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- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Party System Add-On: Command Party v1.01
- # -- Last Updated: 2012.01.10
- # -- Level: Easy, Normal
- # -- Requires: YEA - Party System v1.00+
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-CommandParty"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.01.10 - Compatibility Update: Ace Battle Engine v1.15+
- # 2011.12.13 - Started Script and Finished.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # An add-on to the Yanfly Engine Ace - Party System script. This script allows
- # the player to change party members during the middle of battle from the
- # Party Command Window (the Fight/Escape window).
- # 允许战斗中更换队员
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # Note, if you do not give your player access to the party formation menu
- # available in the Party System script, this script will disable itself.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- # This script requires Yanfly Engine Ace - Party System v1.00+.
- #
- #==============================================================================
- module YEA
- module COMMAND_PARTY
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Command Party Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This is just how the text appears visually in battle for your party and
- # how often the can change party in battle. Furthermore, there's two
- # switches that may be enabled or disabled to add the command to the
- # game. Adjust it as you see fit. Set the switches to 0 to not use them.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- COMMAND_TEXT = "队列" # Text used for the command.
- PARTY_COOLDOWN = 2 # Turns that must pass between each change.
- SHOW_SWITCH = 0 # If switch is on, show command. 0 to disable.
- ENABLE_SWITCH = 0 # If switch is on, enable command. 0 to disable.
-
- end # COMMAND_PARTY
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- if $imported["YEA-PartySystem"]
- #==============================================================================
- # ■ SceneManager
- #==============================================================================
- module SceneManager
-
- #--------------------------------------------------------------------------
- # new method: self.force_recall
- #--------------------------------------------------------------------------
- def self.force_recall(scene_class)
- @scene = scene_class
- end
-
- end # SceneManager
- #==============================================================================
- # ■ Game_Unit
- #==============================================================================
- class Game_Unit
-
- #--------------------------------------------------------------------------
- # alias method: on_battle_start
- #--------------------------------------------------------------------------
- alias game_unit_on_battle_start_cpt on_battle_start
- def on_battle_start
- game_unit_on_battle_start_cpt
- reset_party_cooldown
- end
-
- #--------------------------------------------------------------------------
- # new method: reset_party_cooldown
- #--------------------------------------------------------------------------
- def reset_party_cooldown
- @party_cooldown = 0
- end
-
- #--------------------------------------------------------------------------
- # new method: update_party_cooldown
- #--------------------------------------------------------------------------
- def update_party_cooldown
- reset_party_cooldown if @party_cooldown.nil?
- @party_cooldown = [@party_cooldown - 1, 0].max
- end
-
- #--------------------------------------------------------------------------
- # new method: battle_party_change?
- #--------------------------------------------------------------------------
- def battle_party_change?
- switch = YEA::COMMAND_PARTY::ENABLE_SWITCH
- enabled = switch <= 0 ? true : $game_switches[switch]
- return false unless enabled
- reset_party_cooldown if @party_cooldown.nil?
- return @party_cooldown <= 0
- end
-
- #--------------------------------------------------------------------------
- # new method: set_party_cooldown
- #--------------------------------------------------------------------------
- def set_party_cooldown
- @party_cooldown = YEA::COMMAND_PARTY::PARTY_COOLDOWN
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_battle_end
- #--------------------------------------------------------------------------
- alias game_unit_on_battle_end_cpt on_battle_end
- def on_battle_end
- game_unit_on_battle_end_cpt
- reset_party_cooldown
- end
-
- end # Game_Unit
- #==============================================================================
- # ■ Window_PartyCommand
- #==============================================================================
- class Window_PartyCommand < Window_Command
-
- #--------------------------------------------------------------------------
- # alias method: make_command_list
- #--------------------------------------------------------------------------
- alias window_partycommand_make_command_list_cpt make_command_list
- def make_command_list
- window_partycommand_make_command_list_cpt
- return if $imported["YEA-BattleCommandList"]
- add_party_command
- end
-
- #--------------------------------------------------------------------------
- # new method: add_party_command
- #--------------------------------------------------------------------------
- def add_party_command
- return unless YEA::PARTY::ENABLE_MENU
- show = YEA::COMMAND_PARTY::SHOW_SWITCH
- continue = show == 0 ? true : $game_switches[show]
- continue = false if $game_party.all_members.size < 2
- return unless continue
- text = YEA::COMMAND_PARTY::COMMAND_TEXT
- add_command(text, :party, $game_party.battle_party_change?)
- end
-
- end # Window_PartyCommand
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
-
- #--------------------------------------------------------------------------
- # alias method: create_party_command_window
- #--------------------------------------------------------------------------
- alias create_party_command_window_cpt create_party_command_window
- def create_party_command_window
- create_party_command_window_cpt
- @party_command_window.set_handler(:party, method(:command_party))
- end
-
- #--------------------------------------------------------------------------
- # new method: command_party
- #--------------------------------------------------------------------------
- def command_party
- Graphics.freeze
- @info_viewport.visible = false
- hide_extra_gauges if $imported["YEA-BattleEngine"]
- SceneManager.snapshot_for_background
- previous_party = $game_party.battle_members.clone
- index = @party_command_window.index
- oy = @party_command_window.oy
- #---
- SceneManager.call(Scene_Party)
- SceneManager.scene.main
- SceneManager.force_recall(self)
- #---
- show_extra_gauges if $imported["YEA-BattleEngine"]
- if previous_party != $game_party.battle_members
- $game_party.make_actions
- $game_party.set_party_cooldown
- end
- @info_viewport.visible = true
- @status_window.refresh
- @party_command_window.setup
- @party_command_window.select(index)
- @party_command_window.oy = oy
- perform_transition
- end
-
- #--------------------------------------------------------------------------
- # alias method: turn_end
- #--------------------------------------------------------------------------
- alias scene_battle_turn_end_cpt turn_end
- def turn_end
- scene_battle_turn_end_cpt
- return if $imported["YEA-BattleEngine"]
- update_party_cooldowns
- end
-
- #--------------------------------------------------------------------------
- # new method: update_party_cooldowns
- #--------------------------------------------------------------------------
- def update_party_cooldowns
- $game_party.update_party_cooldown
- $game_troop.update_party_cooldown
- end
-
- end # Scene_Battle
- end # $imported["YEA-PartySystem"]
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
复制代码- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Party System v1.08
- # -- Last Updated: 2012.01.23
- # -- Level: Normal
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-PartySystem"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.01.23 - Bug fixed: Party members are now rearranged when newly added.
- # 2012.01.14 - New Feature: Maximum Battle Members Variable added.
- # 2012.01.07 - Bug fixed: Error with removing members.
- # 2012.01.05 - Bug fixed: Escape skill/item effects no longer counts as death.
- # 2011.12.26 - Compatibility Update: New Game+
- # 2011.12.17 - Updated Spriteset_Battle to have updated sprite counts.
- # 2011.12.13 - Updated to provide better visual display when more than 5 pieces
- # of equipment are equipped on an actor at a time.
- # 2011.12.05 - Added functionality to display faces in the Party Select Window.
- # - Fixed bug that doesn't refresh the caterpillar when new members
- # join the party.
- # 2011.12.04 - Started Script and Finished.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # RPG Maker VX Ace comes with a very nice party system. However, changing the
- # maximum number of members isn't possible without the aid of a script. This
- # script enables you the ability to change the maximum number of party members,
- # change EXP rates, and/or open up a separate party menu (if desired). In
- # addition to that, you can lock the position of actors within a party and
- # require other actors to be in the active party before continuing.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # 脚本命令语句 - These commands are used with script calls.
- # -----------------------------------------------------------------------------
- # *IMPORTANT* These script calls require the new party menu to be enabled to
- # use them. Otherwise, nothing will happen.
- #
- # lock_actor(x) 锁定X角色在队伍中的位置
- # unlock_actor(x)
- # This will lock actor x in its current position in the party if the actor is
- # in the current party. The actor is unable to switch position and must remain
- # in that position until the lock is removed. Use the unlock script call to
- # remove the locked status. This script requires the actor to have joined and
- # in the current party before the script call will work.
- #
- # require_actor(x) 需要X角色参战
- # unrequire_actor(x)
- # This will cause the party to require actor x in order to continue. If the
- # actor isn't in the current party but is in the reserve party, the party menu
- # will open up and prompt the player to add the required actor into the party
- # before being able to continue. This script call will not function unless the
- # specific actor has joined the party, whether it is in the current or reserve.
- #
- # call_party_menu 打开队伍菜单
- # This will open up the party menu. This script call requires for the party
- # menu to be enabled to use.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YEA
- module PARTY
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - General Party Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # In this section, you can adjust the general party settings for your game
- # such as the maximum amount of members and whatnot, the EXP rate for
- # party members in the reserve, etc.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- MAX_BATTLE_MEMBERS = 5 # 最大参战人员. Default: 4
- SPLIT_EXP = false # 平分经验?Splits EXP with more members in the party.
- RESERVE_EXP_RATE = 0.50 # 休息人员的经验获得率Reserve EXP Rate. Default: 1.00
-
- # If you wish to be able to change the maximum number of battle members
- # during the middle of your game, set this constant to a variable ID. If
- # that variable ID is a number greater than 0, that variable will determine
- # the current maximum number of battle members. Be cautious about using
- # this during battle.
- MAX_MEMBERS_VARIABLE = 0 #设置游戏中改变最大参战人员的变量
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Party Menu Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This section contains various menu settings for those who wish to use a
- # menu separate for the party system. Here, adjust the menu command order,
- # icons used, and other settings.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- ENABLE_MENU = true # Enables party menu. Default: false
- COMMANDS =[ # The order at which the menu items are shown.
- # [:command, "Display"],
- [ :change, "更换",],
- [ :remove, "移除",],
- [ :revert, "还原",],
- [ :finish, "完成",],
- ] # Do not remove this.
- COMMAND_ALIGN = 1 # 0:左对齐, 1:Center Align, 2:Right Align
-
- # These settings here are used for the upper right window: the Party Select
- # window where the player selects a member to swap out or remove.
- PARTY_FONT_SIZE = 20 # Font size used for party member names.
- LOCK_FIRST_ACTOR = false # Lock the first actor by default?
- LOCKED_ICON = 125 # Icon used for locked members.
- REQUIRED_ICON = 126 # Icon used for required members.
- EMPTY_TEXT = "-Empty-" # Text used when a member isn't present.
- DISPLAY_FACE = false # Display faces instead of sprites?
-
- # These settings here are used for the lower left window: the Party List
- # window where the player selects a member to replace.
- REMOVE_ICON = 185 # Icon used for removing members.
- REMOVE_TEXT = "-Remove-" # Text used for remove member command.
- ACTOR_Y_BUFFER = 12 # Amount the actor graphic be adjusted by.
-
- # These settings here are used for the lower right window: the Party Status
- # window where info about a selected actor is shown.
- NO_DATA = "- No Data -" # Text used for when no actor is shown.
- IN_PARTY_COLOUR = 6 # Text colour used for in party members.
- STAT_FONT_SIZE = 20 # Font size used for stats.
- EQUIP_TEXT = "Equipment" # Text used to display equipment.
-
- end # PARTY
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- #==============================================================================
- # ■ Icon
- #==============================================================================
- module Icon
-
- #--------------------------------------------------------------------------
- # self.locked_party
- #--------------------------------------------------------------------------
- def self.locked_party; return YEA::PARTY::LOCKED_ICON; end
-
- #--------------------------------------------------------------------------
- # self.required_party
- #--------------------------------------------------------------------------
- def self.required_party; return YEA::PARTY::REQUIRED_ICON; end
-
- #--------------------------------------------------------------------------
- # self.remove_party
- #--------------------------------------------------------------------------
- def self.remove_party; return YEA::PARTY::REMOVE_ICON; end
-
- end # Icon
- #==============================================================================
- # ■ Variable
- #==============================================================================
- module Variable
-
- #--------------------------------------------------------------------------
- # self.max_battle_members
- #--------------------------------------------------------------------------
- def self.max_battle_members
- default = YEA::PARTY::MAX_BATTLE_MEMBERS
- return default if YEA::PARTY::MAX_MEMBERS_VARIABLE <= 0
- return default if $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE] <= 0
- return $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE]
- end
-
- end # Variable
- #==============================================================================
- # ■ Numeric
- #==============================================================================
- class Numeric
-
- #--------------------------------------------------------------------------
- # new method: group_digits
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- def group; return self.to_s; end
- end # $imported["YEA-CoreEngine"]
-
- end # Numeric
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :locked
- attr_accessor :required
-
- #--------------------------------------------------------------------------
- # alias method: setup
- #--------------------------------------------------------------------------
- alias game_actor_setup_ps setup
- def setup(actor_id)
- game_actor_setup_ps(actor_id)
- @locked = false
- @required = false
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: final_exp_rate
- #--------------------------------------------------------------------------
- def final_exp_rate
- n = exr * (battle_member? ? 1 : reserve_members_exp_rate)
- if $game_party.in_battle
- n /= [$game_party.battle_members.size, 1].max if YEA::PARTY::SPLIT_EXP
- end
- return n
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: reserve_members_exp_rate
- #--------------------------------------------------------------------------
- def reserve_members_exp_rate
- $data_system.opt_extra_exp ? YEA::PARTY::RESERVE_EXP_RATE : 0
- end
-
- end # Game_Actor
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party < Game_Unit
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :battle_members_array
-
- #--------------------------------------------------------------------------
- # alias method: initialize
- #--------------------------------------------------------------------------
- alias game_party_initialize_ps initialize
- def initialize
- game_party_initialize_ps
- @battle_members_array = nil
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: max_battle_members
- #--------------------------------------------------------------------------
- def max_battle_members; return Variable.max_battle_members; end
-
- #--------------------------------------------------------------------------
- # alias method: setup_starting_members
- #--------------------------------------------------------------------------
- alias setup_starting_members_ps setup_starting_members
- def setup_starting_members
- setup_starting_members_ps
- initialize_battle_members
- return unless YEA::PARTY::LOCK_FIRST_ACTOR
- return if members[0].nil?
- members[0].locked = true
- end
-
- #--------------------------------------------------------------------------
- # alias method: setup_battle_test_members
- #--------------------------------------------------------------------------
- alias setup_battle_test_members_ps setup_battle_test_members
- def setup_battle_test_members
- setup_battle_test_members_ps
- return unless YEA::PARTY::LOCK_FIRST_ACTOR
- return if members[0].nil?
- members[0].locked = true
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: battle_members
- #--------------------------------------------------------------------------
- def battle_members
- initialize_battle_members if initialize_battle_members?
- array = []
- for actor_id in @battle_members_array
- break if array.size > max_battle_members
- next if actor_id.nil?
- next if $game_actors[actor_id].nil?
- next unless $game_actors[actor_id].exist?
- array.push($game_actors[actor_id])
- end
- return array
- end
-
- #--------------------------------------------------------------------------
- # new method: initialize_battle_members?
- #--------------------------------------------------------------------------
- def initialize_battle_members?
- return true if @battle_members_array.nil?
- return @battle_members_array.size != max_battle_members
- end
-
- #--------------------------------------------------------------------------
- # new method: initialize_battle_members
- #--------------------------------------------------------------------------
- def initialize_battle_members
- @battle_members_array = []
- for i in 0...max_battle_members
- @battle_members_array.push(@actors[i]) unless @actors[i].nil?
- @battle_members_array.push(0) if @actors[i].nil?
- end
- $game_player.refresh
- end
-
- #--------------------------------------------------------------------------
- # alias method: add_actor
- #--------------------------------------------------------------------------
- alias game_party_add_actor_ps add_actor
- def add_actor(actor_id)
- game_party_add_actor_ps(actor_id)
- return if @battle_members_array.include?(actor_id)
- return unless @battle_members_array.include?(0)
- index = @battle_members_array.index(0)
- @battle_members_array[index] = actor_id
- $game_player.refresh
- $game_map.need_refresh = true
- rearrange_actors
- end
-
- #--------------------------------------------------------------------------
- # alias method: remove_actor
- #--------------------------------------------------------------------------
- alias game_party_remove_actor_ps remove_actor
- def remove_actor(actor_id)
- game_party_remove_actor_ps(actor_id)
- return unless @battle_members_array.include?(actor_id)
- index = @battle_members_array.index(actor_id)
- @battle_members_array[index] = 0
- $game_player.refresh
- $game_map.need_refresh = true
- rearrange_actors
- end
-
- #--------------------------------------------------------------------------
- # new method: rearrange_actors
- #--------------------------------------------------------------------------
- def rearrange_actors
- initialize_battle_members if @battle_members_array.nil?
- array = []
- for actor_id in @battle_members_array
- next if [0, nil].include?(actor_id)
- next if $game_actors[actor_id].nil?
- array.push(actor_id)
- end
- for actor_id in @actors
- next if array.include?(actor_id)
- next if $game_actors[actor_id].nil?
- array.push(actor_id)
- end
- @actors = array
- end
-
- end # Game_Party
- #==============================================================================
- # ■ Game_Interpreter
- #==============================================================================
- class Game_Interpreter
-
- #--------------------------------------------------------------------------
- # new method: lock_actor
- #--------------------------------------------------------------------------
- def lock_actor(actor_id)
- return unless YEA::PARTY::ENABLE_MENU
- actor = $game_actors[actor_id]
- return unless $game_party.battle_members.include?(actor.id)
- actor.locked = true
- end
-
- #--------------------------------------------------------------------------
- # new method: unlock_actor
- #--------------------------------------------------------------------------
- def unlock_actor(actor_id)
- return unless YEA::PARTY::ENABLE_MENU
- actor = $game_actors[actor_id]
- return unless $game_party.battle_members.include?(actor.id)
- actor.locked = false
- end
-
- #--------------------------------------------------------------------------
- # new method: require_actor
- #--------------------------------------------------------------------------
- def require_actor(actor_id)
- return unless YEA::PARTY::ENABLE_MENU
- return if $game_system.formation_disabled
- actor = $game_actors[actor_id]
- return unless $game_party.all_members.include?(actor)
- actor.required = true
- call_party_menu unless $game_party.battle_members.include?(actor)
- end
-
- #--------------------------------------------------------------------------
- # new method: unrequire_actor
- #--------------------------------------------------------------------------
- def unrequire_actor(actor_id)
- return unless YEA::PARTY::ENABLE_MENU
- return if $game_system.formation_disabled
- actor = $game_actors[actor_id]
- return unless $game_party.all_members.include?(actor)
- actor.required = false
- call_party_menu unless $game_party.battle_members.include?(actor)
- end
-
- #--------------------------------------------------------------------------
- # new method: call_party_menu
- #--------------------------------------------------------------------------
- def call_party_menu
- return unless YEA::PARTY::ENABLE_MENU
- return if $game_system.formation_disabled
- SceneManager.call(Scene_Party)
- end
-
- end # Game_Interpreter
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
-
- #--------------------------------------------------------------------------
- # overwrite method: create_actors
- #--------------------------------------------------------------------------
- def create_actors
- total = $game_party.max_battle_members
- @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
- end
-
- end # Spriteset_Battle
- #==============================================================================
- # ■ Window_PartyMenuCommand
- #==============================================================================
- class Window_PartyMenuCommand < Window_Command
-
- #--------------------------------------------------------------------------
- # window_width
- #--------------------------------------------------------------------------
- def window_width; return 160; end
-
- #--------------------------------------------------------------------------
- # visible_line_number
- #--------------------------------------------------------------------------
- def visible_line_number; 4; end
-
- #--------------------------------------------------------------------------
- # alignment
- #--------------------------------------------------------------------------
- def alignment
- return Menu.command_window_align if $imported["YEA-AceMenuEngine"]
- return YEA::PARTY::COMMAND_ALIGN
- end
-
- #--------------------------------------------------------------------------
- # scene
- #--------------------------------------------------------------------------
- def scene; return SceneManager.scene; end
-
- #--------------------------------------------------------------------------
- # make_command_list
- #--------------------------------------------------------------------------
- def make_command_list
- for command in YEA::PARTY::COMMANDS
- case command[0]
- when :change, :remove, :revert
- add_command(command[1], command[0])
- when :finish
- add_command(command[1], command[0], enable_cancel?)
- else; next
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # process_cancel
- #--------------------------------------------------------------------------
- def process_cancel
- unless enable_cancel?
- Sound.play_buzzer
- return
- end
- super
- end
-
- #--------------------------------------------------------------------------
- # in_party?
- #--------------------------------------------------------------------------
- def in_party?(actor)
- return $game_party.battle_members.include?(actor)
- end
-
- #--------------------------------------------------------------------------
- # enable_cancel?
- #--------------------------------------------------------------------------
- def enable_cancel?
- return false if $game_party.battle_members.size <= 0
- for actor in $game_party.all_members
- next if in_party?(actor)
- return false if actor.required
- return false if actor.locked
- end
- return true
- end
-
- end # Window_PartyMenuCommand
- #==============================================================================
- # ■ Window_PartySelect
- #==============================================================================
- class Window_PartySelect < Window_Selectable
-
- #--------------------------------------------------------------------------
- # initialize
- #-------------------------------------------------------------------------
- def initialize(command_window)
- @command_window = command_window
- super(160, 0, window_width, fitting_height(visible_line_number))
- select(0)
- deactivate
- refresh
- end
-
- #--------------------------------------------------------------------------
- # col_max
- #--------------------------------------------------------------------------
- def col_max; return $game_party.max_battle_members; end
-
- #--------------------------------------------------------------------------
- # item_max
- #--------------------------------------------------------------------------
- def item_max; return $game_party.max_battle_members; end
-
- #--------------------------------------------------------------------------
- # window_width
- #--------------------------------------------------------------------------
- def window_width; return Graphics.width - 160; end
-
- #--------------------------------------------------------------------------
- # visible_line_number
- #--------------------------------------------------------------------------
- def visible_line_number; 4; end
-
- #--------------------------------------------------------------------------
- # item_rect
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = Rect.new
- rect.width = contents.width / item_max
- rect.height = contents.height
- rect.x = index * rect.width
- rect.y = 0
- return rect
- end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
-
- #--------------------------------------------------------------------------
- # make_item_list
- #--------------------------------------------------------------------------
- def make_item_list
- @data = $game_party.battle_members_array.clone
- end
-
- #--------------------------------------------------------------------------
- # draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- actor = $game_actors[@data[index]]
- rect = item_rect(index)
- if actor.nil?
- draw_empty(rect.clone)
- return
- end
- dx = rect.width / 2
- dy = rect.height - 16
- draw_actor_face(actor, rect.x, rect.y) if display_face?
- draw_actor_graphic(actor, rect.x + dx, rect.y + dy) unless display_face?
- draw_actor_name(actor, rect)
- draw_locked_icon(actor, rect)
- draw_required_icon(actor, rect)
- end
-
- #--------------------------------------------------------------------------
- # display_face?
- #--------------------------------------------------------------------------
- def display_face?
- return YEA::PARTY::DISPLAY_FACE
- end
-
- #--------------------------------------------------------------------------
- # draw_empty
- #--------------------------------------------------------------------------
- def draw_empty(rect)
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect.x += 2
- rect.y += 2
- rect.width -= 4
- rect.height -= 4
- contents.fill_rect(rect, colour)
- reset_font_settings
- change_color(system_color)
- text = YEA::PARTY::EMPTY_TEXT
- draw_text(rect, text, 1)
- reset_font_settings
- end
-
- #--------------------------------------------------------------------------
- # draw_actor_name
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, rect)
- contents.font.size = YEA::PARTY::PARTY_FONT_SIZE
- change_color(normal_color, actor.exist?)
- draw_text(rect.x+4, rect.y, rect.width-8, line_height, actor.name, 1)
- end
-
- #--------------------------------------------------------------------------
- # draw_face
- #--------------------------------------------------------------------------
- def draw_face(face_name, face_index, dx, dy, enabled = true)
- bitmap = Cache.face(face_name)
- dw = [96, item_rect(0).width-4].min
- rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, dw, 92)
- contents.blt(dx+2, dy+2, bitmap, rect, enabled ? 255 : translucent_alpha)
- bitmap.dispose
- end
-
- #--------------------------------------------------------------------------
- # draw_locked_icon
- #--------------------------------------------------------------------------
- def draw_locked_icon(actor, rect)
- return unless actor_locked?(actor)
- draw_icon(Icon.locked_party, rect.x+rect.width-26, rect.height - 26)
- end
-
- #--------------------------------------------------------------------------
- # draw_required_icon
- #--------------------------------------------------------------------------
- def draw_required_icon(actor, rect)
- return if actor_locked?(actor)
- return unless actor_required?(actor)
- draw_icon(Icon.required_party, rect.x+rect.width-26, rect.height - 26)
- end
-
- #--------------------------------------------------------------------------
- # actor_locked?
- #--------------------------------------------------------------------------
- def actor_locked?(actor); return actor.locked; end
-
- #--------------------------------------------------------------------------
- # actor_required?
- #--------------------------------------------------------------------------
- def actor_required?(actor)
- return false if actor.locked
- return actor.required
- end
-
- #--------------------------------------------------------------------------
- # current_item_enabled?
- #--------------------------------------------------------------------------
- def current_item_enabled?; enable?(@data[index]); end
-
- #--------------------------------------------------------------------------
- # enable?
- #--------------------------------------------------------------------------
- def enable?(item)
- case @command_window.current_symbol
- when :change
- return true if item.nil?
- return true if item == 0
- when :remove
- return false if item.nil?
- return false if item == 0
- end
- actor = $game_actors[item]
- return false if actor.locked
- return false if actor.required
- return true
- end
-
- #--------------------------------------------------------------------------
- # process_handling
- #--------------------------------------------------------------------------
- def process_handling
- return unless open? && active
- return process_ok if ok_enabled? && Input.trigger?(:C)
- return process_cancel if cancel_enabled? && Input.trigger?(:B)
- return process_pagedown if handle?(:pagedown) && Input.repeat?(:R)
- return process_pageup if handle?(:pageup) && Input.repeat?(:L)
- end
-
- #--------------------------------------------------------------------------
- # cur_actor
- #--------------------------------------------------------------------------
- def cur_actor
- actor_id = @data[index]
- return $game_actors[actor_id]
- end
-
- #--------------------------------------------------------------------------
- # prev_actor
- #--------------------------------------------------------------------------
- def prev_actor
- id = index == 0 ? @data.size - 1 : index - 1
- actor_id = @data[id]
- return $game_actors[actor_id]
- end
-
- #--------------------------------------------------------------------------
- # next_actor
- #--------------------------------------------------------------------------
- def next_actor
- id = index == @data.size - 1 ? 0 : index + 1
- actor_id = @data[id]
- return $game_actors[actor_id]
- end
-
- #--------------------------------------------------------------------------
- # process_pageup
- #--------------------------------------------------------------------------
- def process_pageup
- allow = true
- allow = false if !prev_actor.nil? && prev_actor.locked
- allow = false if !cur_actor.nil? && cur_actor.locked
- Sound.play_buzzer unless allow
- if allow
- super
- activate
- select(index == 0 ? @data.size - 1 : index - 1)
- end
- end
-
- #--------------------------------------------------------------------------
- # process_pagedown
- #--------------------------------------------------------------------------
- def process_pagedown
- allow = true
- allow = false if !next_actor.nil? && next_actor.locked
- allow = false if !cur_actor.nil? && cur_actor.locked
- Sound.play_buzzer unless allow
- if allow
- super
- activate
- select(index == @data.size - 1 ? 0 : index + 1)
- end
- end
-
- #--------------------------------------------------------------------------
- # item
- #--------------------------------------------------------------------------
- def item; return @data[index]; end
-
- end # Window_PartySelect
- #==============================================================================
- # ■ Window_PartyList
- #==============================================================================
- class Window_PartyList < Window_Selectable
-
- #--------------------------------------------------------------------------
- # initialize
- #-------------------------------------------------------------------------
- def initialize(party_window)
- super(0, fitting_height(4), window_width, window_height)
- @party_window = party_window
- select(1)
- deactivate
- refresh
- end
-
- #--------------------------------------------------------------------------
- # window_width
- #--------------------------------------------------------------------------
- def window_width; return 200; end
-
- #--------------------------------------------------------------------------
- # window_height
- #--------------------------------------------------------------------------
- def window_height; return Graphics.height - fitting_height(4); end
-
- #--------------------------------------------------------------------------
- # item_max
- #--------------------------------------------------------------------------
- def item_max; return @data ? @data.size : 1; end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
-
- #--------------------------------------------------------------------------
- # make_item_list
- #--------------------------------------------------------------------------
- def make_item_list
- @data = [0]
- for member in $game_party.all_members
- next if member.nil?
- @data.push(member.id)
- end
- @data.push(0)
- end
-
- #--------------------------------------------------------------------------
- # draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- clear_item(index)
- rect = item_rect(index)
- if @data[index] == 0
- draw_remove(rect)
- return
- end
- actor = $game_actors[@data[index]]
- draw_actor(actor, rect)
- draw_actor_locked(actor, rect)
- draw_actor_required(actor, rect)
- end
-
- #--------------------------------------------------------------------------
- # draw_remove
- #--------------------------------------------------------------------------
- def draw_remove(rect)
- reset_font_settings
- draw_icon(Icon.remove_party, rect.x+4, rect.y)
- text = YEA::PARTY::REMOVE_TEXT
- draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
- end
-
- #--------------------------------------------------------------------------
- # draw_actor
- #--------------------------------------------------------------------------
- def draw_actor(actor, rect)
- buffer = YEA::PARTY::ACTOR_Y_BUFFER
- draw_actor_graphic(actor, rect.x + 16, rect.y + rect.height + buffer)
- text = actor.name
- change_color(list_colour(actor), enabled?(actor))
- draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
- end
-
- #--------------------------------------------------------------------------
- # list_colour
- #--------------------------------------------------------------------------
- def list_colour(actor)
- return text_color(YEA::PARTY::IN_PARTY_COLOUR) if in_party?(actor)
- return normal_color
- end
-
- #--------------------------------------------------------------------------
- # draw_actor_locked
- #--------------------------------------------------------------------------
- def draw_actor_locked(actor, rect)
- return unless actor.locked
- draw_icon(Icon.locked_party, rect.width-24, rect.y)
- end
-
- #--------------------------------------------------------------------------
- # draw_actor_required
- #--------------------------------------------------------------------------
- def draw_actor_required(actor, rect)
- return if actor.locked
- return unless actor.required
- draw_icon(Icon.required_party, rect.width-24, rect.y)
- end
-
- #--------------------------------------------------------------------------
- # enabled?
- #--------------------------------------------------------------------------
- def enabled?(actor)
- return false if actor.locked
- return false if actor.required && in_party?(actor)
- return actor.exist?
- end
-
- #--------------------------------------------------------------------------
- # in_party?
- #--------------------------------------------------------------------------
- def in_party?(actor); return $game_party.battle_members.include?(actor); end
-
- #--------------------------------------------------------------------------
- # current_item_enabled?
- #--------------------------------------------------------------------------
- def current_item_enabled?
- actor = $game_actors[item]
- replace = $game_actors[@party_window.item]
- unless actor.nil?
- return false if actor.locked && in_party?(actor)
- return false if actor.required && in_party?(actor)
- end
- return true if replace.nil?
- return false if replace.locked
- return false if replace.required
- return true if actor.nil?
- return actor.exist?
- end
-
- #--------------------------------------------------------------------------
- # item
- #--------------------------------------------------------------------------
- def item; return @data[index]; end
-
- end # Window_PartyList
- #==============================================================================
- # ** Window_PartyStatus
- #==============================================================================
- class Window_PartyStatus < Window_Base
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(party_window, list_window)
- super(200, fitting_height(4), window_width, window_height)
- @party_window = party_window
- @list_window = list_window
- @actor = active_actor
- refresh
- end
-
- #--------------------------------------------------------------------------
- # window_width
- #--------------------------------------------------------------------------
- def window_width; Graphics.width - 200; end
-
- #--------------------------------------------------------------------------
- # window_height
- #--------------------------------------------------------------------------
- def window_height; Graphics.height - fitting_height(4); end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- refresh if @actor != active_actor
- end
-
- #--------------------------------------------------------------------------
- # active_actor
- #--------------------------------------------------------------------------
- def active_actor
- if @list_window.active
- actor = @list_window.item
- else
- actor = @party_window.item
- end
- return nil if [0, nil].include?(actor)
- return actor
- end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- @actor = active_actor
- reset_font_settings
- if @actor.nil?
- draw_nil_actor
- return
- end
- actor = $game_actors[@actor]
- draw_actor_face(actor, 0, 0)
- draw_actor_name(actor, 108, 0)
- draw_actor_class(actor, 228, 0, contents.width-232)
- draw_actor_level(actor, 108, line_height)
- draw_actor_icons(actor, 228, line_height, contents.width-232)
- draw_actor_hp(actor, 108, line_height*2, contents.width-112)
- draw_actor_mp(actor, 108, line_height*3, contents.width-112)
- draw_actor_parameters(actor, 0, line_height*4 + line_height/2)
- draw_equipments(actor, contents.width/2, line_height*4 + line_height/2)
- end
-
- #--------------------------------------------------------------------------
- # draw_nil_actor
- #--------------------------------------------------------------------------
- def draw_nil_actor
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(0, 0, contents.width, contents.height)
- contents.fill_rect(rect, colour)
- change_color(system_color)
- text = YEA::PARTY::NO_DATA
- draw_text(rect, text, 1)
- end
-
- #--------------------------------------------------------------------------
- # draw_actor_parameters
- #--------------------------------------------------------------------------
- def draw_actor_parameters(actor, dx, dy)
- dw = contents.width/2 - 4
- rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
- contents.font.size = YEA::PARTY::STAT_FONT_SIZE
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- array = [:atk, :def, :mat, :mdf, :agi, :luk]
- cx = 4
- for stat in array
- case stat
- when :atk
- param = Vocab::param(2)
- value = actor.atk.group
- when :def
- param = Vocab::param(3)
- value = actor.def.group
- when :mat
- param = Vocab::param(4)
- value = actor.mat.group
- when :mdf
- param = Vocab::param(5)
- value = actor.mdf.group
- when :agi
- param = Vocab::param(6)
- value = actor.agi.group
- when :luk
- param = Vocab::param(7)
- value = actor.luk.group
- else; next
- end
- contents.fill_rect(rect, colour)
- change_color(system_color)
- draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, param, 0)
- change_color(normal_color)
- draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, value, 2)
- rect.y += line_height
- end
- reset_font_settings
- end
-
- #--------------------------------------------------------------------------
- # draw_equipments
- #--------------------------------------------------------------------------
- def draw_equipments(actor, dx, dy)
- text = YEA::PARTY::EQUIP_TEXT
- change_color(system_color)
- draw_text(dx, dy, contents.width - dx, line_height, text, 1)
- dy += line_height
- if actor.equips.size <= 5
- actor.equips.each_with_index do |item, i|
- draw_item_name(item, dx, dy + line_height * i)
- end
- else
- orig_x = dx
- actor.equips.each_with_index do |item, i|
- next if item.nil?
- draw_icon(item.icon_index, dx, dy)
- dy += line_height if dx + 48 > contents.width
- dx = dx + 48 > contents.width ? orig_x : dx + 24
- end
- end
- end
-
- end # Window_PartyStatus
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu < Scene_MenuBase
-
- #--------------------------------------------------------------------------
- # overwrite method: command_formation
- #--------------------------------------------------------------------------
- if YEA::PARTY::ENABLE_MENU
- def command_formation
- SceneManager.call(Scene_Party)
- end
- end # YEA::PARTY::ENABLE_MENU
-
- end # Scene_Menu
- #==============================================================================
- # ■ Scene_Party
- #==============================================================================
- class Scene_Party < Scene_MenuBase
-
- #--------------------------------------------------------------------------
- # start
- #--------------------------------------------------------------------------
- def start
- super
- @former_party = $game_party.battle_members_array.clone
- create_command_window
- create_party_window
- create_list_window
- create_status_window
- end
-
- #--------------------------------------------------------------------------
- # create_command_window
- #--------------------------------------------------------------------------
- def create_command_window
- @command_window = Window_PartyMenuCommand.new(0, 0)
- @command_window.set_handler(:change, method(:adjust_members))
- @command_window.set_handler(:remove, method(:adjust_members))
- @command_window.set_handler(:revert, method(:revert_party))
- @command_window.set_handler(:finish, method(:return_scene))
- @command_window.set_handler(:cancel, method(:return_scene))
- end
-
- #--------------------------------------------------------------------------
- # create_party_window
- #--------------------------------------------------------------------------
- def create_party_window
- @party_window = Window_PartySelect.new(@command_window)
- @party_window.set_handler(:ok, method(:on_party_ok))
- @party_window.set_handler(:cancel, method(:on_party_cancel))
- @party_window.set_handler(:pageup, method(:on_party_pageup))
- @party_window.set_handler(:pagedown, method(:on_party_pagedown))
- end
-
- #--------------------------------------------------------------------------
- # create_list_window
- #--------------------------------------------------------------------------
- def create_list_window
- @list_window = Window_PartyList.new(@party_window)
- @list_window.set_handler(:ok, method(:on_list_ok))
- @list_window.set_handler(:cancel, method(:on_list_cancel))
- end
-
- #--------------------------------------------------------------------------
- # create_status_window
- #--------------------------------------------------------------------------
- def create_status_window
- @status_window = Window_PartyStatus.new(@party_window, @list_window)
- end
-
- #--------------------------------------------------------------------------
- # adjust_members
- #--------------------------------------------------------------------------
- def adjust_members
- @party_window.activate
- end
-
- #--------------------------------------------------------------------------
- # window_refresh
- #--------------------------------------------------------------------------
- def window_refresh
- $game_party.rearrange_actors
- @command_window.refresh
- @party_window.refresh
- @list_window.refresh
- $game_player.refresh
- $game_map.need_refresh = true
- end
-
- #--------------------------------------------------------------------------
- # revert_party
- #--------------------------------------------------------------------------
- def revert_party
- @command_window.activate
- $game_party.battle_members_array = @former_party.clone
- window_refresh
- end
-
- #--------------------------------------------------------------------------
- # on_party_ok
- #--------------------------------------------------------------------------
- def on_party_ok
- case @command_window.current_symbol
- when :change
- @list_window.activate
- when :remove
- index = @party_window.index
- actor = $game_actors[$game_party.battle_members_array[index]]
- Sound.play_equip
- $game_party.battle_members_array[index] = 0
- window_refresh
- @party_window.activate
- end
- end
-
- #--------------------------------------------------------------------------
- # on_party_cancel
- #--------------------------------------------------------------------------
- def on_party_cancel
- @command_window.activate
- end
-
- #--------------------------------------------------------------------------
- # on_party_pageup
- #--------------------------------------------------------------------------
- def on_party_pageup
- Sound.play_equip
- actor_id1 = @party_window.item
- actor_id2 = @party_window.prev_actor.nil? ? 0 : @party_window.prev_actor.id
- max = @party_window.item_max-1
- index1 = @party_window.index
- index2 = @party_window.index == 0 ? max : index1-1
- $game_party.battle_members_array[index1] = actor_id2
- $game_party.battle_members_array[index2] = actor_id1
- window_refresh
- end
-
- #--------------------------------------------------------------------------
- # on_party_pagedown
- #--------------------------------------------------------------------------
- def on_party_pagedown
- Sound.play_equip
- actor_id1 = @party_window.item
- actor_id2 = @party_window.next_actor.nil? ? 0 : @party_window.next_actor.id
- max = @party_window.item_max-1
- index1 = @party_window.index
- index2 = @party_window.index == max ? 0 : index1+1
- $game_party.battle_members_array[index1] = actor_id2
- $game_party.battle_members_array[index2] = actor_id1
- window_refresh
- end
-
- #--------------------------------------------------------------------------
- # on_list_cancel
- #--------------------------------------------------------------------------
- def on_list_cancel
- @party_window.activate
- end
-
- #--------------------------------------------------------------------------
- # on_list_ok
- #--------------------------------------------------------------------------
- def on_list_ok
- Sound.play_equip
- replace = $game_actors[@party_window.item]
- actor = $game_actors[@list_window.item]
- index1 = @party_window.index
- actor_id1 = actor.nil? ? 0 : actor.id
- if actor.nil?
- $game_party.battle_members_array[index1] = 0
- window_refresh
- @party_window.activate
- return
- end
- actor_id2 = replace.nil? ? 0 : replace.id
- if $game_party.battle_members_array.include?(actor_id1)
- index2 = $game_party.battle_members_array.index(actor_id1)
- $game_party.battle_members_array[index2] = actor_id2
- end
- $game_party.battle_members_array[index1] = actor_id1
- window_refresh
- @party_window.activate
- end
-
- end # Scene_Party
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
复制代码 以上两个分别插在main上面。 |
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