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 
-       #***# 
-       if $game_party.max_battle_members>index then 
-         $game_party.tmp_remove_actor=actor.id 
-         $game_party.battle_members_array.delete(actor.id) 
-         $game_party.battle_members_array.insert($game_party.max_battle_members-1,0) 
-       else 
-         $game_party.tmp_remove_actor=$game_party.battle_members_array[index] 
-         actor = $game_actors[$game_party.tmp_remove_actor] 
-         tmp_index=$game_party.all_members.index(actor) 
-         if tmp_index <$game_party.all_members.size-1 then 
-           actor =$game_party.all_members[tmp_index+1] 
-           $game_party.battle_members_array[index]=actor.id 
-         end 
-       end 
-       #***# 
-       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 
-     $game_party.tmp_remove_actor=$game_party.battle_members_array[index1]#***# 
-     actor_id1 = actor.nil? ? 0 : actor.id 
-     if actor.nil? 
-       #***# 
-       if $game_party.max_battle_members>index1 then 
-         $game_party.battle_members_array[index1] = 0 
-         i=index1 
-         while i<$game_party.battle_members_array.size-2 
-           $game_party.battle_members_array[i], $game_party.battle_members_array[i+1] = $game_party.battle_members_array[i+1], $game_party.battle_members_array[i] 
-           i+=1 
-         end 
-       else 
-         actor = $game_actors[$game_party.tmp_remove_actor] 
-         tmp_index=$game_party.all_members.index(actor) 
-         if tmp_index <$game_party.all_members.size-1 then 
-           actor =$game_party.all_members[tmp_index+1] 
-           $game_party.battle_members_array[index1]=actor.id 
-         end 
-       end 
-       #***# 
-       window_refresh 
-       @party_window.activate 
-       return 
-     end 
-     actor_id2 = replace.nil? ? 0 : replace.id 
-     if $game_party.battle_members_array.include?(actor_id1) 
-       index2 = $game_party.battle_members_array.index(actor_id1) 
-       #***# 
-       if index2==$game_party.battle_members_array.size-1 then 
-         $game_party.tmp_remove_actor=$game_party.battle_members_array[index1]#***# 
-       end 
-       #***# 
-       $game_party.battle_members_array[index2] = actor_id2 
-     end 
-     $game_party.battle_members_array[index1] = actor_id1 
-     #***# 
-     if [0, nil].include?(actor_id1) 
-       i=index1 
-       while i<$game_party.battle_members_array.size-2 
-         $game_party.battle_members_array[i], $game_party.battle_members_array[i+1] = $game_party.battle_members_array[i+1], $game_party.battle_members_array[i] 
-         i+=1 
-       end 
-     end 
-     #***# 
-     window_refresh 
-     @party_window.activate 
-   end 
-   
- end # Scene_Party 
-   
- #============================================================================== 
- #  
- # ▼ End of File 
- #  
- #==============================================================================