#==============================================================================
#
# ▼ Yami Engine Ace - Guardian Series
# -- Script: Guardian Basic
# -- Last Updated: 2012.03.11
# -- Level: Easy
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSE-GuardianBasic"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.03.11 - Finished Script.
# 2012.03.05 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script gives you a notetag for Actors to make them be guardians. An actor
# marked as guardian is not shown in default menu, battle, but will be available
# for other scripts in Guardian Series.
#
# This script also contains two basic windows for Guardians:
# - Window Guardians List. Class Window_MenuGuardian
# - Window Guardian Small Status. Class Window_StatusGuardian
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actor notebox in the database.
# -----------------------------------------------------------------------------
# <guardian>
# This notetag marks an actor as a guardian.
#
#==============================================================================
# ▼ 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.
#
#==============================================================================
# ▼ 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 YSE
module GUARDIAN
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Mechanic Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ALL_GUARDIAN_GAIN_EXP = false
end
end
#==============================================================================
# ▼ 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.
#==============================================================================
#==============================================================================
# ■ Regular Expression
#==============================================================================
module YSE
module REGEXP
module ACTOR
GUARDIAN = /<(?:GUARDIAN)>/i
end # ACTOR
end # REGEXP
end # YSE
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# alias method: gain_exp
#--------------------------------------------------------------------------
class <<self; alias yse_gain_exp_gb gain_exp; end
def self.gain_exp
$game_party.guardians.each do |guardian|
guardian.gain_exp($game_troop.exp_total) if YSE::GUARDIAN::ALL_GUARDIAN_GAIN_EXP
end
yse_gain_exp_gb
end
end # BattleManager
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :scene_gmenu_id
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias yse_initialize_gb initialize
def initialize
yse_initialize_gb
@scene_gmenu_id = 0
end
end # Game_Temp
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_ysegb load_database; end
def self.load_database
load_database_ysegb
load_notetags_ysegb
end
#--------------------------------------------------------------------------
# new method: load_notetags_ysegb
#--------------------------------------------------------------------------
def self.load_notetags_ysegb
group = $data_actors
for obj in group
next if obj.nil?
obj.load_notetags_ysegb
end
end
end # DataManager
#==============================================================================
# ■ RPG::Actor
#==============================================================================
class RPG::Actor < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :is_guardian
#--------------------------------------------------------------------------
# new method: load_notetags_ysegb
#--------------------------------------------------------------------------
def load_notetags_ysegb
@is_guardian = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YSE::REGEXP::ACTOR::GUARDIAN
@is_guardian = true
end
} # self.note.split
#---
end
end # RPG::Actor
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: guardian?
#--------------------------------------------------------------------------
def guardian?
return actor.is_guardian
end
#--------------------------------------------------------------------------
# new method: guardian_index
#--------------------------------------------------------------------------
def guardian_index
$game_party.guardians.index(self)
end
end # Game_Actor
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias yse_initialize_gb initialize
def initialize
yse_initialize_gb
@guardians = []
end
#--------------------------------------------------------------------------
# alias method: all_members
#--------------------------------------------------------------------------
alias yse_all_members_gb all_members
def all_members
@actors.each {|id|
if $game_actors[id].guardian?; @actors.delete(id); add_actor(id); end
}
yse_all_members_gb
end
#--------------------------------------------------------------------------
# new method: guardians
#--------------------------------------------------------------------------
def guardians
@guardians.collect {|id| $game_actors[id] }
end
#--------------------------------------------------------------------------
# alias method: add_actor
#--------------------------------------------------------------------------
alias yse_add_actor_gb add_actor
def add_actor(actor_id)
if $game_actors[actor_id].guardian?
@guardians.push(actor_id) unless @guardians.include?(actor_id)
return
end
yse_add_actor_gb(actor_id)
end
#--------------------------------------------------------------------------
# new method: menu_guardian
#--------------------------------------------------------------------------
def menu_guardian
$game_actors[$game_temp.scene_gmenu_id].nil? ? guardians[0] : $game_actors[$game_temp.scene_gmenu_id]
end
#--------------------------------------------------------------------------
# new method: menu_guardian_next
#--------------------------------------------------------------------------
def menu_guardian_next
index = guardians.index(menu_actor) || -1
index = (index + 1) % guardians.size
self.menu_actor = guardians[index]
end
#--------------------------------------------------------------------------
# new method: menu_guardian_prev
#--------------------------------------------------------------------------
def menu_guardian_prev
index = guardians.index(menu_actor) || 1
index = (index + guardians.size - 1) % guardians.size
self.menu_actor = guardians[index]
end
#--------------------------------------------------------------------------
# alias method: menu_actor_next
#--------------------------------------------------------------------------
alias yse_menu_actor_next_gb menu_actor_next
def menu_actor_next
if @guardians.include?(menu_actor.id)
menu_guardian_next
else
yse_menu_actor_next_gb
end
end
#--------------------------------------------------------------------------
# alias method: menu_actor_prev
#--------------------------------------------------------------------------
alias yse_menu_actor_prev_gb menu_actor_prev
def menu_actor_prev
if @guardians.include?(menu_actor.id)
menu_guardian_prev
else
yse_menu_actor_prev_gb
end
end
end # Game_Party
#==============================================================================
# ■ Window_MenuGuardian
#==============================================================================
class Window_MenuGuardian < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, window_width, Graphics.height - y)
refresh
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max
$game_party.guardians.size
end
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max
2
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_party.menu_actor = $game_party.guardians[index]
$game_temp.scene_gmenu_id = $game_party.guardians[index].id
super
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
guardian = $game_party.guardians[index]
rect = item_rect(index)
face_rect = Rect.new(rect.x + 1, rect.y + 1, item_height - 2, item_height - 2)
draw_guardian_name(guardian, rect.x, rect.y, rect.width)
draw_thumb_face(guardian, face_rect)
draw_guardian_status(guardian, rect.x, rect.y, rect.width)
end
#--------------------------------------------------------------------------
# draw_thumb_face
#--------------------------------------------------------------------------
def draw_thumb_face(actor, dest_rect)
bitmap = Cache.face(actor.face_name)
rect = Rect.new(actor.face_index % 4 * 96, actor.face_index / 4 * 96, 96, 96)
bitmap.blur
contents.stretch_blt(dest_rect, bitmap, rect, enable?(actor) ? 255 : translucent_alpha)
bitmap.dispose
end
#--------------------------------------------------------------------------
# draw_guardian_name
#--------------------------------------------------------------------------
def draw_guardian_name(actor, dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color, enable?(actor))
draw_text(dx + item_height + 2, dy, dw, line_height, actor.name)
end
#--------------------------------------------------------------------------
# draw_guardian_status
#--------------------------------------------------------------------------
def draw_guardian_status(actor, dx, dy, dw)
change_color(normal_color, enable?(actor))
draw_text(dx, dy, dw, line_height, Vocab::level_a + actor.level.to_s, 2)
end
#--------------------------------------------------------------------------
# enabled
#--------------------------------------------------------------------------
def enable?(actor = nil)
return true
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
alias yse_call_update_help_gb call_update_help
def call_update_help
yse_call_update_help_gb
return if @status_window.nil?
return if $game_party.guardians.size == 0
item = index < 0 ? $game_party.menu_guardian : $game_party.guardians[index]
@status_window.guardian = item
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
@help_window.clear
item = index < 0 ? $game_party.menu_guardian : $game_party.guardians[index]
@help_window.set_item(item)
end
#--------------------------------------------------------------------------
# select_last
#--------------------------------------------------------------------------
def select_last
select($game_party.menu_guardian.guardian_index)
end
#--------------------------------------------------------------------------
# status_window=
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
item = index < 0 ? $game_party.menu_guardian : $game_party.guardians[index]
@status_window.guardian = item
end
end # Window_MenuGuardian
#==============================================================================
# ■ Window_StatusGuardian
#==============================================================================
class Window_StatusGuardian < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
@guardian = $game_party.menu_guardian
super(dx, dy, window_width, fitting_height(4))
refresh
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width - 160; end
#--------------------------------------------------------------------------
# guardian=
#--------------------------------------------------------------------------
def guardian=(guardian)
return if @guardian == guardian
@guardian = guardian
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @guardian
draw_actor_face(@guardian, 0, 0)
colour = Color.new(0, 0, 0, translucent_alpha / 2)
rect = Rect.new(0, line_height * 3 + 2, 106, line_height-2)
contents.fill_rect(rect, colour)
draw_actor_name(@guardian, 0, line_height * 3 + 1, 108)
dw = (contents.width - 108) / 2
dx = 108
draw_actor_param(0, dx, line_height * 0, dw)
draw_actor_param(1, dx + dw, line_height * 0, dw)
draw_actor_param(2, dx, line_height * 1, dw)
draw_actor_param(3, dx + dw, line_height * 1, dw)
draw_actor_param(4, dx, line_height * 2, dw)
draw_actor_param(5, dx + dw, line_height * 2, dw)
draw_actor_param(6, dx, line_height * 3, dw)
draw_actor_param(7, dx + dw, line_height * 3, dw)
end
#--------------------------------------------------------------------------
# draw_actor_param
#--------------------------------------------------------------------------
def draw_actor_param(param_id, dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, @guardian.param(param_id).to_s, 2)
end
end # Window_StatusGuardian
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
#==============================================================================
#
# ▼ Yami Engine Ace - Guardian Series
# -- Script: Guardian Menu
# -- Last Updated: 2012.03.13
# -- Level: Easy
# -- Requires: YSE - Guardian Basic
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSE-GuardianMenu"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.03.13 - Finished Script.
# 2012.03.11 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Manages menu commands for Guardian. This Menu will be separate with Main Menu
# for actor. Can be called by Main Menu.
# If you have Yanfly Engine Ace - Menu Engine, You must add a custom command
# which calls Handler Method :command_guardian.
#
#==============================================================================
# ▼ 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.
#
#==============================================================================
# ▼ 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 YSE
module GUARDIAN_MENU
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Command Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts the commands that appear in the command window used
# for the status screen. Rearrange the commands, add new ones, remove them
# as you see fit.
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :status Calls Scene_Status scene.
# :skill Calls Scene_Skill scene.
# :equip Calls Scene_Equip scene.
#
# :gpair Calls Guardian Pairing.
# Require YSE - Guardian Pairing.
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS = [ # The order at which the menu items are shown.
# [ :command, "Display"],
[ :status, "状态"],
[ :skill, "技能"],
[ :equip, "装备"],
[ :gpair, "神之降临"],
# [ :custom1, "Custom"],
# [ :custom2, "motsuC"],
] # Do not remove this.
#--------------------------------------------------------------------------
# - Menu Custom Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts to that may produce unique effects for the
# status menu, use this hash to manage the custom commands for the Status
# Command Window. You can disable certain commands or prevent them from
# appearing by using switches. If you don't wish to bind them to a switch,
# set the proper switch to 0 for it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_STATUS_COMMANDS = {
# :command => [EnableSwitch, ShowSwitch, Handler Method],
:custom1 => [ 0, 0, :command_name1],
:custom2 => [ 0, 0, :command_name2],
} # Do not remove this.
# These Configurations contain visual and vocab things.
VOCAB_MENU = "守护神" # Command Display in Main Menu.
MENU_ENABLE_SWITCH = 0 # Set to 0 if don't wanna use this function.
end
end
#==============================================================================
# ▼ 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.
#==============================================================================
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
GuardianMenu = YSE::GUARDIAN_MENU::VOCAB_MENU
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :guardian_menu_command
end # Game_Temp
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias yse_add_main_commands_gm add_main_commands
def add_main_commands
yse_add_main_commands_gm
add_guardian_commands unless $imported["YEA-AceMenuEngine"]
end
#--------------------------------------------------------------------------
# new method: guardian_command_enabled
#--------------------------------------------------------------------------
def guardian_command_enabled
return false if $game_party.guardians.size == 0
return true if YSE::GUARDIAN_MENU::MENU_ENABLE_SWITCH <= 0
return $game_switches[YSE::GUARDIAN_MENU::MENU_ENABLE_SWITCH]
end
#--------------------------------------------------------------------------
# new method: add_guardian_commands
#--------------------------------------------------------------------------
def add_guardian_commands
add_command(Vocab::GuardianMenu, :guardian, guardian_command_enabled)
end
end # Window_MenuCommand
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias yse_create_command_window_gm create_command_window
def create_command_window
yse_create_command_window_gm
@command_window.set_handler(:guardian, method(:command_guardian))
end
#--------------------------------------------------------------------------
# new method: command_guardian
#--------------------------------------------------------------------------
def command_guardian
SceneManager.call(Scene_GuardianMenu)
end
end # Scene_Menu
#==============================================================================
# ■ Window_GuardianMenuCommand
#==============================================================================
class Window_GuardianMenuCommand < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# alignment
#--------------------------------------------------------------------------
def alignment; return 1; end
#--------------------------------------------------------------------------
# ok_enabled?
#--------------------------------------------------------------------------
def ok_enabled?
return handle?(current_symbol)
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.guardian_menu_command = self.index
super
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
for command in YSE::GUARDIAN_MENU::COMMANDS
case command[0]
#--- Default ---
when :status, :items, :skill, :equip
add_command(command[1], command[0], $game_party.guardians.size > 0)
#--- Imported ---
when :gpair
add_command(command[1], command[0], $game_party.guardians.size > 0)
#--- Custom Commands ---
else
process_custom_command(command)
end
end
end
#--------------------------------------------------------------------------
# process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YSE::GUARDIAN_MENU::CUSTOM_STATUS_COMMANDS.include?(command[0])
show = YSE::GUARDIAN_MENU::CUSTOM_STATUS_COMMANDS[command[0]][1]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = command[1]
switch = YSE::GUARDIAN_MENU::CUSTOM_STATUS_COMMANDS[command[0]][0]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command[0], enabled)
end
end # Window_GuardianMenuCommand
#==============================================================================
# ■ Scene_GuardianMenu
#==============================================================================
class Scene_GuardianMenu < Scene_MenuBase
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_command_window
create_status_window
create_guardian_window
create_actor_window
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_GuardianMenuCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
if $imported["YSE-GuardianPairing"]
@command_window.set_handler(:gpair, method(:command_personal_actor))
end
process_custom_status_commands
if $game_temp.guardian_menu_command
@command_window.index = $game_temp.guardian_menu_command
$game_temp.guardian_menu_command = nil
end
end
#--------------------------------------------------------------------------
# create_status_window
#--------------------------------------------------------------------------
def create_status_window
wy = @help_window.height
@status_window = Window_StatusGuardian.new(@command_window.width, wy)
@status_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# create_guardian_window
#--------------------------------------------------------------------------
def create_guardian_window
wy = @command_window.height + @command_window.y
@guardian_window = Window_MenuGuardian.new(0, wy)
@guardian_window.viewport = @viewport
@guardian_window.help_window = @help_window
@guardian_window.update_help
@guardian_window.status_window = @status_window
end
#--------------------------------------------------------------------------
# create_actor_window
#--------------------------------------------------------------------------
def create_actor_window
@actor_window = Window_MenuActor.new
@actor_window.viewport = @viewport
@actor_window.set_handler(:ok, method(:on_actor_ok))
@actor_window.set_handler(:cancel, method(:on_actor_cancel))
end
#--------------------------------------------------------------------------
# command_personal
#--------------------------------------------------------------------------
def command_personal
@guardian_window.activate
@guardian_window.select_last
@guardian_window.set_handler(:ok, method(:on_personal_ok))
@guardian_window.set_handler(:cancel, method(:on_personal_cancel))
end
#--------------------------------------------------------------------------
# command_personal_actor
#--------------------------------------------------------------------------
def command_personal_actor
@actor_window.x = Graphics.width - @actor_window.width
@actor_window.show.activate
@actor_window.select_last
end
#--------------------------------------------------------------------------
# on_personal_ok
#--------------------------------------------------------------------------
def on_personal_ok
case @command_window.current_symbol
when :skill
SceneManager.call(Scene_Skill)
when :equip
SceneManager.call(Scene_Equip)
when :status
SceneManager.call(Scene_Status)
end
end
#--------------------------------------------------------------------------
# on_personal_cancel
#--------------------------------------------------------------------------
def on_personal_cancel
@guardian_window.unselect
@command_window.activate
end
#--------------------------------------------------------------------------
# on_actor_ok
#--------------------------------------------------------------------------
def on_actor_ok
case @command_window.current_symbol
#--- Imported ---
when :gpair
SceneManager.call(Scene_GuardianPairing)
end
end
#--------------------------------------------------------------------------
# on_actor_cancel
#--------------------------------------------------------------------------
def on_actor_cancel
@actor_window.hide.deactivate
@command_window.activate
end
#--------------------------------------------------------------------------
# process_custom_status_commands
#--------------------------------------------------------------------------
def process_custom_status_commands
commands = YSE::GUARDIAN_MENU::COMMANDS
custom_commands = YSE::GUARDIAN_MENU::CUSTOM_STATUS_COMMANDS
for command in commands
next unless custom_commands.include?(command[0])
called_method = custom_commands[command[0]][2]
@command_window.set_handler(command[0], method(called_method))
end
end
#--------------------------------------------------------------------------
# new method: command_guardian_pairing
#--------------------------------------------------------------------------
def command_guardian_pairing
SceneManager.call(Scene_GuardianPairing)
end
#--------------------------------------------------------------------------
# command_name1
#--------------------------------------------------------------------------
def command_name1
# Do nothing
end
#--------------------------------------------------------------------------
# command_name2
#--------------------------------------------------------------------------
def command_name2
# Do nothing
end
end # Scene_GuardianMenu
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
#==============================================================================
#
# ▼ Yami Engine Ace - Guardian Series
# -- Script: Guardian Pairing
# -- Last Updated: 2012.03.15
# -- Level: Easy
# -- Requires: YSE - Guardian Basic
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSE-GuardianPairing"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.03.15 - Separated Boosting Attributes feature.
# - Changed a little in visuals.
# 2012.03.14 - Finished Script.
# 2012.03.13 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This scripts provides "Equip Guardian to Actor" Feature for Guardians.
# If you have YSE - Guardian Menu in scripts list, You must add :gpair to
# Guardian Menu commands to show Pairing Menu.
#
#==============================================================================
# ▼ 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.
#
#==============================================================================
# ▼ 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 YSE
module GUARDIAN_PAIRING
# These Configurations contain visual and vocab things.
PAIRED_GUARDIAN = "%s"
NON_PAIRED = "没有神降"
VOCAB_MENU = "神之降临" # Command Display in Main Menu.
MENU_ENABLE_SWITCH = 0 # Set to 0 if don't wanna use this function.
COMMANDS = [ # The order at which the menu items are shown.
[ :pair, "准备神降"], # Pairing command.
[ :unpair, "解除神降"], # Un-Pairing command
] # Do not remove this.
end
end
#==============================================================================
# ▼ 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.
#==============================================================================
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
GuardianPairingMenu = YSE::GUARDIAN_PAIRING::VOCAB_MENU
PairedGuardian = YSE::GUARDIAN_PAIRING::PAIRED_GUARDIAN
NonPaired = YSE::GUARDIAN_PAIRING::NON_PAIRED
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :guardian_pairing_menu_command
end # Game_Temp
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias yse_add_main_commands_gp add_main_commands
def add_main_commands
yse_add_main_commands_gp
add_guardian_pairing_commands unless $imported["YEA-AceMenuEngine"]
end
#--------------------------------------------------------------------------
# new method: guardian_command_enabled
#--------------------------------------------------------------------------
def guardian_pairing_command_enabled
return false if $game_party.guardians.size == 0
return true if YSE::GUARDIAN_PAIRING::MENU_ENABLE_SWITCH <= 0
return $game_switches[YSE::GUARDIAN_PAIRING::MENU_ENABLE_SWITCH]
end
#--------------------------------------------------------------------------
# new method: add_guardian_pairing_commands
#--------------------------------------------------------------------------
def add_guardian_pairing_commands
return if $imported["YSE-GuardianMenu"]
add_command(Vocab::GuardianPairingMenu, :gpair, guardian_pairing_command_enabled)
end
end # Window_MenuCommand
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias yse_create_command_window_gp create_command_window
def create_command_window
yse_create_command_window_gp
@command_window.set_handler(:gpair, method(:command_personal))
end
#--------------------------------------------------------------------------
# alias method: on_personal_ok
#--------------------------------------------------------------------------
alias yse_on_personal_ok_gp on_personal_ok
def on_personal_ok
case @command_window.current_symbol
when :gpair
$game_party.target_actor = $game_party.members[@status_window.index]
SceneManager.call(Scene_GuardianPairing)
else
yse_on_personal_ok_gp
end
end
end # Scene_Menu
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :pair_actor
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias yse_setup_gp setup
def setup(actor_id)
@guardians = []
@pair_actor = nil
yse_setup_gp(actor_id)
clear_guardians
end
#--------------------------------------------------------------------------
# new method: guardians
#--------------------------------------------------------------------------
def guardians
@guardians.collect {|id| $game_actors[id] }
end
#--------------------------------------------------------------------------
# new method: paired_actor
#--------------------------------------------------------------------------
def paired_actor
@pair_actor.nil? ? nil : $game_actors[@pair_actor]
end
#--------------------------------------------------------------------------
# new method: first_guardian
#--------------------------------------------------------------------------
def first_guardian
guardians[0]
end
#--------------------------------------------------------------------------
# new method: is_pair?
#--------------------------------------------------------------------------
def is_pair?
guardian? ? !@pair_actor.nil? : guardians.size > 0
end
#--------------------------------------------------------------------------
# new method: is_pair?
#--------------------------------------------------------------------------
def force_pair(guardian)
@guardians.clear
@guardians.push(guardian.id) if guardian
@guardians.compact!
refresh
end
#--------------------------------------------------------------------------
# new method: is_pair?
#--------------------------------------------------------------------------
def pair(guardian)
return if guardians.include?(guardian)
clear_guardians
@guardians.push(guardian.id)
guardian.pair_actor = self.id
refresh
end
#--------------------------------------------------------------------------
# new method: clear_guardians
#--------------------------------------------------------------------------
def clear_guardians
guardians.each { |g| g.pair_actor = nil }
@guardians.clear
end
#--------------------------------------------------------------------------
# alias method: gain_exp
#--------------------------------------------------------------------------
alias yse_gain_exp_gp gain_exp
def gain_exp(exp)
yse_gain_exp_gp(exp)
return if guardian?
guardians.each { |guardian|
guardian.gain_guardian_exp(guardian, exp)
}
end
#--------------------------------------------------------------------------
# new method: gain_guardian_exp
#--------------------------------------------------------------------------
def gain_guardian_exp(guardian,exp)
return if YSE::GUARDIAN::ALL_GUARDIAN_GAIN_EXP
guardian.gain_exp(exp)
end
end # Game_Actor
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# new method: draw_actor_guardian
#--------------------------------------------------------------------------
def draw_actor_guardian(actor, x, y, width = 180)
change_color(normal_color)
str = Vocab::PairedGuardian
if actor.guardian?
name = actor.paired_actor.nil? ? Vocab::NonPaired : actor.paired_actor.name
else
name = actor.first_guardian.nil? ? Vocab::NonPaired : actor.first_guardian.name
end
str = sprintf(str, name)
draw_text(x, y, width, line_height, str, 2)
end
end # Window_Base
#==============================================================================
# ■ Window_GuardianPairingMenuCommand
#==============================================================================
class Window_GuardianPairingMenuCommand < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# alignment
#--------------------------------------------------------------------------
def alignment; return 1; end
#--------------------------------------------------------------------------
# ok_enabled?
#--------------------------------------------------------------------------
def ok_enabled?
return handle?(current_symbol)
end
#--------------------------------------------------------------------------
# process_ok
#--------------------------------------------------------------------------
def process_ok
$game_temp.guardian_pairing_menu_command = self.index
super
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
for command in YSE::GUARDIAN_PAIRING::COMMANDS
enable = command[0] == :pair ? $game_party.guardians.size > 0 : $game_party.target_actor.is_pair?
add_command(command[1], command[0], enable)
end
end
end # Window_GuardianPairingMenuCommand
#==============================================================================
# ■ Window_MenuGuardianPair
#==============================================================================
class Window_MenuGuardianPair < Window_MenuGuardian
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width
Graphics.width
end
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max
2
end
#--------------------------------------------------------------------------
# unpair=
#--------------------------------------------------------------------------
def unpair=(flag)
@unpair = flag
refresh
end
#--------------------------------------------------------------------------
# enable?
#--------------------------------------------------------------------------
def enable?(actor)
@unpair ? actor.is_pair? : !actor.is_pair?
end
#--------------------------------------------------------------------------
# current_item_enabled?
#--------------------------------------------------------------------------
def current_item_enabled?
enable?($game_party.guardians[index])
end
#--------------------------------------------------------------------------
# draw_guardian_status
#--------------------------------------------------------------------------
def draw_guardian_status(actor, dx, dy, dw)
change_color(normal_color)
draw_actor_guardian(actor, dx, dy, dw)
end
end # Window_MenuGuardianPair
#==============================================================================
# ■ Window_PairingStatus
#==============================================================================
class Window_PairingStatus < Window_SkillStatus
#--------------------------------------------------------------------------
# draw_actor_simple_status
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, dx, dy)
draw_actor_name(actor, dx, dy)
draw_actor_level(actor, dx, dy + line_height * 1)
dw = contents.width - dx - 124
draw_actor_guardian(actor, dx + 120, dy, dw)
draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
end
end # Window_PairingStatus
#==============================================================================
# ■ Scene_GuardianPairing
#==============================================================================
class Scene_GuardianPairing < Scene_MenuBase
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_command_window
create_status_window
create_guardian_window
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_GuardianPairingMenuCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pair, method(:command_pair))
@command_window.set_handler(:unpair, method(:command_unpair))
if $game_temp.guardian_pairing_menu_command
@command_window.index = $game_temp.guardian_pairing_menu_command
$game_temp.guardian_pairing_menu_command = nil
end
end
#--------------------------------------------------------------------------
# create_status_window
#--------------------------------------------------------------------------
def create_status_window
wy = @help_window.height
@status_window = Window_PairingStatus.new(@command_window.width, wy)
@status_window.viewport = @viewport
@status_window.actor = $game_party.target_actor
end
#--------------------------------------------------------------------------
# create_guardian_window
#--------------------------------------------------------------------------
def create_guardian_window
wx = $imported["YSE-GuardianBoostStats"] ? 232 : 0
wy = @command_window.height + @command_window.y
@guardian_window = Window_MenuGuardianPair.new(wx, wy)
@guardian_window.viewport = @viewport
@guardian_window.help_window = @help_window
@guardian_window.update_help
end
#--------------------------------------------------------------------------
# command_actor
#--------------------------------------------------------------------------
def command_unpair
process_unpair
end
#--------------------------------------------------------------------------
# command_pair
#--------------------------------------------------------------------------
def command_pair
@guardian_window.activate
@guardian_window.select_last
@guardian_window.set_handler(:ok, method(:on_guardian_ok))
@guardian_window.set_handler(:cancel, method(:on_guardian_cancel))
end
#--------------------------------------------------------------------------
# on_guardian_ok
#--------------------------------------------------------------------------
def on_guardian_ok
case @command_window.current_symbol
when :pair
if not $game_party.menu_actor.is_pair?
process_pair
else
Sound.play_buzzer
end
when :unpair
if $game_party.target_actor.is_pair?
process_unpair
else
Sound.play_buzzer
end
end
@guardian_window.unpair = false
end
#--------------------------------------------------------------------------
# on_guardian_cancel
#--------------------------------------------------------------------------
def on_guardian_cancel
@guardian_window.unselect
@guardian_window.unpair = false
@command_window.activate
end
#--------------------------------------------------------------------------
# process_pair
#--------------------------------------------------------------------------
def process_pair
$game_party.target_actor.pair($game_party.menu_actor)
@command_window.refresh
@guardian_window.activate
@guardian_window.select_last
@status_window.refresh
end
#--------------------------------------------------------------------------
# process_unpair
#--------------------------------------------------------------------------
def process_unpair
$game_party.target_actor.clear_guardians
@command_window.refresh
@command_window.activate
@guardian_window.refresh
@status_window.refresh
end
end # Scene_GuardianPairing
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
#==============================================================================
#
# ¥ Yami Engine Ace - Guardian Series
# -- Script: Guardian Boost Stats
# -- Last Updated: 2012.03.15
# -- Level: Easy
# -- Requires: YSE - Guardian Pairing
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSE-GuardianBoostStats"] = true
#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.03.15 - Started and Finished Script.
#
#==============================================================================
# ¥ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a new feature for YSE - Guardian Pairing, which boost
# stats for an actor by Guardian's attributes.
#
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
#
#==============================================================================
# ¥ 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 YSE
module GUARDIAN_PAIRING
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Attributes Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts the stats plus and traits plus of actor who paired
# with a guardian.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTRIBUTES = { # Start.
:stats => true, # Stats injection
:traits => true, # Traits injection
:skills => true, # Skills injection
} # Done.
PARAMVAR = 0.2
end
end
#==============================================================================
# ¥ 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.
#==============================================================================
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: param_plus
#--------------------------------------------------------------------------
alias yse_param_plus_gbs param_plus
def param_plus(param_id)
return yse_param_plus_gbs(param_id) unless YSE::GUARDIAN_PAIRING::ATTRIBUTES[:stats]
return yse_param_plus_gbs(param_id) if guardian?
guardians.compact.inject(yse_param_plus_gbs(param_id)) {|r, item| r += item.param(param_id)*YSE::GUARDIAN_PAIRING::PARAMVAR }
end
#--------------------------------------------------------------------------
# alias method: feature_objects
#--------------------------------------------------------------------------
alias yse_feature_objects_gbs feature_objects
def feature_objects
return yse_feature_objects_gbs unless YSE::GUARDIAN_PAIRING::ATTRIBUTES[:traits]
return yse_feature_objects_gbs if guardian?
result = yse_feature_objects_gbs
guardians.each { |g| result += g.feature_objects }
result
end
#--------------------------------------------------------------------------
# alias method: skills
#--------------------------------------------------------------------------
alias yse_skills_gbs skills
def skills
return yse_skills_gbs unless YSE::GUARDIAN_PAIRING::ATTRIBUTES[:skills]
return yse_skills_gbs if guardian?
result = yse_skills_gbs
guardians.each { |g| result = result | g.skills }
result
end
end # Game_Actor
#==============================================================================
# ¡ Window_MenuGuardianPair
#==============================================================================
class Window_MenuGuardianPair < Window_MenuGuardian
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width
Graphics.width - 232
end
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max
1
end
#--------------------------------------------------------------------------
# actor_status=
#--------------------------------------------------------------------------
def actor_status=(actor_status)
@actor_status = actor_status
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_actor_status
end
#--------------------------------------------------------------------------
# update_actor_status
#--------------------------------------------------------------------------
def update_actor_status
return unless @actor_status
return unless $game_party.guardians[index]
return @actor_status.clear_temp if index < 0
item = $game_party.guardians[index]
@actor_status.set_temp_actor(item)
end
end # Window_MenuGuardianPair
#==============================================================================
# ¡ Window_GuardianPairStatus
#==============================================================================
class Window_GuardianPairStatus < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, window_width, Graphics.height - y)
@actor = $game_party.target_actor
temp_actor = Marshal.load(Marshal.dump(@actor))
@temp_actor = temp_actor
refresh
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width
232
end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number
return 8
end
#--------------------------------------------------------------------------
# actor
#--------------------------------------------------------------------------
def actor
@actor
end
#--------------------------------------------------------------------------
# set_temp_actor
#--------------------------------------------------------------------------
def set_temp_actor(guardian)
return unless @temp_actor
return if @temp_actor.guardians.include?(guardian)
@temp_actor.force_pair(guardian)
refresh
end
#--------------------------------------------------------------------------
# clear_temp
#--------------------------------------------------------------------------
def clear_temp
temp_actor = Marshal.load(Marshal.dump(@actor))
@temp_actor = temp_actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
8.times { |i| draw_actor_param(i, 0, line_height * i, contents_width) }
end
#--------------------------------------------------------------------------
# draw_actor_param
#--------------------------------------------------------------------------
def draw_actor_param(param_id, dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(dx+4, dy, dw-8, line_height, changed_param(param_id), 2)
end
#--------------------------------------------------------------------------
# changed_param
#--------------------------------------------------------------------------
def changed_param(param_id)
result = ""
result += @actor.param(param_id).to_s
return result if @temp_actor.nil?
return result if @temp_actor.guardians == @actor.guardians
result += "¨ " + @temp_actor.param(param_id).to_s
return result
end
end # Window_GuardianPairStatus
#==============================================================================
# ¡ Scene_GuardianPairing
#==============================================================================
class Scene_GuardianPairing < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias yse_start_gbs start
def start
yse_start_gbs
create_actor_status_window
end
#--------------------------------------------------------------------------
# new method: create_actor_status_window
#--------------------------------------------------------------------------
def create_actor_status_window
wx = 0
wy = @command_window.height + @command_window.y
@actor_status_window = Window_GuardianPairStatus.new(wx, wy)
@actor_status_window.viewport = @viewport
@guardian_window.actor_status = @actor_status_window
end
#--------------------------------------------------------------------------
# alias method: process_pair
#--------------------------------------------------------------------------
alias yse_process_pair_gbs process_pair
def process_pair
yse_process_pair_gbs
@actor_status_window.refresh
end
#--------------------------------------------------------------------------
# alias method: process_unpair
#--------------------------------------------------------------------------
alias yse_process_unpair_gbs process_unpair
def process_unpair
yse_process_unpair_gbs
@actor_status_window.refresh
end
end # Scene_GuardianPairing
#==============================================================================
#
# ¥ End of File
#
#==============================================================================