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Lv2.观梦者 千纸鹤的魔法少女
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我这里有个汉化了一部分的(在6R善用搜索功能找到的),不过部分文字显示被我改了。(比如说队友管理被我改成了“马车”……以前用来做DQ同人改的= =)但是对脚本使用并无影响。
下面是脚本:
(PS1:部分# 后面的注释有讲到那里的文字是怎么回事之类的)
(PS2:脚本过长,我分成了几段,使用方法是按顺序复制到工程的“脚本”的Main前)- #==============================================================================
- # ■ 战斗队伍设置
- #------------------------------------------------------------------------------
- # 菜单中添加战斗队伍设置
- #==============================================================================
- #==============================================================================
- # ● 设置
- #==============================================================================
- module KGC
- module LargeParty
- # ◆ 使用准许的开关
- PARTYFORM_SWITCH = 3
- # ◆ 战斗中允许的开关
- BATTLE_PARTYFORM_SWITCH = 4
- # ◆ 自动打开许可
- # true的时候,「开始游戏」选取时
- # 自动打开
- DEFAULT_PARTYFORM_ENABLED = true
- # ◆ 战斗最大人数 (配合战斗人数)
- MAX_BATTLE_MEMBERS = 4
- # ◆ 人员数上限
- MAX_MEMBERS = 10
- # ◆ 固定排列,禁止成员
- FORBID_CHANGE_SHIFT_FIXED = true
- # ◆ 待机成员的背景颜色
- STAND_BY_COLOR = Color.new(0, 0, 0, 128)
- # ◆ 战斗成员的背景色
- FIXED_COLOR = Color.new(255, 128, 64, 96)
- # ◆ 更新提示的背景颜色
- SELECTED_COLOR = Color.new(64, 255, 128, 128)
- # ◆ 呼叫组队的按钮(在菜单屏幕)
- # 菜单屏幕,按下此按钮时,屏幕呼叫编辑组队。
- # 部使用请填 nil
- MENU_PARTYFORM_BUTTON = nil
- # ◆ 菜单画面中是否自动添加选择
- USE_MENU_PARTYFORM_COMMAND = true
- # ◆ 菜单的选择名称
- VOCAB_MENU_PARTYFORM = "马车"
- # ◆ 战斗中能否换人
- # 添加在“逃跑”之下
- USE_BATTLE_PARTYFORM = true
- # ◆ 战斗中该选择的名称
- VOCAB_BATTLE_PARTYFORM = "马车"
- # ◆ 人物走行图的大小[长, 高]
- # 重写人物走行图的大小
- PARTY_FORM_CHARACTER_SIZE = [40, 48]
- # ◆ 战斗部队栏位空时候显示的文字
- BATTLE_MEMBER_BLANK_TEXT = "空"
- # ◆ 编制组队的最大行数
- PARTY_MEMBER_WINDOW_ROW_MAX = 4
- # ◆ 編成画面のパーティメンバーウィンドウに戦闘メンバーを表示する
- SHOW_BATTLE_MEMBER_IN_PARTY = false
- # ◆ 待机人员栏位空时候显示的文字
- PARTY_MEMBER_BLANK_TEXT = "-"
- # ◆ 編成画面のキャプションウィンドウの幅
- CAPTION_WINDOW_WIDTH = 192
- # ◆ 上面的战斗人物
- BATTLE_MEMBER_CAPTION = "参战人物"
- if SHOW_BATTLE_MEMBER_IN_PARTY
- # ◆ 下边的待机人物
- PARTY_MEMBER_CAPTION = "待机人物"
- else
- # ◆ 下边的待机人物
- PARTY_MEMBER_CAPTION = "待机人物"
- end
- # ◆ 編成確認ウィンドウの幅
- CONFIRM_WINDOW_WIDTH = 160
- # ◆ 編成確認ウィンドウの文字列
- # ※コマンド数?順番を変更するとバグります。
- CONFIRM_WINDOW_COMMANDS = ["编成完毕", "不保存退出", "取消"]
- # ◆ ショップ画面のステータスウィンドウスクロール時に使用するボタン
- # このボタンを押している間、上下ボタンでスクロールできます。
- # スクロールを無効にする場合は nil を指定。
- # ?ヘルプウィンドウ機能拡張?併用時は、上に導入したものを優先。
- SHOP_STATUS_SCROLL_BUTTON = Input::A
- # ◆ 待機メンバー獲得経験値割合【単位:‰(千分率 1‰=0.1%)】
- # 500 なら 50.0% です。
- STAND_BY_EXP_RATE = 900
- # ◆ リザルト画面で待機メンバーのレベルアップを表示する
- # false にすると、戦闘メンバーのみ表示します。
- SHOW_STAND_BY_LEVEL_UP = false
- # ◆ 戦闘以外でも待機メンバーを表示する
- # true : 戦闘以外では常に全員を表示。
- # false : 入れ替え時以外は、待機メンバーをいないものとして扱う。
- SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = true
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- $imported = {} if $imported == nil
- $imported["LargeParty"] = true
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ KGC::Commands
- #==============================================================================
- module KGC::Commands
- # 排列
- SORT_BY_ID = 0 # ID順
- SORT_BY_NAME = 1 # 名前順
- SORT_BY_LEVEL = 2 # 水平
- module_function
- #--------------------------------------------------------------------------
- # ○ 呼叫屏幕
- #--------------------------------------------------------------------------
- def call_partyform
- return if $game_temp.in_battle
- $game_temp.next_scene = :partyform
- end
- #--------------------------------------------------------------------------
- # ○ 战斗最大人数設定
- #--------------------------------------------------------------------------
- def set_max_battle_member_count(value = nil)
- $game_party.max_battle_member_count = value
- end
- #--------------------------------------------------------------------------
- # ○ 判定是否满人
- #--------------------------------------------------------------------------
- def party_full?
- return $game_party.full?
- end
- #--------------------------------------------------------------------------
- # ○ 平时能否编辑設定
- # enabled : 有効标志 (省略時 : true)
- #--------------------------------------------------------------------------
- def permit_partyform(enabled = true)
- $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
- end
- #--------------------------------------------------------------------------
- # ○ 战斗时能否编辑的設定
- # enabled : 有効标志 (省略時 : true)
- #--------------------------------------------------------------------------
- def permit_battle_partyform(enabled = true)
- $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
- end
- #--------------------------------------------------------------------------
- # ○ 绘画人物状态
- # actor_id : 人物 ID
- # fixed : 固定标志 (省略時 : true)
- #--------------------------------------------------------------------------
- def fix_actor(actor_id, fixed = true)
- $game_party.fix_actor(actor_id, fixed)
- end
- #--------------------------------------------------------------------------
- # ○ 排序设定
- # 使 index1 和 index2 交替
- #--------------------------------------------------------------------------
- def change_party_shift(index1, index2)
- $game_party.change_shift(index1, index2)
- end
- #--------------------------------------------------------------------------
- # ○ 人员编号排列 (升)
- # sort_type : 排序形式 (SORT_BY_xxx)
- # reverse : true 降
- #--------------------------------------------------------------------------
- def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
- $game_party.sort_member(sort_type, reverse)
- end
- #--------------------------------------------------------------------------
- # ○ 待機人员 ID 取得
- #--------------------------------------------------------------------------
- def get_stand_by_member_ids
- result = []
- $game_party.stand_by_members.each { |actor| result << actor.id }
- return result
- end
- #--------------------------------------------------------------------------
- # ○ 待机人员
- # actor_id : 人物 ID
- #--------------------------------------------------------------------------
- def stand_by_member?(actor_id)
- return get_stand_by_member_ids.include?(actor_id)
- end
- #--------------------------------------------------------------------------
- # ○ 成员加入临死状态
- # actor_id : ア人物 ID
- # index : 追加位置 (默认底部)
- #--------------------------------------------------------------------------
- def add_battle_member(actor_id, index = nil)
- $game_party.add_battle_member(actor_id, index)
- end
- #--------------------------------------------------------------------------
- # ○ 重置被击倒人员
- # actor_id : 人物 ID
- #--------------------------------------------------------------------------
- def remove_battle_member(actor_id)
- $game_party.remove_battle_member(actor_id)
- end
- #--------------------------------------------------------------------------
- # ○ 重置被击倒意外的所有人员
- #--------------------------------------------------------------------------
- def remove_all_battle_member
- $game_party.all_members.each { |actor|
- $game_party.remove_battle_member(actor.id)
- }
- end
- #--------------------------------------------------------------------------
- # ○ 随即出击
- #--------------------------------------------------------------------------
- def random_launch
- new_battle_members = $game_party.fixed_members
- candidates = $game_party.all_members - new_battle_members
- num = [$game_party.max_battle_member_count - new_battle_members.size,
- candidates.size].min
- return if num <= 0
- # 随即选择
- ary = (0...candidates.size).to_a.sort_by { rand }
- ary[0...num].each { |i| new_battle_members << candidates[i] }
- $game_party.set_battle_member(new_battle_members)
- end
- end
- class Game_Interpreter
- include KGC::Commands
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Vocab
- #==============================================================================
- module Vocab
- # 「パーティ編成」コマンド名 (メニュー)
- def self.partyform
- return KGC::LargeParty::VOCAB_MENU_PARTYFORM
- end
- # 「パーティ編成」コマンド名 (戦闘)
- def self.partyform_battle
- return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ○ パーティ内インデックス取得
- #--------------------------------------------------------------------------
- def party_index
- return $game_party.all_members.index(self)
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバーか判定
- #--------------------------------------------------------------------------
- def battle_member?
- return $game_party.battle_members.include?(self)
- end
- #--------------------------------------------------------------------------
- # ○ 固定メンバーか判定
- #--------------------------------------------------------------------------
- def fixed_member?
- return $game_party.fixed_members.include?(self)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ● 定数
- #--------------------------------------------------------------------------
- MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # 最大パーティ人数
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias initialize_KGC_LargeParty initialize
- def initialize
- initialize_KGC_LargeParty
- @max_battle_member_count = nil
- @battle_member_count = 0
- @fixed_actors = []
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバー最大数取得
- #--------------------------------------------------------------------------
- def max_battle_member_count
- if @max_battle_member_count == nil
- return KGC::LargeParty::MAX_BATTLE_MEMBERS
- else
- return @max_battle_member_count
- end
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバー最大数変更
- #--------------------------------------------------------------------------
- def max_battle_member_count=(value)
- if value.is_a?(Integer)
- value = [value, 1].max
- end
- @max_battle_member_count = value
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバー数取得
- #--------------------------------------------------------------------------
- def battle_member_count
- if @battle_member_count == nil
- @battle_member_count = @actors.size
- end
- @battle_member_count =
- [@battle_member_count, @actors.size, max_battle_member_count].min
- return @battle_member_count
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバー数設定
- #--------------------------------------------------------------------------
- def battle_member_count=(value)
- @battle_member_count = [[value, 0].max,
- @actors.size, max_battle_member_count].min
- end
- #--------------------------------------------------------------------------
- # ● メンバーの取得
- #--------------------------------------------------------------------------
- alias members_KGC_LargeParty members
- def members
- if $game_temp.in_battle ||
- !KGC::LargeParty::SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE
- return battle_members
- else
- return members_KGC_LargeParty
- end
- end
- #--------------------------------------------------------------------------
- # ○ 全メンバーの取得
- #--------------------------------------------------------------------------
- def all_members
- return members_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバーの取得
- #--------------------------------------------------------------------------
- def battle_members
- result = []
- battle_member_count.times { |i| result << $game_actors[@actors[i]] }
- return result
- end
- #--------------------------------------------------------------------------
- # ○ 待機メンバーの取得
- #--------------------------------------------------------------------------
- def stand_by_members
- return (all_members - battle_members)
- end
- #--------------------------------------------------------------------------
- # ○ 固定メンバーの取得
- #--------------------------------------------------------------------------
- def fixed_members
- result = []
- @fixed_actors.each { |i| result << $game_actors[i] }
- return result
- end
- #--------------------------------------------------------------------------
- # ● 初期パーティのセットアップ
- #--------------------------------------------------------------------------
- alias setup_starting_members_KGC_LargeParty setup_starting_members
- def setup_starting_members
- setup_starting_members_KGC_LargeParty
- self.battle_member_count = @actors.size
- end
- #--------------------------------------------------------------------------
- # ● 戦闘テスト用パーティのセットアップ
- #--------------------------------------------------------------------------
- alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members
- def setup_battle_test_members
- setup_battle_test_members_KGC_LargeParty
- self.battle_member_count = @actors.size
- end
- #--------------------------------------------------------------------------
- # ○ メンバーの新規設定
- # new_member : 新しいメンバー
- #--------------------------------------------------------------------------
- def set_member(new_member)
- @actors = []
- new_member.each { |actor| @actors << actor.id }
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバーの新規設定
- # new_member : 新しい戦闘メンバー
- #--------------------------------------------------------------------------
- def set_battle_member(new_member)
- new_battle_member = []
- new_member.each { |actor|
- @actors.delete(actor.id)
- new_battle_member << actor.id
- }
- @actors = new_battle_member + @actors
- self.battle_member_count = new_member.size
- end
- #--------------------------------------------------------------------------
- # ○ パーティ編成を許可しているか判定
- #--------------------------------------------------------------------------
- def partyform_enable?
- return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘中のパーティ編成を許可しているか判定
- #--------------------------------------------------------------------------
- def battle_partyform_enable?
- return false unless partyform_enable?
- return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
- end
- #--------------------------------------------------------------------------
- # ○ メンバーが一杯か判定
- #--------------------------------------------------------------------------
- def full?
- return (@actors.size >= MAX_MEMBERS)
- end
- #--------------------------------------------------------------------------
- # ○ 固定アクターか判定
- # actor_id : 判定するアクターの ID
- #--------------------------------------------------------------------------
- def actor_fixed?(actor_id)
- return @fixed_actors.include?(actor_id)
- end
- #--------------------------------------------------------------------------
- # ● アクターを加える
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- alias add_actor_KGC_LargeParty add_actor
- def add_actor(actor_id)
- last_size = @actors.size
- add_actor_KGC_LargeParty(actor_id)
- if last_size < @actors.size
- self.battle_member_count += 1
- end
- end
- #--------------------------------------------------------------------------
- # ○ アクターを戦闘メンバーに加える
- # actor_id : アクター ID
- # index : 追加位置 (省略時は最後尾)
- #--------------------------------------------------------------------------
- def add_battle_member(actor_id, index = nil)
- return unless @actors.include?(actor_id) # パーティにいない
- if index == nil
- return if battle_members.include?($game_actors[actor_id]) # 出撃済み
- return if battle_member_count == max_battle_member_count # 人数が最大
- index = battle_member_count
- end
- @actors.delete(actor_id)
- @actors.insert(index, actor_id)
- self.battle_member_count += 1
- end
- #--------------------------------------------------------------------------
- # ○ アクターを戦闘メンバーから外す
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- def remove_battle_member(actor_id)
- return unless @actors.include?(actor_id) # パーティにいない
- return if actor_fixed?(actor_id) # 固定済み
- return if stand_by_members.include?($game_actors[actor_id]) # 待機中
- @actors.delete(actor_id)
- @actors.push(actor_id)
- self.battle_member_count -= 1
- end
- #--------------------------------------------------------------------------
- # ○ アクターの固定状態を設定
- # actor_id : アクター ID
- # fixed : 固定フラグ (省略時 : false)
- #--------------------------------------------------------------------------
- def fix_actor(actor_id, fixed = false)
- return unless @actors.include?(actor_id) # パーティにいない
- if fixed
- # 固定
- unless @fixed_actors.include?(actor_id)
- @fixed_actors << actor_id
- unless battle_members.include?($game_actors[actor_id])
- self.battle_member_count += 1
- end
- end
- # 強制出撃
- apply_force_launch
- else
- # 固定解除
- @fixed_actors.delete(actor_id)
- end
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # ○ 強制出撃適用
- #--------------------------------------------------------------------------
- def apply_force_launch
- while (fixed_members - battle_members).size > 0
- # 固定状態でないメンバーを適当に持ってきて入れ替え
- actor1 = stand_by_members.find { |a| @fixed_actors.include?(a.id) }
- actor2 = battle_members.reverse.find { |a| !@fixed_actors.include?(a.id) }
- index1 = @actors.index(actor1.id)
- index2 = @actors.index(actor2.id)
- @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
- # 戦闘メンバーが全員固定されたら戻る (無限ループ防止)
- all_fixed = true
- battle_members.each { |actor|
- unless actor.fixed_member?
- all_fixed = false
- break
- end
- }
- break if all_fixed
- end
- end
- #--------------------------------------------------------------------------
- # ○ メンバー整列 (昇順)
- # sort_type : ソート形式 (SORT_BY_xxx)
- # reverse : true だと降順
- #--------------------------------------------------------------------------
- def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
- reverse = false)
- # バッファを準備
- b_actors = battle_members
- actors = all_members - b_actors
- f_actors = fixed_members
- # 固定キャラはソートしない
- if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
- actors -= f_actors
- b_actors -= f_actors
- end
- # ソート
- case sort_type
- when KGC::Commands::SORT_BY_ID # ID順
- actors.sort! { |a, b| a.id <=> b.id }
- b_actors.sort! { |a, b| a.id <=> b.id }
- when KGC::Commands::SORT_BY_NAME # 名前順
- actors.sort! { |a, b| a.name <=> b.name }
- b_actors.sort! { |a, b| a.name <=> b.name }
- when KGC::Commands::SORT_BY_LEVEL # レベル順
- actors.sort! { |a, b| a.level <=> b.level }
- b_actors.sort! { |a, b| a.level <=> b.level }
- end
- # 反転
- if reverse
- actors.reverse!
- b_actors.reverse!
- end
- # 固定キャラを先頭に持ってくる
- if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
- actors = f_actors + actors
- b_actors = f_actors + b_actors
- end
- # 復帰
- set_member(actors)
- set_battle_member(b_actors)
- apply_force_launch
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # ○ 並び替え
- # 戦闘メンバーの index1 番目と index2 番目を入れ替える
- #--------------------------------------------------------------------------
- def change_shift(index1, index2)
- size = @actors.size
- if index1 >= size || index2 >= size
- return
- end
- buf = @actors[index1]
- @actors[index1] = @actors[index2]
- @actors[index2] = buf
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # ● 戦闘用ステートの解除 (戦闘終了時に呼び出し)
- #--------------------------------------------------------------------------
- def remove_states_battle
- for actor in all_members
- actor.remove_states_battle
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_Command
- #==============================================================================
- class Window_Command < Window_Selectable
- unless method_defined?(:add_command)
- #--------------------------------------------------------------------------
- # ○ コマンドを追加
- # 追加した位置を返す
- #--------------------------------------------------------------------------
- def add_command(command)
- @commands << command
- @item_max = @commands.size
- item_index = @item_max - 1
- refresh_command
- draw_item(item_index)
- return item_index
- end
- #--------------------------------------------------------------------------
- # ○ コマンドをリフレッシュ
- #--------------------------------------------------------------------------
- def refresh_command
- buf = self.contents.clone
- self.height = [self.height, row_max * WLH + 32].max
- create_contents
- self.contents.blt(0, 0, buf, buf.rect)
- buf.dispose
- end
- #--------------------------------------------------------------------------
- # ○ コマンドを挿入
- #--------------------------------------------------------------------------
- def insert_command(index, command)
- @commands.insert(index, command)
- @item_max = @commands.size
- refresh_command
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ コマンドを削除
- #--------------------------------------------------------------------------
- def remove_command(command)
- @commands.delete(command)
- @item_max = @commands.size
- refresh
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_MenuStatus
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 定数
- #--------------------------------------------------------------------------
- STATUS_HEIGHT = 96 # ステータス一人分の高さ
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の作成
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- [height - 32, row_max * STATUS_HEIGHT].max)
- end
- #--------------------------------------------------------------------------
- # ● 先頭の行の取得
- #--------------------------------------------------------------------------
- def top_row
- return self.oy / STATUS_HEIGHT
- end
- #--------------------------------------------------------------------------
- # ● 先頭の行の設定
- # row : 先頭に表示する行
- #--------------------------------------------------------------------------
- def top_row=(row)
- super(row)
- self.oy = self.oy / WLH * STATUS_HEIGHT
- end
- #--------------------------------------------------------------------------
- # ● 1 ページに表示できる行数の取得
- #--------------------------------------------------------------------------
- def page_row_max
- return (self.height - 32) / STATUS_HEIGHT
- end
- #--------------------------------------------------------------------------
- # ● 項目を描画する矩形の取得
- # index : 項目番号
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = super(index)
- rect.height = STATUS_HEIGHT
- rect.y = index / @column_max * STATUS_HEIGHT
- return rect
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- @item_max = $game_party.members.size
- create_contents
- fill_stand_by_background
- draw_member
- end
- #--------------------------------------------------------------------------
- # ○ パーティメンバー描画
- #--------------------------------------------------------------------------
- =begin
- def draw_member
- for actor in $game_party.members
- draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
- x = 104
- y = actor.party_index * 96 + WLH / 2
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 120, y)
- draw_actor_level(actor, x, y + WLH * 1)
- draw_actor_state(actor, x, y + WLH * 2)
- draw_actor_hp(actor, x + 120, y + WLH * 1)
- draw_actor_mp(actor, x + 120, y + WLH * 2)
- end
- end
- =end
- #--------------------------------------------------------------------------
- # ☆ パーティメンバー描画 再定义
- #--------------------------------------------------------------------------
- def draw_member
- for actor in $game_party.members
- draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
- x = 104
- y = actor.party_index * 96 + WLH / 2 -13
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 120, y)
- draw_actor_level(actor, x, y + WLH * 1)
- draw_actor_state(actor, x, y + WLH * 2)
- draw_actor_hp(actor, x + 120, y + WLH * 1)
- draw_actor_mp(actor, x + 120, y + WLH * 2)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 待機メンバーの背景色を塗る
- #--------------------------------------------------------------------------
- def fill_stand_by_background
- color = KGC::LargeParty::STAND_BY_COLOR
- dy = STATUS_HEIGHT * $game_party.battle_members.size
- dh = STATUS_HEIGHT * $game_party.stand_by_members.size
- if dh > 0
- self.contents.fill_rect(0, dy, self.width - 32, dh, color)
- end
- end
- #--------------------------------------------------------------------------
- # ● カーソルの更新
- #--------------------------------------------------------------------------
- def update_cursor
- if @index < 0 # カーソルなし
- self.cursor_rect.empty
- elsif @index < @item_max # 通常
- super
- elsif @index >= 100 # 自分
- self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
- contents.width, STATUS_HEIGHT)
- else # 全体
- self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_ShopStatus
- #==============================================================================
- class Window_ShopStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の作成
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- WLH * ($game_party.members.size + 1) * 2)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の作成
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- [WLH * $game_party.members.size, height - 32].max)
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- alias refresh_KGC_LargeParty refresh
- def refresh
- create_contents
- refresh_KGC_LargeParty
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_PartyFormCaption
- #------------------------------------------------------------------------------
- # パーティ編成画面でウィンドウのキャプションを表示するウィンドウです。
- #==============================================================================
- class Window_PartyFormCaption < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # caption : 表示するキャプション
- #--------------------------------------------------------------------------
- def initialize(caption = "")
- super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
- self.z = 1500
- @caption = caption
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.draw_text(0, 0, width - 32, WLH, @caption)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_PartyFormMember
- #------------------------------------------------------------------------------
- # パーティ編成画面でメンバーを表示するウィンドウです。
- #==============================================================================
- class Window_PartyFormMember < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ 定数
- #--------------------------------------------------------------------------
- DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :selected_index # 選択済みインデックス
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # x : ウィンドウの X 座標
- # y : ウィンドウの Y 座標
- # width : ウィンドウの幅
- # height : ウィンドウの高さ
- # spacing : 横に項目が並ぶときの空白の幅
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height, spacing = 8)
- super(x, y, width, height, spacing)
- self.z = 1000
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の作成
- #--------------------------------------------------------------------------
- def create_contents
- self.contents.dispose
- self.contents = Bitmap.new(width - 32,
- [height - 32, row_max * DRAW_SIZE[1]].max)
- end
- #--------------------------------------------------------------------------
- # ● 先頭の行の取得
- #--------------------------------------------------------------------------
- def top_row
- return self.oy / DRAW_SIZE[1]
- end
- #--------------------------------------------------------------------------
- # ● 先頭の行の設定
- # row : 先頭に表示する行
- #--------------------------------------------------------------------------
- def top_row=(row)
- super(row)
- self.oy = self.oy / WLH * DRAW_SIZE[1]
- end
- #--------------------------------------------------------------------------
- # ● 1 ページに表示できる行数の取得
- #--------------------------------------------------------------------------
- def page_row_max
- return (self.height - 32) / DRAW_SIZE[1]
- end
- #--------------------------------------------------------------------------
- # ● 項目を描画する矩形の取得
- # index : 項目番号
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = super(index)
- rect.width = DRAW_SIZE[0]
- rect.height = DRAW_SIZE[1]
- rect.y = index / @column_max * DRAW_SIZE[1]
- return rect
- end
- #--------------------------------------------------------------------------
- # ○ 選択アクター取得
- #--------------------------------------------------------------------------
- def actor
- return @actors[self.index]
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- restore_member_list
- draw_member
- end
- #--------------------------------------------------------------------------
- # ○ メンバーリスト修復
- #--------------------------------------------------------------------------
- def restore_member_list
- # 継承先で定義
- end
复制代码- # ○ メンバー描画
- #--------------------------------------------------------------------------
- def draw_member
- # 継承先で定義
- end
- #--------------------------------------------------------------------------
- # ○ 空欄アクター描画
- # index : 項目番号
- #--------------------------------------------------------------------------
- def draw_empty_actor(index)
- # 継承先で定義
- end
- #--------------------------------------------------------------------------
- # ○ 固定キャラ背景描画
- # index : 項目番号
- #--------------------------------------------------------------------------
- def draw_fixed_back(index)
- rect = item_rect(index)
- self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
- end
- #--------------------------------------------------------------------------
- # ○ 選択中キャラ背景描画
- # index : 項目番号
- #--------------------------------------------------------------------------
- def draw_selected_back(index)
- rect = item_rect(index)
- self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_PartyFormBattleMember
- #------------------------------------------------------------------------------
- # パーティ編成画面で戦闘メンバーを表示するウィンドウです。
- #==============================================================================
- class Window_PartyFormBattleMember < Window_PartyFormMember
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :selected_index # 選択済みインデックス
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 64, DRAW_SIZE[1] + 32)
- column_width = DRAW_SIZE[0] + @spacing
- nw = [column_width * $game_party.max_battle_member_count + 32,
- Graphics.width].min
- self.width = nw
- @item_max = $game_party.max_battle_member_count
- @column_max = width / column_width
- @selected_index = nil
- create_contents
- refresh
- self.active = true
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ○ メンバーリスト修復
- #--------------------------------------------------------------------------
- def restore_member_list
- @actors = $game_party.battle_members
- end
- #--------------------------------------------------------------------------
- # ○ メンバー描画
- #--------------------------------------------------------------------------
- def draw_member
- @item_max.times { |i|
- actor = @actors[i]
- if actor == nil
- draw_empty_actor(i)
- else
- if i == @selected_index
- draw_selected_back(i)
- elsif $game_party.actor_fixed?(actor.id)
- draw_fixed_back(i)
- end
- rect = item_rect(i)
- draw_actor_graphic(actor,
- rect.x + DRAW_SIZE[0] / 2,
- rect.y + DRAW_SIZE[1] - 4)
- end
- }
- end
- #--------------------------------------------------------------------------
- # ○ 空欄アクター描画
- # index : 項目番号
- #--------------------------------------------------------------------------
- def draw_empty_actor(index)
- rect = item_rect(index)
- self.contents.font.color = system_color
- self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1)
- self.contents.font.color = normal_color
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_PartyFormAllMember
- #------------------------------------------------------------------------------
- # パーティ編成画面で全メンバーを表示するウィンドウです。
- #==============================================================================
- class Window_PartyFormAllMember < Window_PartyFormMember
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 64, 64)
- restore_member_list
- @item_max = $game_party.all_members.size
- # 各種サイズ計算
- column_width = DRAW_SIZE[0] + @spacing
- sw = [@item_max * column_width + 32, Graphics.width].min
- @column_max = (sw - 32) / column_width
- sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32
- sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min
- # 座標?サイズ調整
- self.y += DRAW_SIZE[1] + 32
- self.width = sw
- self.height = sh
- create_contents
- refresh
- self.active = false
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ○ 選択しているアクターのインデックス取得
- #--------------------------------------------------------------------------
- def actor_index
- return @index_offset + self.index
- end
- #--------------------------------------------------------------------------
- # ○ メンバーリスト修復
- #--------------------------------------------------------------------------
- def restore_member_list
- if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY
- @actors = $game_party.all_members
- @index_offset = 0
- else
- @actors = $game_party.stand_by_members
- @index_offset = $game_party.battle_members.size
- end
- end
- #--------------------------------------------------------------------------
- # ○ メンバー描画
- #--------------------------------------------------------------------------
- def draw_member
- @item_max.times { |i|
- actor = @actors[i]
- if actor == nil
- draw_empty_actor(i)
- next
- end
- if $game_party.actor_fixed?(actor.id)
- draw_fixed_back(i)
- end
- rect = item_rect(i)
- opacity = ($game_party.battle_members.include?(actor) ? 96 : 255)
- draw_actor_graphic(actor,
- rect.x + DRAW_SIZE[0] / 2,
- rect.y + DRAW_SIZE[1] - 4,
- opacity)
- }
- end
- #--------------------------------------------------------------------------
- # ● アクターの歩行グラフィック描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- # opacity : 不透明度
- #--------------------------------------------------------------------------
- def draw_actor_graphic(actor, x, y, opacity = 255)
- draw_character(actor.character_name, actor.character_index, x, y, opacity)
- end
- #--------------------------------------------------------------------------
- # ● 歩行グラフィックの描画
- # character_name : 歩行グラフィック ファイル名
- # character_index : 歩行グラフィック インデックス
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- # opacity : 不透明度
- #--------------------------------------------------------------------------
- def draw_character(character_name, character_index, x, y, opacity = 255)
- return if character_name == nil
- bitmap = Cache.character(character_name)
- sign = character_name[/^[\!\$]./]
- if sign != nil and sign.include?('$')
- cw = bitmap.width / 3
- ch = bitmap.height / 4
- else
- cw = bitmap.width / 12
- ch = bitmap.height / 8
- end
- n = character_index
- src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
- end
- #--------------------------------------------------------------------------
- # ○ 空欄アクター描画
- # index : 項目番号
- #--------------------------------------------------------------------------
- def draw_empty_actor(index)
- rect = item_rect(index)
- self.contents.font.color = system_color
- self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1)
- self.contents.font.color = normal_color
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_PartyFormStatus
- #------------------------------------------------------------------------------
- # パーティ編成画面でアクターのステータスを表示するウィンドウです。
- #==============================================================================
- class Window_PartyFormStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 384, 128)
- self.z = 1000
- @actor = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ アクター設定
- #--------------------------------------------------------------------------
- def set_actor(actor)
- if @actor != actor
- @actor = actor
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- if @actor == nil
- return
- end
- draw_actor_face(@actor, 0, 0)
- dx = 104
- draw_actor_name(@actor, dx, 0)
- draw_actor_level(@actor, dx, WLH * 1)
- draw_actor_hp(@actor, dx, WLH * 2)
- draw_actor_mp(@actor, dx, WLH * 3)
- 4.times { |i|
- draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120)
- }
- end
- #--------------------------------------------------------------------------
- # ● 能力値の描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- # type : 能力値の種類 (0~3)
- # width : 描画幅
- #--------------------------------------------------------------------------
- def draw_actor_parameter(actor, x, y, type, width = 156)
- case type
- when 0
- parameter_name = Vocab::atk
- parameter_value = actor.atk
- when 1
- parameter_name = Vocab::def
- parameter_value = actor.def
- when 2
- parameter_name = Vocab::spi
- parameter_value = actor.spi
- when 3
- parameter_name = Vocab::agi
- parameter_value = actor.agi
- end
- nw = width - 36
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, nw, WLH, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_PartyFormControl
- #------------------------------------------------------------------------------
- # パーティ編成画面で操作方法を表示するウィンドウです。
- #==============================================================================
- class Window_PartyFormControl < Window_Base
- #--------------------------------------------------------------------------
- # ○ 定数
- #--------------------------------------------------------------------------
- MODE_BATTLE_MEMBER = 0
- MODE_SHIFT_CHANGE = 1
- MODE_PARTY_MEMBER = 2
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, Graphics.width - 384, 128)
- self.z = 1000
- @mode = MODE_BATTLE_MEMBER
- refresh
- end
- #--------------------------------------------------------------------------
- # ○ モード変更
- #--------------------------------------------------------------------------
- def mode=(value)
- @mode = value
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- case @mode
- when MODE_BATTLE_MEMBER # 戦闘メンバー
- buttons = [
- "A: 并列替换",
- "ESC: 终了",
- "回车: 决定",
- ]
- when MODE_SHIFT_CHANGE # 並び替え
- buttons = [
- "ESC: 取消",
- "回车: 决定",
- ]
- when MODE_PARTY_MEMBER # パーティメンバー
- buttons = [
- "ESC: 取消",
- "回车: 决定"
- ]
- else
- return
- end
- buttons.each_with_index { |c, i|
- self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
- }
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Title
- #==============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # ● 各種ゲームオブジェクトの作成
- #--------------------------------------------------------------------------
- alias create_game_objects_KGC_LargeParty create_game_objects
- def create_game_objects
- create_game_objects_KGC_LargeParty
- if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
- $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true
- $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map < Scene_Base
- #--------------------------------------------------------------------------
- # ● 画面切り替えの実行
- #--------------------------------------------------------------------------
- alias update_scene_change_KGC_LargeParty update_scene_change
- def update_scene_change
- return if $game_player.moving? # プレイヤーの移動中?
- if $game_temp.next_scene == :partyform
- call_partyform
- return
- end
- update_scene_change_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # ○ パーティ編成画面への切り替え
- #--------------------------------------------------------------------------
- def call_partyform
- $game_temp.next_scene = nil
- $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu < Scene_Base
- if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
- #--------------------------------------------------------------------------
- # ● コマンドウィンドウの作成
- #--------------------------------------------------------------------------
- alias create_command_window_KGC_LargeParty create_command_window
- def create_command_window
- create_command_window_KGC_LargeParty
- return if $imported["CustomMenuCommand"]
- @__command_partyform_index =
- @command_window.add_command(Vocab.partyform)
- @command_window.draw_item(@__command_partyform_index,
- $game_party.partyform_enable?)
- if @command_window.oy > 0
- @command_window.oy -= Window_Base::WLH
- end
- @command_window.index = @menu_index
- end
- end
- #--------------------------------------------------------------------------
- # ● コマンド選択の更新
- #--------------------------------------------------------------------------
- alias update_command_selection_KGC_LargeParty update_command_selection
- def update_command_selection
- current_menu_index = @__command_partyform_index
- call_partyform_flag = false
- if Input.trigger?(Input::C)
- case @command_window.index
- when @__command_partyform_index # パーティ編成
- call_partyform_flag = true
- end
- # パーティ編成ボタン押下
- elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
- Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
- call_partyform_flag = true
- current_menu_index = @command_window.index if current_menu_index == nil
- end
- # パーティ編成画面に移行
- if call_partyform_flag
- if $game_party.members.size == 0 || !$game_party.partyform_enable?
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- $scene = Scene_PartyForm.new(current_menu_index)
- return
- end
- update_command_selection_KGC_LargeParty
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Shop
- #==============================================================================
- unless $imported["HelpExtension"]
- class Scene_Shop < Scene_Base
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias udpate_KGC_LargeParty update
- def update
- # スクロール判定
- if !@command_window.active &&
- KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil &&
- Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON)
- super
- update_menu_background
- update_scroll_status
- return
- else
- @status_window.cursor_rect.empty
- end
- udpate_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # ○ ステータスウィンドウのスクロール処理
- #--------------------------------------------------------------------------
- def update_scroll_status
- # ステータスウィンドウにカーソルを表示
- @status_window.cursor_rect.width = @status_window.contents.width
- @status_window.cursor_rect.height = @status_window.height - 32
- @status_window.update
- if Input.press?(Input::UP)
- @status_window.oy = [@status_window.oy - 4, 0].max
- elsif Input.press?(Input::DOWN)
- max_pos = [@status_window.contents.height -
- (@status_window.height - 32), 0].max
- @status_window.oy = [@status_window.oy + 4, max_pos].min
- end
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Scene_PartyForm
- #------------------------------------------------------------------------------
- # パーティ編成画面の処理を行うクラスです。
- #==============================================================================
- class Scene_PartyForm < Scene_Base
- #--------------------------------------------------------------------------
- # ○ 定数
- #--------------------------------------------------------------------------
- CAPTION_OFFSET = 40 # キャプションウィンドウの位置補正
- HOST_MENU = 0 # 呼び出し元 : メニュー
- HOST_MAP = 1 # 呼び出し元 : マップ
- HOST_BATTLE = 2 # 呼び出し元 : 戦闘
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # menu_index : コマンドのカーソル初期位置
- # host_scene : 呼び出し元 (0..メニュー 1..マップ 2..戦闘)
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0, host_scene = HOST_MENU)
- @menu_index = menu_index
- @host_scene = host_scene
- end
- #--------------------------------------------------------------------------
- # ● 開始処理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_windows
- create_confirm_window
- adjust_window_location
- # 編成前のパーティを保存
- @battle_actors = $game_party.battle_members.dup
- @party_actors = $game_party.all_members.dup
- end
- #--------------------------------------------------------------------------
- # ○ ウィンドウの作成
- #--------------------------------------------------------------------------
- def create_windows
- # 編成用ウィンドウを作成
- @battle_member_window = Window_PartyFormBattleMember.new
- @party_member_window = Window_PartyFormAllMember.new
- @status_window = Window_PartyFormStatus.new
- @status_window.set_actor(@battle_member_window.actor)
- # その他のウィンドウを作成
- @battle_member_caption_window =
- Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION)
- @party_member_caption_window =
- Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION)
- @control_window = Window_PartyFormControl.new
- end
- #--------------------------------------------------------------------------
- # ○ 確認ウィンドウの作成
- #--------------------------------------------------------------------------
- def create_confirm_window
- commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS
- @confirm_window =
- Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands)
- @confirm_window.index = 0
- @confirm_window.x = (Graphics.width - @confirm_window.width) / 2
- @confirm_window.y = (Graphics.height - @confirm_window.height) / 2
- @confirm_window.z = 2000
- @confirm_window.openness = 0
- @confirm_window.active = false
- end
- #--------------------------------------------------------------------------
- # ○ ウィンドウの座標調整
- #--------------------------------------------------------------------------
- def adjust_window_location
- # 基準座標を計算
- base_x = [@battle_member_window.width, @party_member_window.width].max
- base_x = [(Graphics.width - base_x) / 2, 0].max
- base_y = @battle_member_window.height + @party_member_window.height +
- @status_window.height + CAPTION_OFFSET * 2
- base_y = [(Graphics.height - base_y) / 2, 0].max
- # 編成用ウィンドウの座標をセット
- @battle_member_window.x = base_x
- @battle_member_window.y = base_y + CAPTION_OFFSET
- @party_member_window.x = base_x
- @party_member_window.y = @battle_member_window.y +
- @battle_member_window.height + CAPTION_OFFSET
- @status_window.x = 0
- @status_window.y = @party_member_window.y + @party_member_window.height
- # その他のウィンドウの座標をセット
- @battle_member_caption_window.x = [base_x - 16, 0].max
- @battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
- @party_member_caption_window.x = [base_x - 16, 0].max
- @party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
- @control_window.x = @status_window.width
- @control_window.y = @status_window.y
- end
- #--------------------------------------------------------------------------
- # ● 終了処理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- @battle_member_window.dispose
- @party_member_window.dispose
- @status_window.dispose
- @battle_member_caption_window.dispose
- @party_member_caption_window.dispose
- @control_window.dispose
- @confirm_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● メニュー画面系の背景作成
- #--------------------------------------------------------------------------
- def create_menu_background
- super
- @menuback_sprite.z = 500
- end
- #--------------------------------------------------------------------------
- # ● 元の画面へ戻る
- #--------------------------------------------------------------------------
- def return_scene
- case @host_scene
- when HOST_MENU
- $scene = Scene_Menu.new(@menu_index)
- when HOST_MAP
- $scene = Scene_Map.new
- when HOST_BATTLE
- $scene = Scene_Battle.new
- end
- $game_player.refresh
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- update_window
- if @battle_member_window.active
- update_battle_member
- elsif @party_member_window.active
- update_party_member
- elsif @confirm_window.active
- update_confirm
- end
- end
- #--------------------------------------------------------------------------
- # ○ ウィンドウ更新
- #--------------------------------------------------------------------------
- def update_window
- @battle_member_window.update
- @party_member_window.update
- @status_window.update
- @battle_member_caption_window.update
- @party_member_caption_window.update
- @control_window.update
- @confirm_window.update
- end
- #--------------------------------------------------------------------------
- # ○ ウィンドウ再描画
- #--------------------------------------------------------------------------
- def refresh_window
- @battle_member_window.refresh
- @party_member_window.refresh
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新 (戦闘メンバーウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- def update_battle_member
- @status_window.set_actor(@battle_member_window.actor)
- if Input.trigger?(Input::A)
- if @battle_member_window.selected_index == nil # 並び替え中でない
- actor = @battle_member_window.actor
- # アクターを外せない場合
- if actor == nil || $game_party.actor_fixed?(actor.id)
- Sound.play_buzzer
- return
- end
- # アクターを外す
- Sound.play_decision
- actors = $game_party.battle_members
- actors.delete_at(@battle_member_window.index)
- $game_party.set_battle_member(actors)
- refresh_window
- end
- elsif Input.trigger?(Input::B)
- if @battle_member_window.selected_index == nil # 並び替え中でない
- # 確認ウィンドウに切り替え
- Sound.play_cancel
- show_confirm_window
- else # 並び替え中
- # 並び替え解除
- Sound.play_cancel
- @battle_member_window.selected_index = nil
- @battle_member_window.refresh
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- elsif Input.trigger?(Input::C)
- if @battle_member_window.selected_index == nil # 並び替え中でない
- actor = @battle_member_window.actor
- # アクターを外せない場合
- if actor != nil && $game_party.actor_fixed?(actor.id)
- Sound.play_buzzer
- return
- end
- # パーティメンバーウィンドウに切り替え
- Sound.play_decision
- @battle_member_window.active = false
- @party_member_window.active = true
- @control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
- else # 並び替え中
- unless can_change_shift?(@battle_member_window.actor)
- Sound.play_buzzer
- return
- end
- # 並び替え実行
- Sound.play_decision
- index1 = @battle_member_window.selected_index
- index2 = @battle_member_window.index
- change_shift(index1, index2)
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- elsif Input.trigger?(Input::X)
- # 並び替え不可能な場合
- unless can_change_shift?(@battle_member_window.actor)
- Sound.play_buzzer
- return
- end
- if @battle_member_window.selected_index == nil # 並び替え中でない
- # 並び替え開始
- Sound.play_decision
- @battle_member_window.selected_index = @battle_member_window.index
- @battle_member_window.refresh
- @control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE
- else # 並び替え中
- # 並び替え実行
- Sound.play_decision
- index1 = @battle_member_window.selected_index
- index2 = @battle_member_window.index
- change_shift(index1, index2)
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 並び替え可否判定
- #--------------------------------------------------------------------------
- def can_change_shift?(actor)
- # 選択したアクターが存在しない、または並び替え不能な場合
- if actor == nil ||
- (KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
- $game_party.actor_fixed?(actor.id))
- return false
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ○ 並び替え
- #--------------------------------------------------------------------------
- def change_shift(index1, index2)
- # 位置を入れ替え
- $game_party.change_shift(index1, index2)
- # 選択済みインデックスをクリア
- @battle_member_window.selected_index = nil
- refresh_window
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新 (パーティウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- def update_party_member
- @status_window.set_actor(@party_member_window.actor)
- if Input.trigger?(Input::B)
- Sound.play_cancel
- # 戦闘メンバーウィンドウに切り替え
- @battle_member_window.active = true
- @party_member_window.active = false
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- elsif Input.trigger?(Input::C)
- actor = @party_member_window.actor
- # アクターが戦闘メンバーに含まれる場合
- if $game_party.battle_members.include?(actor)
- Sound.play_buzzer
- return
- end
- # アクターを入れ替え
- Sound.play_decision
- actors = $game_party.all_members
- battle_actors = $game_party.battle_members
- if @battle_member_window.actor != nil
- actors[@party_member_window.actor_index] = @battle_member_window.actor
- actors[@battle_member_window.index] = actor
- $game_party.set_member(actors.compact)
- end
- battle_actors[@battle_member_window.index] = actor
- $game_party.set_battle_member(battle_actors.compact)
- refresh_window
- # 戦闘メンバーウィンドウに切り替え
- @battle_member_window.active = true
- @party_member_window.active = false
- @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新 (確認ウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- def update_confirm
- if Input.trigger?(Input::B)
- Sound.play_cancel
- hide_confirm_window
- elsif Input.trigger?(Input::C)
- case @confirm_window.index
- when 0 # 編成完了
- # パーティが無効の場合
- unless battle_member_valid?
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- return_scene
- when 1 # 編成中断
- Sound.play_decision
- # パーティを編成前の状態に戻す
- $game_party.set_member(@party_actors)
- $game_party.set_battle_member(@battle_actors)
- return_scene
- when 2 # キャンセル
- Sound.play_cancel
- hide_confirm_window
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ 戦闘メンバー有効判定
- #--------------------------------------------------------------------------
- def battle_member_valid?
- return false if $game_party.battle_members.size == 0 # 戦闘メンバーが空
- $game_party.battle_members.each { |actor|
- return true if actor.exist? # 生存者がいればOK
- }
- return false
- end
- #--------------------------------------------------------------------------
- # ○ 確認ウィンドウの表示
- #--------------------------------------------------------------------------
- def show_confirm_window
- if @battle_member_window.active
- @last_active_window = @battle_member_window
- else
- @last_active_window = @party_member_window
- end
- @battle_member_window.active = false
- @party_member_window.active = false
- @confirm_window.draw_item(0, battle_member_valid?)
- @confirm_window.open
- @confirm_window.active = true
- end
- #--------------------------------------------------------------------------
- # ○ 確認ウィンドウの非表示
- #--------------------------------------------------------------------------
- def hide_confirm_window
- @confirm_window.active = false
- @confirm_window.close
- @last_active_window.active = true
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● メッセージ表示が終わるまでウェイト
- #--------------------------------------------------------------------------
- alias wait_for_message_KGC_LargeParty wait_for_message
- def wait_for_message
- return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視
- wait_for_message_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # ● レベルアップの表示
- #--------------------------------------------------------------------------
- alias display_level_up_KGC_LargeParty display_level_up
- def display_level_up
- @ignore_wait_for_message = true
- display_level_up_KGC_LargeParty
- exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
- $game_party.stand_by_members.each { |actor|
- if actor.exist?
- actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
- end
- }
- @ignore_wait_for_message = false
- wait_for_message
- end
- #--------------------------------------------------------------------------
- # ● パーティコマンド選択の開始
- #--------------------------------------------------------------------------
- alias start_party_command_selection_KGC_LargeParty start_party_command_selection
- def start_party_command_selection
- if $game_temp.in_battle
- @status_window.index = 0
- end
- start_party_command_selection_KGC_LargeParty
- end
- if KGC::LargeParty::USE_BATTLE_PARTYFORM
- #--------------------------------------------------------------------------
- # ● 情報表示ビューポートの作成
- #--------------------------------------------------------------------------
- alias create_info_viewport_KGC_LargeParty create_info_viewport
- def create_info_viewport
- create_info_viewport_KGC_LargeParty
- @__command_partyform_index =
- @party_command_window.add_command(Vocab.partyform_battle)
- @party_command_window.draw_item(@__command_partyform_index,
- $game_party.battle_partyform_enable?)
- end
- #--------------------------------------------------------------------------
- # ● パーティコマンド選択の更新
- #--------------------------------------------------------------------------
- alias update_party_command_selection_KGC_LargeParty update_party_command_selection
- def update_party_command_selection
- if Input.trigger?(Input::C)
- case @party_command_window.index
- when @__command_partyform_index # パーティ編成
- unless $game_party.battle_partyform_enable?
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- process_partyform
- return
- end
- end
- update_party_command_selection_KGC_LargeParty
- end
- #--------------------------------------------------------------------------
- # ○ パーティ編成の処理
- #--------------------------------------------------------------------------
- def process_partyform
- Graphics.freeze
- snapshot_for_background
- $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
- $scene.main
- $scene = self
- @status_window.refresh
- perform_transition
- end
- end
- end
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