//=============================================================================
// Yanfly Engine Plugins - Party System
// YEP_PartySystem.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_PartySystem = true;
var Yanfly = Yanfly || {};
Yanfly.Party = Yanfly.Party || {};
//=============================================================================
/*:
* @plugindesc v1.07 Replaces the default 'Formation' command with a new
* menu for players to easily change party formations.
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Max Battle Members
* @desc Maximum amount of actors that can participate in battle.
* Default: 4
* @default 4
*
* @param Show Battle Command
* @desc Show the 'Formation' command in the Party Command Window?
* NO - false YES - true
* @default true
*
* @param Enable Battle Command
* @desc Enable the 'Formation' command in the Party Command Window?
* NO - false YES - true
* @default true
*
* @param Battle Cooldown
* @desc How many turns must the player wait after changing party?
* @default 1
*
* @param Maximum Followers
* @desc Maximum number of followers on the map.
* Default: 4
* @default 4
*
* @param ---Menu---
* @default
*
* @param Help Window
* @desc Show the Help Window in the party menu?
* NO - false YES - true
* @default true
*
* @param Text Alignment
* @desc The text alignment for the command window.
* left center right
* @default center
*
* @param Change Command
* @desc How the 'Change' command appears in the command menu.
* Leave this blank to remove it.
* @default Change
*
* @param Remove Command
* @desc How the 'Remove' command appears in the command menu.
* Leave this blank to remove it.
* @default Remove
*
* @param Revert Command
* @desc How the 'Revert' command appears in the command menu.
* Leave this blank to remove it.
* @default Revert
*
* @param Finish Command
* @desc How the 'Finish' command appears in the command menu.
* Leave this blank to remove it.
* @default Finish
*
* @param ---Selection---
* @default
*
* @param Empty Text
* @desc What text to display in an empty party slot.
* @default - Empty -
*
* @param Actor Face
* @desc Show the actor's face?
* NO - false YES - true
* @default true
*
* @param Actor Sprite
* @desc Show the actor's sprite?
* NO - false YES - true
* @default true
*
* @param ---List---
* @default
*
* @param Remove Text
* @desc The text used to display the "Remove" command in the party
* member list.
* @default Remove
*
* @param Remove Icon
* @desc The icon used to display next to the "Remove" command in the
* party member list.
* @default 16
*
* @param Sprite Y Buffer
* @desc This is the amount to adjust the actor graphic by.
* @default 16
*
* @param In Party Text Color
* @desc This is the text color to be used if the actor is currently
* in the party.
* @default 6
*
* @param ---Locking---
* @default
*
* @param Lock First Actor
* @desc Allows you to lock the first actor in the game by default.
* OFF - false ON - true
* @default false
*
* @param Locked Icon
* @desc This sets what icon to be used when an actor is locked.
* @default 195
*
* @param Required Icon
* @desc This sets what icon to be used when an actor is required.
* @default 205
*
* @param ---Detail Window---
* @default
*
* @param Enable Detail Window
* @desc Make use of the detailed party window next to the list.
* NO - false YES - true
* @default true
*
* @param List Width
* @desc If detail window is enabled, what is the width of the
* party list window?
* @default 300
*
* @param Actor Parameters
* @desc If there is enough room, this is the text shown to list
* the actor's parameters.
* @default Parameters
*
* @param Actor Equipment
* @desc If there is enough room, this is the text shown to list
* the actor's equipment.
* @default Equipment
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin replaces the "Formation" command found in the in-game menu with
* a new scene where the player can adjust the party he or she wants in a more
* comfortable way.
*
* If you are using YEP_BattleEngineCore.js and would like to enable party
* switching mid-battle, place this plugin under YEP_BattleEngineCore.js in
* the plugin's list.
*
* This plugin is plug and play. All you have to do is just turn it on and
* change the parameters to your liking.
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* Here are some plugin commands you can use!
*
* Plugin Command:
* OpenPartyMenu Opens up the Party Menu from the field.
*
* Actors can also be required, meaning the player must have that actor(s) in
* the party before the player is able to leave the party menu. Required actors
* can be moved around, unlike locked actors. Keep in mind if you do make some
* actors required, do not make the game require more actors than the possible
* maximum battle members or else the player will be stuck in the party menu.
*
* Plugin Command:
* ShowBattleFormation - Shows 'Formation' command in battle.
* HideBattleFormation - Hides 'Formation' command in battle.
* EnableBattleFormation - Enables 'Formation' command in battle.
* DisableBattleFormation - Disables 'Formation' command in battle.
*
* LockActor 3 - Locks actor 3.
* LockActor 4 5 6 - Locks actors 4, 5, and 6.
* UnlockActor 3 - Unlocks actor 3.
* UnlockActor 4 5 6 - Unlocks actors 4, 5, and 6.
* * Locked Actors cannot be moved out of their current
* position and must be in the party.
*
* RequireActor 3 - Player must have actor 3 in party.
* RequireActor 4 5 6 - Player must have actors 4, 5, and 6 in party.
* UnrequireActor 3 - Player no longer needs actor 3 in party.
* UnrequireActor 4 5 6 - Player no longer needs actors 4, 5, and 6 in party.
* * Required Actors must be in the party in order for
* the player to be able to exit the party menu.
*
* ChangePartyMax 5 - Changes max party size to 5.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.07:
* - Fixed a bug that caused music to not replay properly when accessing the
* Party change menu from battle.
*
* Version 1.06:
* - Fixed a bug with certain actors not drawing properly.
*
* Version 1.05:
* - Added 'Maximum Followers' parameter. This number should be the maximum
* number you have in your game if you ever increase the maximum party size
* midway through your game.
*
* Version 1.04:
* - Fixed a visual bug with mid-battle formation changing against backgrounds
* without battlebacks.
* - Formation changes during mid-battle will resume bgm/bgs currently played.
*
* Version 1.03:
* - Fixed a bug that would cause AutoBattlers to stall if they got added into
* the party mid-battle.
*
* Version 1.02:
* - Made a change so that the number of followers updates properly when you
* increase the maximum number of battle members.
*
* Version 1.01:
* - Added 'Battle Cooldown' plugin parameter.
* - Added 'ChangePartyMax x' plugin command.
* - Added feature where if you leave the class comand name empty, it will
* remove the command.
*
* Version 1.00:
* - Finished Plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_PartySystem');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.MaxBattleMembers = Number(Yanfly.Parameters['Max Battle Members']);
Yanfly.Param.PartyShowBattle = String(Yanfly.Parameters['Show Battle Command']);
Yanfly.Param.PartyEnBattle = String(Yanfly.Parameters['Enable Battle Command']);
Yanfly.Param.PartyCooldown = Number(Yanfly.Parameters['Battle Cooldown']);
Yanfly.Param.PartyMaxFollower = Number(Yanfly.Parameters['Maximum Followers']);
Yanfly.Param.PartyHelpWindow = String(Yanfly.Parameters['Help Window']);
Yanfly.Param.PartyLockFirst = String(Yanfly.Parameters['Lock First Actor']);
Yanfly.Param.PartyTextAlign = String(Yanfly.Parameters['Text Alignment']);
Yanfly.Param.PartyCommand1 = String(Yanfly.Parameters['Change Command']);
Yanfly.Param.PartyCommand2 = String(Yanfly.Parameters['Remove Command']);
Yanfly.Param.PartyCommand3 = String(Yanfly.Parameters['Revert Command']);
Yanfly.Param.PartyCommand4 = String(Yanfly.Parameters['Finish Command']);
Yanfly.Param.PartyEmptyText = String(Yanfly.Parameters['Empty Text']);
Yanfly.Param.PartyShowFace = String(Yanfly.Parameters['Actor Face']);
Yanfly.Param.PartyShowCharacter = String(Yanfly.Parameters['Actor Sprite']);
Yanfly.Icon.PartyLocked = Number(Yanfly.Parameters['Locked Icon']);
Yanfly.Icon.PartyRequired = Number(Yanfly.Parameters['Required Icon']);
Yanfly.Icon.PartyRemove = Number(Yanfly.Parameters['Remove Icon']);
Yanfly.Param.PartySpriteBufferY = Number(Yanfly.Parameters['Sprite Y Buffer']);
Yanfly.Param.ColorInParty = Number(Yanfly.Parameters['In Party Text Color']);
Yanfly.Param.PartyDetailWin = String(Yanfly.Parameters['Enable Detail Window']);
Yanfly.Param.PartyListWidth = Number(Yanfly.Parameters['List Width']);
Yanfly.Param.PartyDetailParam = String(Yanfly.Parameters['Actor Parameters']);
Yanfly.Param.PartyDetailEquip = String(Yanfly.Parameters['Actor Equipment']);
//=============================================================================
// Game_System
//=============================================================================
Yanfly.Party.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
Yanfly.Party.Game_System_initialize.call(this);
this.initPartySettings();
};
Game_System.prototype.initPartySettings = function() {
this._showBattleFormation = eval(Yanfly.Param.PartyShowBattle);
this._battleFormationEnabled = eval(Yanfly.Param.PartyEnBattle);
};
Game_System.prototype.isShowBattleFormation = function() {
if (this._showBattleFormation === undefined) this.initPartySettings();
return this._showBattleFormation;
};
Game_System.prototype.setShowBattleFormation = function(value) {
if (this._showBattleFormation === undefined) this.initPartySettings();
this._showBattleFormation = value;
};
Game_System.prototype.isBattleFormationEnabled = function() {
if (this._battleFormationEnabled === undefined) this.initPartySettings();
if (this._battleFormationCooldown === undefined) {
this.resetBattleFormationCooldown();
}
if (this._battleFormationCooldown > 0) return false;
return this._battleFormationEnabled;
};
Game_System.prototype.setBattleFormationEnabled = function(value) {
if (this._battleFormationEnabled === undefined) this.initPartySettings();
this._battleFormationEnabled = value;
};
Game_System.prototype.resetBattleFormationCooldown = function() {
this._battleFormationCooldown = 0;
};
Game_System.prototype.updateBattleFormationCooldown = function() {
if (this._battleFormationCooldown === undefined) {
this.resetBattleFormationCooldown();
}
this._battleFormationCooldown--;
};
Game_System.prototype.setBattleFormationCooldown = function() {
this._battleFormationCooldown = Yanfly.Param.PartyCooldown;
};
//=============================================================================
// Game_Actor
//=============================================================================
Yanfly.Party.Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
Yanfly.Party.Game_Actor_setup.call(this, actorId);
this.initLocked();
};
Game_Actor.prototype.initLocked = function() {
this._locked = false;
this._required = false;
};
Yanfly.Party.Game_Actor_isFormationChangeOk =
Game_Actor.prototype.isFormationChangeOk;
Game_Actor.prototype.isFormationChangeOk = function() {
if (this._locked) return false;
return Yanfly.Party.Game_Actor_isFormationChangeOk.call(this);
};
//=============================================================================
// Game_Party
//=============================================================================
Yanfly.Party.Game_Party_initialize = Game_Party.prototype.initialize;
Game_Party.prototype.initialize = function() {
Yanfly.Party.Game_Party_initialize.call(this);
this.initBattleMaxSize();
this.initializeBattleMembers();
};
Game_Party.prototype.initBattleMaxSize = function() {
this._BattleMaxSize = Yanfly.Param.MaxBattleMembers;
this.initializeBattleMembers();
};
Game_Party.prototype.changeBattleMax = function(value) {
this._BattleMaxSize = value;
this.initializeBattleMembers();
};
Game_Party.prototype.loadActorImages = function() {
for (var i = 0; i < this.members().length; ++i) {
var actor = this.members()[i];
if (!actor) continue;
ImageManager.loadFace(actor.faceName());
ImageManager.loadCharacter(actor.characterName());
}
};
Game_Party.prototype.battleMembers = function() {
if (this.toInitializeBattleMembers()) this.initializeBattleMembers();
var battleParty = [];
for (var i = 0; i < this._battleMembers.length; ++i) {
var actorId = this._battleMembers[i];
if (battleParty.length > this.maxBattleMembers()) break;
if (actorId === null) continue;
if (!$gameActors.actor(actorId)) continue;
if (!$gameActors.actor(actorId).isAppeared()) continue;
battleParty.push($gameActors.actor(actorId));
}
return battleParty;
};
Game_Party.prototype.maxBattleMembers = function() {
if (this._BattleMaxSize === undefined) this.initBattleMaxSize();
return Math.max(this._BattleMaxSize, 1);
};
Yanfly.Party.Game_Party_setupStartingMembers =
Game_Party.prototype.setupStartingMembers;
Game_Party.prototype.setupStartingMembers = function() {
Yanfly.Party.Game_Party_setupStartingMembers.call(this);
this.initializeBattleMembers();
if (eval(Yanfly.Param.PartyLockFirst)) this.lockActor(this._actors[0]);
};
Game_Party.prototype.toInitializeBattleMembers = function() {
if (this._battleMembers === null) return true;
if (!this._battleMembers) this.initializeBattleMembers();
return (this._battleMembers.length !== this.maxBattleMembers());
};
Yanfly.Party.Game_Party_setupBattleTestMembers =
Game_Party.prototype.setupBattleTestMembers;
Game_Party.prototype.setupBattleTestMembers = function() {
Yanfly.Party.Game_Party_setupBattleTestMembers.call(this);
if (eval(Yanfly.Param.PartyLockFirst)) this.lockActor(this._actors[0]);
for (var i = 0; i < $dataActors.length; ++i) {
var actor = $dataActors[i];
if (!actor) continue;
if (this._battleMembers.contains(actor.id)) continue;
this._actors.push(actor.id);
}
this.loadActorImages();
};
Game_Party.prototype.initializeBattleMembers = function() {
this._battleMembers = [];
for (var i = 0; i < this.maxBattleMembers(); ++i) {
if (this._actors[i]) {
this._battleMembers.push(this._actors[i]);
} else {
this._battleMembers.push(0);
}
}
if ($gamePlayer) $gamePlayer.refresh();
};
Yanfly.Party.Game_Party_addActor = Game_Party.prototype.addActor;
Game_Party.prototype.addActor = function(actorId) {
Yanfly.Party.Game_Party_addActor.call(this, actorId);
if (this._battleMembers.contains(actorId)) return;
if (!this._battleMembers.contains(0)) return;
var index = this._battleMembers.indexOf(0);
this._battleMembers[index] = actorId;
$gamePlayer.refresh();
$gameMap.requestRefresh();
this.rearrangeActors();
};
Yanfly.Party.Game_Party_removeActor = Game_Party.prototype.removeActor;
Game_Party.prototype.removeActor = function(actorId) {
Yanfly.Party.Game_Party_removeActor.call(this, actorId);
if (!this._battleMembers.contains(actorId)) return;
var index = this._battleMembers.indexOf(actorId);
this._battleMembers[index] = 0;
$gamePlayer.refresh();
$gameMap.requestRefresh();
this.rearrangeActors();
};
Game_Party.prototype.rearrangeActors = function() {
if (this._battleMembers === null) this.initializeBattleMembers();
var battleArray = [];
for (var i = 0; i < this._battleMembers.length; ++i) {
var actorId = this._battleMembers[i];
if (actorId === null) continue;
if ($gameActors.actor(actorId)) battleArray.push(actorId);
}
var reserveArray = [];
for (var i = 0; i < this._actors.length; ++i) {
var actorId = this._actors[i];
if (battleArray.contains(actorId)) continue;
if ($gameActors.actor(actorId) === null) continue;
reserveArray.push(actorId);
}
reserveArray = this.sortReserveParty(reserveArray);
this._actors = battleArray.concat(reserveArray);
};
Game_Party.prototype.sortReserveParty = function(party) {
party.sort(function(a, b) { return a - b; });
return party;
};
Game_Party.prototype.lockActor = function(actorId) {
var actor = $gameActors.actor(actorId);
if (actor) actor._locked = true;
};
Game_Party.prototype.reconstructActions = function(actorId) {
for (var i = 0; i < this.members().length; ++i) {
var member = this.members()[i];
if (!member) continue;
if (member.currentAction() && member.currentAction().item()) continue;
member.makeActions();
}
};
Yanfly.Party.Game_Party_swapOrder = Game_Party.prototype.swapOrder;
Game_Party.prototype.swapOrder = function(index1, index2) {
this.swapOrderBattleMembers(index1, index2);
Yanfly.Party.Game_Party_swapOrder.call(this, index1, index2);
this.rearrangeActors();
$gamePlayer.refresh();
};
Game_Party.prototype.swapOrderBattleMembers = function(index1, index2) {
var bm = this._battleMembers;
if (bm.length > index1 && bm.length > index2) {
var actorId1 = this._battleMembers[index1];
var actorId2 = this._battleMembers[index2];
} else if (bm.length > index1) {
var actorId1 = this._battleMembers[index1];
var actorId2 = this._actors[index2];
} else if (bm.length > index2) {
var actorId1 = this._actors[index1];
var actorId2 = this._battleMembers[index2];
}
if (bm.length > index1) this._battleMembers[index1] = actorId2;
if (bm.length > index2) this._battleMembers[index2] = actorId1;
};
//=============================================================================
// Game_Troop
//=============================================================================
Yanfly.Party.Game_Troop_increaseTurn = Game_Troop.prototype.increaseTurn;
Game_Troop.prototype.increaseTurn = function() {
Yanfly.Party.Game_Troop_increaseTurn.call(this);
$gameSystem.updateBattleFormationCooldown();
};
//=============================================================================
// Game_Player
//=============================================================================
Game_Followers.prototype.initialize = function() {
this._visible = $dataSystem.optFollowers;
this._gathering = false;
this._data = [];
var max = Yanfly.Param.PartyMaxFollower || $gameParty.maxBattleMembers();
for (var i = 1; i < max; i++) {
this._data.push(new Game_Follower(i));
}
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.Party.Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Yanfly.Party.Game_Interpreter_pluginCommand.call(this, command, args)
if (command === 'OpenPartyMenu') this.gotoSceneParty();
if (command === 'ChangePartyMax') $gameParty.changeBattleMax(args[0]);
if (command === 'LockActor') this.lockActor(args, true);
if (command === 'UnlockActor') this.lockActor(args, false);
if (command === 'RequireActor') this.requireActor(args, true);
if (command === 'UnrequireActor') this.requireActor(args, false);
if (command === 'ShowBattleFormation') {
$gameSystem.setShowBattleFormation(true);
}
if (command === 'HideBattleFormation') {
$gameSystem.setShowBattleFormation(false);
}
if (command === 'EnableBattleFormation') {
$gameSystem.setBattleFormationEnabled(true);
}
if (command === 'DisableBattleFormation') {
$gameSystem.setBattleFormationEnabled(false);
}
};
Game_Interpreter.prototype.gotoSceneParty = function() {
if ($gameParty.inBattle()) return;
$gameParty.loadActorImages();
SceneManager.push(Scene_Party);
};
Game_Interpreter.prototype.lockActor = function(args, value) {
for (i = 0; i < args.length; i++) {
var actorId = Number(args[i]);
if ($gameActors.actor(actorId)) {
$gameActors.actor(actorId)._locked = value;
}
}
};
Game_Interpreter.prototype.requireActor = function(args, value) {
for (i = 0; i < args.length; i++) {
var actorId = Number(args[i]);
if ($gameActors.actor(actorId)) {
$gameActors.actor(actorId)._required = value;
}
}
};
//=============================================================================
// Window_PartyMenuCommand
//=============================================================================
Window_PartyMenuCommand = function() {
this.initialize.apply(this, arguments);
}
Window_PartyMenuCommand.prototype = Object.create(Window_Command.prototype);
Window_PartyMenuCommand.prototype.constructor = Window_PartyMenuCommand;
Window_PartyMenuCommand.prototype.initialize = function(x, y) {
Window_Command.prototype.initialize.call(this, x, y);
};
Window_PartyMenuCommand.prototype.windowWidth = function() {
var ww = $gameParty.maxBattleMembers() * Window_Base._faceWidth;
ww += this.standardPadding() * 2;
return (Graphics.boxWidth - ww).clamp(Graphics.boxWidth / 4, 240);
};
Window_PartyMenuCommand.prototype.numVisibleRows = function() {
return 4;
};
Window_PartyMenuCommand.prototype.itemTextAlign = function() {
return Yanfly.Param.PartyTextAlign;
};
Window_PartyMenuCommand.prototype.makeCommandList = function() {
this.addChangeCommand();
this.addRemoveCommand();
this.addRevertCommand();
this.addCustomCommand();
this.addCancelCommand();
};
Window_PartyMenuCommand.prototype.addChangeCommand = function() {
if (Yanfly.Param.PartyCommand1 === '') return;
this.addCommand(Yanfly.Param.PartyCommand1, 'change');
};
Window_PartyMenuCommand.prototype.addRemoveCommand = function() {
if (Yanfly.Param.PartyCommand2 === '') return;
this.addCommand(Yanfly.Param.PartyCommand2, 'remove');
};
Window_PartyMenuCommand.prototype.addRevertCommand = function() {
if (Yanfly.Param.PartyCommand3 === '') return;
this.addCommand(Yanfly.Param.PartyCommand3, 'revert');
};
Window_PartyMenuCommand.prototype.addCustomCommand = function() {
};
Window_PartyMenuCommand.prototype.addCancelCommand = function() {
var enabled = this.isCancelEnabled();
if (Yanfly.Param.PartyCommand4 === '') return;
this.addCommand(Yanfly.Param.PartyCommand4, 'cancel', enabled);
};
Window_PartyMenuCommand.prototype.inParty = function(actor) {
return ($gameParty.battleMembers().contains(actor));
};
Window_PartyMenuCommand.prototype.isCancelEnabled = function() {
if ($gameParty.aliveMembers().length <= 0) return false;
if ($gameParty.battleMembers().length <= 0) return false;
for (var i = 0; i < $gameParty._actors.length; ++i) {
var actorId = $gameParty._actors[i];
if (this.refuseCancel(actorId)) return false;
}
return true
};
Window_PartyMenuCommand.prototype.refuseCancel = function(actorId) {
if ($gameParty._battleMembers.contains(actorId)) return false;
if ($gameActors.actor(actorId)._required) return true;
return false;
};
//=============================================================================
// Window_PartySelect
//=============================================================================
Window_PartySelect = function() {
this.initialize.apply(this, arguments);
}
Window_PartySelect.prototype = Object.create(Window_Selectable.prototype);
Window_PartySelect.prototype.constructor = Window_PartySelect;
Window_PartySelect.prototype.initialize = function(commandWindow) {
var wx = commandWindow.width;
var wy = commandWindow.y;
var ww = Graphics.boxWidth - commandWindow.width;
var wh = commandWindow.height;
Window_Selectable.prototype.initialize.call(this, wx, wy, ww, wh);
this.select(-1);
this.deactivate();
this.refresh();
};
Window_PartySelect.prototype.maxCols = function() {
return $gameParty.maxBattleMembers();
};
Window_PartySelect.prototype.maxItems = function() {
return $gameParty.maxBattleMembers();
};
Window_PartySelect.prototype.itemRect = function(index) {
var rect = new Rectangle();
rect.width = this.contents.width / this.maxItems();
rect.height = this.contents.height;
rect.x = index * rect.width;
rect.y = 0;
return rect;
};
Window_PartySelect.prototype.refresh = function() {
this.makeItemList();
this.createContents();
this.drawAllItems();
};
Window_PartySelect.prototype.makeItemList = function() {
this._data = $gameParty._battleMembers.slice(0);
};
Window_PartySelect.prototype.drawItem = function(index) {
var actor = $gameActors.actor(this._data[index]);
var rect = this.itemRect(index);
rect.x += this.textPadding() / 2;
rect.y += this.textPadding() / 2;
rect.width -= this.textPadding();
rect.height -= this.textPadding();
if (actor) {
this.drawActor(rect, actor);
} else {
this.drawEmpty(rect);
}
};
Window_PartySelect.prototype.drawEmpty = function(rect) {
var color = this.gaugeBackColor();
this.changePaintOpacity(false);
this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color);
this.changePaintOpacity(true);
this.resetFontSettings();
var text = Yanfly.Param.PartyEmptyText
this.contents.drawText(text, rect.x, rect.y, rect.width,
rect.height, 'center');
};
Window_PartySelect.prototype.drawActor = function(rect, actor) {
if (eval(Yanfly.Param.PartyShowFace)) {
this.drawActorFace(actor, rect.x, rect.y, rect.width, rect.height);
}
if (eval(Yanfly.Param.PartyShowCharacter)) {
var ry = rect.height * 19/20;
this.drawActorCharacter(actor, rect.x + rect.width / 2, ry);
}
this.drawActorName(actor, rect.x, rect.y, rect.width);
this.drawLockedIcon(actor, rect);
this.drawRequiredIcon(actor, rect);
};
Window_PartySelect.prototype.drawLockedIcon = function(actor, rect) {
if (!actor._locked) return;
var ix = rect.x + rect.width - Window_Base._iconWidth - 2;
var iy = rect.y + rect.height - Window_Base._iconHeight - 2;
this.drawIcon(Yanfly.Icon.PartyLocked, ix, iy)
};
Window_PartySelect.prototype.drawRequiredIcon = function(actor, rect) {
if (!actor._required) return;
var ix = rect.x + 2;
var iy = rect.y + rect.height - Window_Base._iconHeight - 2;
this.drawIcon(Yanfly.Icon.PartyRequired, ix, iy)
};
Window_PartySelect.prototype.curActor = function() {
if (!this._data) return null;
var actorId = this._data[this._index];
return $gameActors.actor(actorId);
};
Window_PartySelect.prototype.prevActor = function() {
var id = this._index === 0 ? this._data.length - 1 : this._index - 1;
var actorId = this._data[id];
return $gameActors.actor(actorId);
};
Window_PartySelect.prototype.nextActor = function() {
var id = this._index === this._data.length - 1 ? 0 : this._index + 1;
var actorId = this._data[id];
return $gameActors.actor(actorId);
};
Window_PartySelect.prototype.processActor = function(value) {
return true;
};
Window_PartySelect.prototype.isCurrentItemEnabled = function() {
if (this.curActor()) return this.curActor().isFormationChangeOk();
return true;
};
Window_PartySelect.prototype.processPageup = function() {
if (this.curActor() && this.curActor()._locked) {
this.playBuzzerSound();
} else if (this.prevActor() && this.prevActor()._locked) {
this.playBuzzerSound();
} else if (this.processActor('prevActor')) {
Window_Selectable.prototype.processPageup.call(this);
this.activate();
this.select(this._index === 0 ? this._data.length - 1 : this._index - 1)
} else {
this.playBuzzerSound();
}
};
Window_PartySelect.prototype.processPagedown = function() {
if (this.curActor() && this.curActor()._locked) {
this.playBuzzerSound();
} else if (this.nextActor() && this.nextActor()._locked) {
this.playBuzzerSound();
} else if (this.processActor('nextActor')) {
Window_Selectable.prototype.processPagedown.call(this);
this.activate();
this.select(this._index === this._data.length - 1 ? 0 : this._index + 1)
} else {
this.playBuzzerSound();
}
};
Window_PartySelect.prototype.setDetailWindow = function(win) {
this._detailWindow = win;
this.callUpdateHelp();
};
Window_PartySelect.prototype.callUpdateHelp = function() {
this.setHelpWindowItem(this.curActor());
this.setDetailWindowItem(this.curActor());
};
Window_PartySelect.prototype.setHelpWindowItem = function(actor) {
if (this._helpWindow && actor) {
this._helpWindow.setText(actor.profile());
} else if (this._helpWindow) {
this._helpWindow.clear();
}
};
Window_PartySelect.prototype.setDetailWindowItem = function(actor) {
if (this._detailWindow) this._detailWindow.setActor(actor);
};
Window_PartySelect.prototype.item = function() {
var index = this.index();
return this._data && index >= 0 ? this._data[index] : null;
};
//=============================================================================
// Window_PartyList
//=============================================================================
Window_PartyList = function() {
this.initialize.apply(this, arguments);
}
Window_PartyList.prototype = Object.create(Window_Selectable.prototype);
Window_PartyList.prototype.constructor = Window_PartyList;
Window_PartyList.prototype.initialize = function(partyWindow) {;
var wy = partyWindow.y + partyWindow.height;
this._detailedWindow = eval(Yanfly.Param.PartyDetailWin);
var ww = this.windowWidth();
var wh = Graphics.boxHeight - wy;
Window_Selectable.prototype.initialize.call(this, 0, wy, ww, wh);
this.select(1);
this.deactivate();
this.refresh();
};
Window_PartyList.prototype.windowWidth = function() {
if (this._detailedWindow) {
return Yanfly.Param.PartyListWidth;
} else {
return Graphics.boxWidth;
}
};
Window_PartyList.prototype.maxItems = function() {
return this._data ? this._data.length : 1;
};
Window_PartyList.prototype.refresh = function() {
this.makeItemList();
this.createContents();
this.drawAllItems();
};
Window_PartyList.prototype.makeItemList = function() {
this._data = [0];
this.createActorOrder();
this._data.push(0);
};
Window_PartyList.prototype.createActorOrder = function() {
for (var i = 0; i < $gameParty._actors.length; ++i) {
var actorId = $gameParty._actors[i];
if ($gameActors.actor(actorId)) this._data.push(actorId);
}
};
Window_PartyList.prototype.drawAllItems = function() {
var topIndex = this.topIndex();
for (var i = 0; i < this.maxPageItems(); i++) {
var index = topIndex + i;
if (index < this.maxItems()) {
this.drawItem(index);
this.clearItem(index + 1);
}
}
};
Window_PartyList.prototype.drawItem = function(index) {
var actor = $gameActors.actor(this._data[index]);
if (actor) {
var bitmap = ImageManager.loadCharacter(actor.characterName());
if (bitmap.width <= 0) {
return setTimeout(this.drawItem.bind(this, index), 5);
}
}
this.clearItem(index);
var rect = this.itemRect(index);
if (this._data[index] === 0) {
this.drawRemove(rect);
return;
}
this.drawActor(actor, rect);
};
Window_PartyList.prototype.drawRemove = function(rect) {
var ibw = Window_Base._iconWidth + 4;
rect.width -= this.textPadding();
this.drawIcon(Yanfly.Icon.PartyRemove, rect.x + 2, rect.y + 2);
this.drawText(Yanfly.Param.PartyCommand2, rect.x + ibw, rect.y,
rect.width - ibw);
};
Window_PartyList.prototype.drawActor = function(actor, rect) {
this.drawBasic(actor, rect);
if (this._detailedWindow) return;
this.drawExtra(actor, rect);
};
Window_PartyList.prototype.drawBasic = function(actor, rect) {
var wx = Window_Base._iconWidth / 2 + this.textPadding() / 2;
var wy = rect.y + rect.height + Yanfly.Param.PartySpriteBufferY
this.drawActorCharacter(actor, wx, wy);
this.changeTextColor(this.listColor(actor));
this.changePaintOpacity(this.actorIsEnabled(actor));
var ibw = Window_Base._iconWidth + 4;
this.drawText(actor.name(), rect.x + ibw, rect.y, rect.width - ibw);
this.changePaintOpacity(true);
this.drawRestrictions(actor, rect);
this.resetFontSettings();
};
Window_PartyList.prototype.drawExtra = function(actor, rect) {
var section = this.itemSection();
this.drawActorLevel(actor, section * 2, rect.y);
this.drawActorHp(actor, section * 3, rect.y, section - 6);
this.drawActorMp(actor, section * 4, rect.y, section - 6);
if ($dataSystem.optDisplayTp) {
this.drawActorTp(actor, section * 5, rect.y, section - 6);
}
this.drawRestrictions(actor, rect);
};
Window_PartyList.prototype.drawRestrictions = function(actor, rect) {
if (this._detailedWindow) {
var wx = this.contents.width - Window_Base._iconWidth - 2;
} else {
var section = this.itemSection();
var wx = section * 2 - Window_Base._iconWidth - 2;
}
if (actor._locked) {
this.drawIcon(Yanfly.Icon.PartyLocked, wx, rect.y);
wx -= Window_Base._iconWidth;
}
if (actor._required) {
this.drawIcon(Yanfly.Icon.PartyRequired, wx, rect.y);
}
};
Window_PartyList.prototype.itemSection = function() {
var sections = 5;
if ($dataSystem.optDisplayTp) sections += 1;
return this.contents.width / sections;
};
Window_PartyList.prototype.drawCurrentAndMax = function(current, max, x, y,
width, color1, color2) {
var labelWidth = this.textWidth('HP');
var valueWidth = this.textWidth(Yanfly.Util.toGroup(max));
var slashWidth = this.textWidth('/');
var x1 = x + width - valueWidth;
this.changeTextColor(color1);
this.drawText(Yanfly.Util.toGroup(current), x1, y, valueWidth, 'right');
};
Window_PartyList.prototype.listColor = function(actor) {
if (actor.isBattleMember()) {
return this.textColor(Yanfly.Param.ColorInParty);
}
return this.normalColor()
};
Window_PartyList.prototype.curActor = function() {
var actorId = this._data[this._index];
return $gameActors.actor(actorId);
};
Window_PartyList.prototype.isCurrentItemEnabled = function() {
if (this.curActor()) return this.curActor().isFormationChangeOk();
return true;
};
Window_PartyList.prototype.actorIsEnabled = function(actor) {
return actor.isAppeared();
};
Window_PartyList.prototype.setDetailWindow = function(win) {
this._detailWindow = win;
this.callUpdateHelp();
};
Window_PartyList.prototype.callUpdateHelp = function() {
this.setHelpWindowItem($gameActors.actor(this.item()));
this.setDetailWindowItem($gameActors.actor(this.item()));
};
Window_PartyList.prototype.setHelpWindowItem = function(actor) {
if (this._helpWindow && actor) {
this._helpWindow.setText(actor.profile());
} else if (this._helpWindow) {
this._helpWindow.clear();
}
};
Window_PartyList.prototype.setDetailWindowItem = function(actor) {
if (this._detailWindow) this._detailWindow.setActor(actor);
};
Window_PartyList.prototype.item = function() {
var index = this.index();
return this._data && index >= 0 ? this._data[index] : null;
};
//=============================================================================
// Window_PartyDetail
//=============================================================================
function Window_PartyDetail() {
this.initialize.apply(this, arguments);
}
Window_PartyDetail.prototype = Object.create(Window_Base.prototype);
Window_PartyDetail.prototype.constructor = Window_PartyDetail;
Window_PartyDetail.prototype.initialize = function(x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, width, height);
this._actor = null;
};
Window_PartyDetail.prototype.setActor = function(actor) {
if (this._actor === actor) return;
this._actor = actor;
this.refresh();
};
Window_PartyDetail.prototype.clear = function() {
this.contents.clear();
this.drawDarkRect(0, 0, this.contents.width, this.contents.height);
this.changeTextColor(this.systemColor());
var text = Yanfly.Param.PartyEmptyText
this.contents.drawText(text, 0, 0, this.contents.width,
this.contents.height, 'center');
};
Window_PartyDetail.prototype.refresh = function() {
if (!this._actor) return this.clear();
this.contents.clear();
this.drawActorBasicInfo();
this.calculateAvailableLines();
this.drawDarkRectangles();
this.drawActorParams();
this.drawActorEquips();
};
Window_PartyDetail.prototype.drawDarkRectangles = function() {
var ww = this.contents.width / 2;
var wy = this.lineHeight() * 4;
if (this._linesAvailable >= 7) wy += this.lineHeight();
if (this._linesAvailable === 4) wy += this.lineHeight();
var max = this._linesAvailable;
max = Math.min(this._linesAvailable, this._actor.equipSlots().length);
for (var i = 0; i < max; ++i) {
if (wy + this.lineHeight() > this.contents.height) break;
this.drawDarkRect(ww, wy, ww, this.lineHeight());
wy += this.lineHeight();
}
var wy = this.lineHeight() * 4;
if (this._linesAvailable >= 7) wy += this.lineHeight();
if (this._linesAvailable === 4) wy += this.lineHeight();
for (var i = 0; i < 6; ++i) {
var rect = this.paramRect(i);
this.drawDarkRect(rect.x, rect.y, rect.width, rect.height);
}
};
Window_PartyDetail.prototype.drawDarkRect = function(dx, dy, dw, dh) {
var color = this.gaugeBackColor();
this.changePaintOpacity(false);
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
this.changePaintOpacity(true);
};
Window_PartyDetail.prototype.paramRect = function(index) {
var rect = new Rectangle();
rect.x = 0;
rect.y = this.lineHeight() * 4;
rect.height = this.lineHeight();
rect.width = this.contents.width / 2
if (this._linesAvailable >= 7) rect.y += this.lineHeight();
if (this._linesAvailable === 4) rect.y += this.lineHeight();
if (this._linesAvailable >= 6) {
rect.y += this.lineHeight() * index;
} else {
rect.width /= 2;
rect.x = index % 2 === 0 ? 0 : rect.width;
rect.y += this.lineHeight() * Math.floor(index / 2);
}
return rect;
};
Window_PartyDetail.prototype.drawActorBasicInfo = function() {
var w = this.width - this.padding * 2;
var h = this.height - this.padding * 2;
var y = 0;
var padding = 0;
var xpad = padding + Window_Base._faceWidth;
var width = w - 162 - this.textPadding();
h = Window_Base._faceHeight;
this.drawActorFace(this._actor, 0, 0, Window_Base._faceWidth, h);
this.drawActorSimpleStatus(this._actor, xpad, y, width);
};
Window_PartyDetail.prototype.calculateAvailableLines = function() {
if (this._linesAvailable) return;
this._linesAvailable = this.contents.height - this.lineHeight() * 4;
this._linesAvailable /= this.lineHeight();
this._linesAvailable = Math.floor(this._linesAvailable);
};
Window_PartyDetail.prototype.drawActorParams = function() {
this.drawActorParamsTitle();
for (var i = 0; i < 6; ++i) {
var rect = this.paramRect(i);
if (this._linesAvailable > 4) {
rect.x += 8;
rect.width -= 16;
} else {
rect.x += 4;
rect.width -= 8;
}
var paramId = i + 2;
var text = TextManager.param(paramId);
this.changeTextColor(this.systemColor());
this.drawText(text, rect.x, rect.y, rect.width);
var paramValue = Yanfly.Util.toGroup(this._actor.param(paramId));
this.changeTextColor(this.normalColor());
this.drawText(paramValue, rect.x, rect.y, rect.width, 'right');
}
};
Window_PartyDetail.prototype.drawActorParamsTitle = function() {
var wy = this.lineHeight() * 4;
var ww = this.contents.width / 2;
if (this._linesAvailable >= 7) {
var text = Yanfly.Param.PartyDetailParam;
this.changeTextColor(this.systemColor());
this.drawText(text, 0, wy, ww, 'center');
} else if (this._linesAvailable === 4) {
var text = Yanfly.Param.PartyDetailParam;
this.changeTextColor(this.systemColor());
this.drawText(text, 0, wy, ww, 'center');
}
};
Window_PartyDetail.prototype.drawActorEquips = function() {
this.drawActorEquipsTitle();
var equips = this.getActorEquips();
this.drawActorEquipsList(equips);
};
Window_PartyDetail.prototype.drawActorEquipsTitle = function() {
var wy = this.lineHeight() * 4;
var ww = this.contents.width / 2;
if (this._linesAvailable >= 7) {
var text = Yanfly.Param.PartyDetailEquip;
this.changeTextColor(this.systemColor());
this.drawText(text, ww, wy, ww, 'center');
} else if (this._linesAvailable === 4) {
var text = Yanfly.Param.PartyDetailEquip;
this.changeTextColor(this.systemColor());
this.drawText(text, ww, wy, ww, 'center');
}
};
Window_PartyDetail.prototype.getActorEquips = function() {
var equips = [];
for (var i = 0; i < this._actor.equips().length; ++i) {
var equip = this._actor.equips()[i];
if (equip) equips.push(equip);
}
return equips;
};
Window_PartyDetail.prototype.drawActorEquipsList = function(equips) {
this._lastSlot = false;
var max = this._linesAvailable;
var ww = this.contents.width / 2;
var wh = this.lineHeight();
var wy = this.lineHeight() * 4;
var wx = ww + 6;
ww -= 12;
if (this._linesAvailable >= 7) {
max -= 1;
wy += this.lineHeight();
}
if (this._linesAvailable === 4) {
max -= 1;
wy += this.lineHeight();
}
for (var i = 0; i < equips.length; ++i) {
var equip = equips[i];
if (!equip) break;
if (i >= max - 1 && i < equips.length - 1) this._lastSlot = true;
if (this._lastSlot) {
var iconIndex = equip.iconIndex;
this.drawIcon(iconIndex, wx + 2, wy + 2);
wx += Window_Base._iconWidth;
continue;
} else if (this._lastSlot && i === equips.length - 1) {
var iconIndex = equip.iconIndex;
this.drawIcon(iconIndex, wx + 2, wy + 2);
wx += Window_Base._iconWidth;
} else {
this.drawItemName(equip, wx, wy, ww);
}
wy += this.lineHeight();
}
};
//=============================================================================
// Battle Engine Core Implementation
//=============================================================================
if (Imported.YEP_BattleEngineCore) {
//=============================================================================
// BattleManager
//=============================================================================
Yanfly.Party.BattleManager_startBattle = BattleManager.startBattle;
BattleManager.startBattle = function() {
if (!$gameTemp._partyBattle) {
Yanfly.Party.BattleManager_startBattle.call(this);
}
$gameTemp._partyBattle = false;
this._bypassMoveToStartLocation = false;
};
Yanfly.Party.BattleManager_playBattleBgm = BattleManager.playBattleBgm;
BattleManager.playBattleBgm = function() {
var restartBgm = true;
if (Yanfly.Party.SavedBattleBgm) {
AudioManager.playBgm(Yanfly.Party.SavedBattleBgm);
Yanfly.Party.SavedBattleBgm = undefined;
restartBgm = false;
}
if (Yanfly.Party.SavedBattleBgs) {
AudioManager.playBgs(Yanfly.Party.SavedBattleBgs);
Yanfly.Party.SavedBattleBgs = undefined;
restartBgm = false;
}
if (restartBgm) Yanfly.Party.BattleManager_playBattleBgm.call(this);
};
//=============================================================================
// Game_Unit
//=============================================================================
Yanfly.Party.Game_Unit_onBattleStart = Game_Unit.prototype.onBattleStart;
Game_Unit.prototype.onBattleStart = function() {
if ($gameTemp._partyBattle) return;
Yanfly.Party.Game_Unit_onBattleStart.call(this);
$gameSystem.resetBattleFormationCooldown();
};
Yanfly.Party.Game_Unit_onBattleEnd = Game_Unit.prototype.onBattleEnd;
Game_Unit.prototype.onBattleEnd = function() {
if ($gameTemp._partyBattle) return;
Yanfly.Party.Game_Unit_onBattleEnd.call(this);
$gameSystem.resetBattleFormationCooldown();
};
//=============================================================================
// Window_Command
//=============================================================================
Window_Command.prototype.addCommandAt = function(index, name, symbol, en, ext) {
if (en === undefined) enabled = true;
if (ext === undefined) ext = null;
var obj = { name: name, symbol: symbol, enabled: en, ext: ext};
this._list.splice(index, 0, obj);
};
//=============================================================================
// Window_PartyCommand
//=============================================================================
Yanfly.Party.Window_PartyCommand_makeCommandList =
Window_PartyCommand.prototype.makeCommandList;
Window_PartyCommand.prototype.makeCommandList = function() {
Yanfly.Party.Window_PartyCommand_makeCommandList.call(this);
this.addFormationCommand();
};
Window_PartyCommand.prototype.addFormationCommand = function() {
if (!$gameSystem.isShowBattleFormation()) return;
var index = this.findSymbol('escape');
var enabled = $gameSystem.isBattleFormationEnabled();
this.addCommandAt(index, TextManager.formation, 'formation', enabled);
};
//=============================================================================
// Sprite_Actor
//=============================================================================
Yanfly.Party.Sprite_Actor_moveToStartPosition =
Sprite_Actor.prototype.moveToStartPosition;
Sprite_Actor.prototype.moveToStartPosition = function() {
if (BattleManager._bypassMoveToStartLocation) return;
Yanfly.Party.Sprite_Actor_moveToStartPosition.call(this);
};
//=============================================================================
// Spriteset_Battle
//=============================================================================
Yanfly.Party.Spriteset_Battle_createBackground =
Spriteset_Battle.prototype.createBackground;
Spriteset_Battle.prototype.createBackground = function() {
Yanfly.Party.Spriteset_Battle_createBackground.call(this);
if (Yanfly.Party.SavedBackgroundBitmap) {
var spr = this._backgroundSprite;
spr.bitmap = Yanfly.Party.SavedBackgroundBitmap;
Yanfly.Party.SavedBackgroundBitmap = undefined;
}
};
//=============================================================================
// Scene_Map
//=============================================================================
Yanfly.Party.Scene_Map_create = Scene_Map.prototype.create;
Scene_Map.prototype.create = function() {
Yanfly.Party.Scene_Map_create.call(this);
$gameParty.loadActorImages();
};
//=============================================================================
// Scene_Battle
//=============================================================================
Yanfly.Party.Scene_Battle_createDisplayObjects =
Scene_Battle.prototype.createDisplayObjects;
Scene_Battle.prototype.createDisplayObjects = function() {
Yanfly.Party.Scene_Battle_createDisplayObjects.call(this);
$gameParty.loadActorImages();
};
Yanfly.Party.Scene_Battle_createPartyCommandWindow =
Scene_Battle.prototype.createPartyCommandWindow;
Scene_Battle.prototype.createPartyCommandWindow = function() {
Yanfly.Party.Scene_Battle_createPartyCommandWindow.call(this);
var win = this._partyCommandWindow;
win.setHandler('formation', this.partyCommandFormation.bind(this));
};
Scene_Battle.prototype.partyCommandFormation = function() {
BattleManager._bypassMoveToStartLocation = true;
$gameParty.loadActorImages();
this.prepareBackground();
BattleManager._savedActor = BattleManager.actor();
$gameSystem.setBattleFormationCooldown();
Yanfly.Party.SavedBattleBgm = AudioManager.saveBgm();
Yanfly.Party.SavedBattleBgs = AudioManager.saveBgs();
SceneManager.push(Scene_Party);
BattleManager._phase = 'input';
$gameTemp._partyBattle = true;
};
Scene_Battle.prototype.prepareBackground = function() {
Yanfly.Party.SavedBackgroundBitmap = SceneManager._backgroundBitmap;
this._prevWindowLayer = this._windowLayer.y;
this._windowLayer.y = Graphics.boxHeight * 495;
SceneManager.snapForBackground();
this._windowLayer.y = this._prevWindowLayer;
};
}; // Imported.YEP_BattleEngineCore
//=============================================================================
// Scene_Menu
//=============================================================================
Scene_Menu.prototype.commandFormation = function() {
$gameParty.loadActorImages();
SceneManager.push(Scene_Party);
};
//=============================================================================
// Scene_Party
//=============================================================================
Scene_Party = function() {
this.initialize.apply(this, arguments);
}
Scene_Party.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Party.prototype.constructor = Scene_Party;
Scene_Party.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
this._formerParty = $gameParty._battleMembers.slice(0);
};
Scene_Party.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
if (eval(Yanfly.Param.PartyHelpWindow)) this.createHelpWindow();
this.createCommandWindow();
this.createPartyWindow();
this.createListWindow();
this.createDetailWindow();
};
Scene_Party.prototype.createCommandWindow = function() {
this._commandWindow = new Window_PartyMenuCommand(0, 0);
if (this._helpWindow) this._commandWindow.y = this._helpWindow.height;
this._commandWindow.setHandler('change', this.commandAdjust.bind(this));
this._commandWindow.setHandler('remove', this.commandAdjust.bind(this));
this._commandWindow.setHandler('revert', this.commandRevert.bind(this));
this._commandWindow.setHandler('cancel', this.commandFinish.bind(this));
this.addWindow(this._commandWindow);
};
Scene_Party.prototype.createPartyWindow = function() {
this._partyWindow = new Window_PartySelect(this._commandWindow);
if (this._helpWindow) this._partyWindow.setHelpWindow(this._helpWindow);
this._partyWindow.setHandler('ok', this.onPartyOk.bind(this));
this._partyWindow.setHandler('cancel', this.onPartyCancel.bind(this));
this._partyWindow.setHandler('pageup', this.onPartyPageUp.bind(this));
this._partyWindow.setHandler('pagedown', this.onPartyPageDown.bind(this));
this.addWindow(this._partyWindow);
};
Scene_Party.prototype.createListWindow = function() {
this._listWindow = new Window_PartyList(this._partyWindow);
if (this._helpWindow) this._listWindow.setHelpWindow(this._helpWindow);
this._listWindow.setHandler('ok', this.onListOk.bind(this));
this._listWindow.setHandler('cancel', this.onListCancel.bind(this));
this.addWindow(this._listWindow);
};
Scene_Party.prototype.createDetailWindow = function() {
if (!eval(Yanfly.Param.PartyDetailWin)) return;
var wx = this._listWindow.width;
var wy = this._listWindow.y;
var ww = Graphics.boxWidth - wx;
var wh = Graphics.boxHeight - wy;
this._detailWindow = new Window_PartyDetail(wx, wy, ww, wh);
this.addWindow(this._detailWindow);
this._partyWindow.setDetailWindow(this._detailWindow);
this._listWindow.setDetailWindow(this._detailWindow);
this._detailWindow.clear();
};
Scene_Party.prototype.refreshWindows = function() {
$gameParty.rearrangeActors();
this._commandWindow.refresh();
this._partyWindow.refresh();
this._listWindow.refresh();
$gamePlayer.refresh();
$gameMap.requestRefresh();
};
Scene_Party.prototype.commandAdjust = function() {
this._partyWindow.activate();
this._partyWindow.select(0);
};
Scene_Party.prototype.commandRevert = function() {
this._commandWindow.activate();
$gameParty._battleMembers = this._formerParty.slice(0);
this.refreshWindows();
};
Scene_Party.prototype.commandFinish = function() {
if ($gameParty.inBattle()) {
$gameParty.reconstructActions();
if (BattleManager._savedActor) {
BattleManager._actorIndex = BattleManager._savedActor.index();
}
}
this.popScene();
};
Scene_Party.prototype.onPartyOk = function() {
var symbol = this._commandWindow.currentSymbol();
if (symbol === 'change') {
this._listWindow.activate()
} else if (symbol === 'remove') {
SoundManager.playEquip();
var index = this._partyWindow._index;
var actor = $gameActors.actor($gameParty._battleMembers[index]);
$gameParty._battleMembers[index] = 0
this.refreshWindows();
this._partyWindow.activate();
}
};
Scene_Party.prototype.onPartyCancel = function() {
this._partyWindow.select(-1);
this._commandWindow.activate();
if (this._helpWindow) this._helpWindow.setItem(null);
};
Scene_Party.prototype.onPartyPageUp = function() {
SoundManager.playEquip();
var actorId1 = this._partyWindow.item();
if (!this._partyWindow.prevActor()) {
var actorId2 = 0;
} else {
var actorId2 = this._partyWindow.prevActor().actorId();
}
var max = this._partyWindow.maxItems() - 1;
var index1 = this._partyWindow._index;
var index2 = this._partyWindow._index === 0 ? max : index1 - 1;
$gameParty._battleMembers[index1] = actorId2;
$gameParty._battleMembers[index2] = actorId1;
this.refreshWindows();
};
Scene_Party.prototype.onPartyPageDown = function() {
SoundManager.playEquip();
var actorId1 = this._partyWindow.item();
if (!this._partyWindow.nextActor()) {
var actorId2 = 0;
} else {
var actorId2 = this._partyWindow.nextActor().actorId();
}
var max = this._partyWindow.maxItems() - 1;
var index1 = this._partyWindow._index;
var index2 = this._partyWindow._index === max ? 0 : index1 + 1;
$gameParty._battleMembers[index1] = actorId2;
$gameParty._battleMembers[index2] = actorId1;
this.refreshWindows();
};
Scene_Party.prototype.onListCancel = function() {
this._partyWindow.activate();
};
Scene_Party.prototype.onListOk = function() {
SoundManager.playEquip();
if (this._listWindow.item() <= 0) {
this.otherAction();
} else {
this.switchActors();
}
this.refreshWindows();
this._partyWindow.activate();
};
Scene_Party.prototype.otherAction = function() {
if (this._listWindow.item() === 0) {
$gameParty._battleMembers[this._partyWindow._index] = 0;
}
};
Scene_Party.prototype.switchActors = function() {
var targetId = this._listWindow.item();
var targetIndex = this._partyWindow._index;
if ($gameParty._battleMembers.contains(targetId)) {
var switchId = this._partyWindow.item();
var switchIndex = $gameParty._battleMembers.indexOf(targetId);
$gameParty._battleMembers[switchIndex] = switchId;
};
$gameParty._battleMembers[targetIndex] = targetId;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
}
};
//=============================================================================
// End of File
//=============================================================================