module KGC
module LargeParty
# ◆ 队伍编成许可表示开关号码
# 这个开关ON / OFF在队伍编成的许可/不许可转换。
PARTYFORM_SWITCH = 30
# ◆ 战斗中的队伍编成许可表示开关号码
# ↑不同的号码和指定,在战斗中只更换可否可以设定。
BATTLE_PARTYFORM_SWITCH = 29
# ◆ 默认许可(新游戏自动打开这些开关)
DEFAULT_PARTYFORM_ENABLED = false
# ◆ 战斗成员最大数(默认值)
# 5以上的话,战斗画面的状态稍微看辣。
MAX_BATTLE_MEMBERS = 4
# ◆ 队友最大数
# Game_Party::MAX_MEMBERS を上書きします。
# 100 以上にすると [Window_MenuStatus] がバグります。
MAX_MEMBERS = 8
# ◆ 固定成员的排序禁止
# 脚本操作以外排序不了啦。
FORBID_CHANGE_SHIFT_FIXED = true
# ◆ 待机成员的背景色
# 不改变颜色时 Color.new(0, 0, 0, 0)
STAND_BY_COLOR = Color.new(0, 0, 0, 128)
# ◆ 固定成员的背景色
FIXED_COLOR = Color.new(255, 128, 64, 96)
# ◆ 排序时的背景色
SELECTED_COLOR = Color.new(64, 255, 128, 128)
# ◆ 队伍编成按钮(菜单画面用)
# 菜单画面上按下这个按钮,队伍编成画面转移。
# 使用しない場合は nil
MENU_PARTYFORM_BUTTON = Input::A
# ◆ 菜单画面追加队伍编成的指令
# 追加的地方,菜单命令的底部。
# 其他部分增加的话,≪自定义菜单命令≫请利用。
USE_MENU_PARTYFORM_COMMAND = true
# ◆ 菜单画面的队伍编成的指令卡的名称
VOCAB_MENU_PARTYFORM = "队伍"
# ◆ 战斗中使用队伍编成的指令
# 追加的地方,聚会指令的底部(“逃走”下)。
USE_BATTLE_PARTYFORM = false
# ◆ 战斗中的队伍编成的指令卡的名称
VOCAB_BATTLE_PARTYFORM = "交换"
# ◆ 全灭的自动出击时使用
# true : 更换,如果可能的话:幸存者出击(战斗中的编制需要)许可
# false : 全灭的话就结束
ENABLE_DEFEAT_LAUNCH = false
# ◆ 全灭时更换信息
# %s : 出撃者名
DEFEAT_LAUNCH_MESSAGE = "%s继续加入战斗!"
# ◆ 编成画面的角色绘图尺寸[宽度,高度]
# 角色的步行图形的尺寸请根据改写。
PARTY_FORM_CHARACTER_SIZE = [40, 48]
# ◆ 编成画面的战斗成员窗口的空栏显示文本
BATTLE_MEMBER_BLANK_TEXT = "EMPTY"
# ◆ 编成画面的队友窗口的最大行数
# 状态窗口从画面中挤出时,这个值为1。
PARTY_MEMBER_WINDOW_ROW_MAX = 2
# ◆ 编成画面的队友窗口战斗成员表示
SHOW_BATTLE_MEMBER_IN_PARTY = false
# ◆ 编成画面的队伍成员的空栏显示文本窗口
PARTY_MEMBER_BLANK_TEXT = "-"
# ◆ 编成画面的字幕窗口的宽度
CAPTION_WINDOW_WIDTH = 192
# ◆ 编成画面的战斗成员窗口的字幕
BATTLE_MEMBER_CAPTION = "战斗成员"
if SHOW_BATTLE_MEMBER_IN_PARTY
# ◆ 编成画面的队友窗口的字幕
# SHOW_BATTLE_MEMBER_IN_PARTY = true のとき
PARTY_MEMBER_CAPTION = "队友"
else
# ◆ 编成画面的队友窗口的字幕
# SHOW_BATTLE_MEMBER_IN_PARTY = false のとき
PARTY_MEMBER_CAPTION = "待机成员"
end
# ◆ 编成确认窗口的宽度
CONFIRM_WINDOW_WIDTH = 160
# ◆ 编成确认窗口的文字列
# ※コマンド数・順番を変更するとバグります。
CONFIRM_WINDOW_COMMANDS = ["编组完毕", "编组中止", "取消"]
# ◆ 商店画面的状态窗口滚动的时候使用的按钮
# 按这个按钮的时候,上下滚动按钮。
# 滚动无效的场合nil指定。
# ≪帮助窗口功能扩展≫两用的时候,上引进的东西优先
SHOP_STATUS_SCROLL_BUTTON = Input::A
# ◆ 待机成员获得经验值比例【单位:‰(千分率 1‰=0.1%)】
# 500话50.0 %。
STAND_BY_EXP_RATE = 50
# ◆ 结果画面待机成员的升级显示
# true : 待机成员的升级显示
# false : 战斗成员仅显示。
SHOW_STAND_BY_LEVEL_UP = true
# ◆ 战斗以外也待机成员表示
# true : 战斗以外总是全部显示。
# false : 替换以外的时间,待机成员没有的东西来对待。
SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = false
end
end
#==============================================================================
# ☆ カスタマイズ項目終了 - Customize END ☆
#==============================================================================
$imported = {} if $imported == nil
$imported["LargeParty"] = true
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC
module Commands
# メンバーのソート形式
SORT_BY_ID = 0 # ID順
SORT_BY_NAME = 1 # 名前順
SORT_BY_LEVEL = 2 # レベル順
module_function
#--------------------------------------------------------------------------
# ○ パーティ編成画面の呼び出し
#--------------------------------------------------------------------------
def call_partyform
return if $game_temp.in_battle
$game_temp.next_scene = :partyform
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数を設定
# value : 人数 (省略した場合はデフォルト値を使用)
#--------------------------------------------------------------------------
def set_max_battle_member_count(value = nil)
$game_party.max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ○ 全メンバー数取得
# variable_id : 取得した値を代入する変数の ID
#--------------------------------------------------------------------------
def get_all_member_count(variable_id = 0)
n = $game_party.all_members.size
if variable_id > 0
$game_variables[variable_id] = n
$game_map.need_refresh = true
end
return n
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー数取得
# variable_id : 取得した値を代入する変数の ID
#--------------------------------------------------------------------------
def get_battle_member_count(variable_id = 0)
n = $game_party.battle_members.size
if variable_id > 0
$game_variables[variable_id] = n
$game_map.need_refresh = true
end
return n
end
#--------------------------------------------------------------------------
# ○ 待機メンバー数取得
# variable_id : 取得した値を代入する変数の ID
#--------------------------------------------------------------------------
def get_stand_by_member_count(variable_id = 0)
n = $game_party.stand_by_members.size
if variable_id > 0
$game_variables[variable_id] = n
$game_map.need_refresh = true
end
return n
end
#--------------------------------------------------------------------------
# ○ パーティ人数が一杯か
#--------------------------------------------------------------------------
def party_full?
return $game_party.full?
end
#--------------------------------------------------------------------------
# ○ パーティ編成可否を設定
# enabled : 有効フラグ (省略時 : true)
#--------------------------------------------------------------------------
def permit_partyform(enabled = true)
$game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ○ 戦闘中のパーティ編成可否を設定
# enabled : 有効フラグ (省略時 : true)
#--------------------------------------------------------------------------
def permit_battle_partyform(enabled = true)
$game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ○ アクターの固定状態を設定
# actor_id : アクター ID
# fixed : 固定フラグ (省略時 : true)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = true)
$game_party.fix_actor(actor_id, fixed)
end
#--------------------------------------------------------------------------
# ○ 並び替え
# メンバーの index1 番目と index2 番目を入れ替える
#--------------------------------------------------------------------------
def change_party_shift(index1, index2)
$game_party.change_shift(index1, index2)
end
#--------------------------------------------------------------------------
# ○ メンバー整列 (昇順)
# sort_type : ソート形式 (SORT_BY_xxx)
# reverse : true だと降順
#--------------------------------------------------------------------------
def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
$game_party.sort_member(sort_type, reverse)
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの ID を取得
#--------------------------------------------------------------------------
def get_stand_by_member_ids
result = []
$game_party.stand_by_members.each { |actor| result << actor.id }
return result
end
#--------------------------------------------------------------------------
# ○ アクターが待機メンバーか
# actor_id : アクター ID
#--------------------------------------------------------------------------
def stand_by_member?(actor_id)
return get_stand_by_member_ids.include?(actor_id)
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーに加える
# actor_id : アクター ID
# index : 追加位置 (省略時は最後尾)
#--------------------------------------------------------------------------
def add_battle_member(actor_id, index = nil)
$game_party.add_battle_member(actor_id, index)
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーから外す
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_battle_member(actor_id)
$game_party.remove_battle_member(actor_id)
end
#--------------------------------------------------------------------------
# ○ 固定アクター以外を戦闘メンバーから外す
#--------------------------------------------------------------------------
def remove_all_battle_member
$game_party.remove_all_battle_member
end
#--------------------------------------------------------------------------
# ○ ランダム出撃
#--------------------------------------------------------------------------
def random_launch
new_battle_members = $game_party.fixed_members
candidates = $game_party.all_members - new_battle_members
num = [$game_party.max_battle_member_count - new_battle_members.size,
candidates.size].min
return if num <= 0
# ランダムに選ぶ
ary = (0...candidates.size).to_a.sort_by { rand }
ary[0...num].each { |i| new_battle_members << candidates[i] }
$game_party.set_battle_member(new_battle_members)
end
end
end
class Game_Interpreter
include KGC::Commands
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
# 全滅時の入れ替えメッセージ
DefeatLaunch = KGC::LargeParty::DEFEAT_LAUNCH_MESSAGE
# 「パーティ編成」コマンド名 (メニュー)
def self.partyform
return KGC::LargeParty::VOCAB_MENU_PARTYFORM
end
# 「パーティ編成」コマンド名 (戦闘)
def self.partyform_battle
return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ○ パーティ内インデックス取得
#--------------------------------------------------------------------------
def party_index
return $game_party.all_members.index(self)
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーか判定
#--------------------------------------------------------------------------
def battle_member?
return $game_party.battle_members.include?(self)
end
#--------------------------------------------------------------------------
# ○ 固定メンバーか判定
#--------------------------------------------------------------------------
def fixed_member?
return $game_party.fixed_members.include?(self)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # 最大パーティ人数
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty
@max_battle_member_count = nil
@battle_member_count = 0
@fixed_actors = []
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数取得
#--------------------------------------------------------------------------
def max_battle_member_count
if @max_battle_member_count == nil
return KGC::LargeParty::MAX_BATTLE_MEMBERS
else
return @max_battle_member_count
end
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数変更
#--------------------------------------------------------------------------
def max_battle_member_count=(value)
if value.is_a?(Integer)
value = [value, 1].max
end
@max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー数取得
#--------------------------------------------------------------------------
def battle_member_count
if @battle_member_count == nil
@battle_member_count = @actors.size
end
@battle_member_count =
[@battle_member_count, @actors.size, max_battle_member_count].min
return @battle_member_count
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー数設定
#--------------------------------------------------------------------------
def battle_member_count=(value)
@battle_member_count = [[value, 0].max,
@actors.size, max_battle_member_count].min
end
#--------------------------------------------------------------------------
# ● メンバーの取得
#--------------------------------------------------------------------------
alias members_KGC_LargeParty members
def members
if $game_temp.in_battle ||
!KGC::LargeParty::SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE
return battle_members
else
return members_KGC_LargeParty
end
end
#--------------------------------------------------------------------------
# ○ 全メンバーの取得
#--------------------------------------------------------------------------
def all_members
return members_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーの取得
#--------------------------------------------------------------------------
def battle_members
result = []
battle_member_count.times { |i| result << $game_actors[@actors[i]] }
return result
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの取得
#--------------------------------------------------------------------------
def stand_by_members
return (all_members - battle_members)
end
#--------------------------------------------------------------------------
# ○ 固定メンバーの取得
#--------------------------------------------------------------------------
def fixed_members
result = []
@fixed_actors.each { |i| result << $game_actors[i] }
return result
end
#--------------------------------------------------------------------------
# ● 初期パーティのセットアップ
#--------------------------------------------------------------------------
alias setup_starting_members_KGC_LargeParty setup_starting_members
def setup_starting_members
setup_starting_members_KGC_LargeParty
self.battle_member_count = @actors.size
end
#--------------------------------------------------------------------------
# ● 戦闘テスト用パーティのセットアップ
#--------------------------------------------------------------------------
alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members
def setup_battle_test_members
setup_battle_test_members_KGC_LargeParty
self.battle_member_count = @actors.size
end
#--------------------------------------------------------------------------
# ○ メンバーの新規設定
# new_member : 新しいメンバー
#--------------------------------------------------------------------------
def set_member(new_member)
@actors = []
new_member.each { |actor| @actors << actor.id }
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーの新規設定
# new_member : 新しい戦闘メンバー
#--------------------------------------------------------------------------
def set_battle_member(new_member)
new_battle_member = []
new_member.each { |actor|
@actors.delete(actor.id)
new_battle_member << actor.id
}
@actors = new_battle_member + @actors
self.battle_member_count = new_member.size
end
#--------------------------------------------------------------------------
# ○ パーティ編成を許可しているか判定
#--------------------------------------------------------------------------
def partyform_enable?
return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ○ 戦闘中のパーティ編成を許可しているか判定
#--------------------------------------------------------------------------
def battle_partyform_enable?
return false unless partyform_enable?
return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ○ メンバーが一杯か判定
#--------------------------------------------------------------------------
def full?
return (@actors.size >= MAX_MEMBERS)
end
#--------------------------------------------------------------------------
# ○ 出撃中か判定
# actor_id : 判定するアクターの ID
#--------------------------------------------------------------------------
def actor_launched?(actor_id)
return battle_members.include?($game_actors[actor_id])
end
#--------------------------------------------------------------------------
# ○ 固定アクターか判定
# actor_id : 判定するアクターの ID
#--------------------------------------------------------------------------
def actor_fixed?(actor_id)
return @fixed_actors.include?(actor_id)
end
#--------------------------------------------------------------------------
# ● アクターを加える
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias add_actor_KGC_LargeParty add_actor
def add_actor(actor_id)
last_size = @actors.size
add_actor_KGC_LargeParty(actor_id)
if last_size < @actors.size
self.battle_member_count += 1
end
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーに加える
# actor_id : アクター ID
# index : 追加位置 (省略時は最後尾)
#--------------------------------------------------------------------------
def add_battle_member(actor_id, index = nil)
return unless @actors.include?(actor_id) # パーティにいない
if index == nil
return if battle_members.include?($game_actors[actor_id]) # 出撃済み
return if battle_member_count == max_battle_member_count # 人数が最大
index = battle_member_count
end
@actors.delete(actor_id)
@actors.insert(index, actor_id)
self.battle_member_count += 1
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーから外す
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_battle_member(actor_id)
return unless @actors.include?(actor_id) # パーティにいない
return if actor_fixed?(actor_id) # 固定済み
return unless actor_launched?(actor_id) # 待機中
@actors.delete(actor_id)
@actors.push(actor_id)
self.battle_member_count -= 1
end
#--------------------------------------------------------------------------
# ○ アクターの固定状態を設定
# actor_id : アクター ID
# fixed : 固定フラグ (省略時 : false)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = false)
return unless @actors.include?(actor_id) # パーティにいない
if fixed
# 固定
unless @fixed_actors.include?(actor_id)
@fixed_actors << actor_id
unless battle_members.include?($game_actors[actor_id])
self.battle_member_count += 1
end
end
# 強制出撃
apply_force_launch
else
# 固定解除
@fixed_actors.delete(actor_id)
end
$game_player.refresh
end
#--------------------------------------------------------------------------
# ○ 強制出撃適用
#--------------------------------------------------------------------------
def apply_force_launch
while (fixed_members - battle_members).size > 0
# 固定状態でないメンバーを適当に持ってきて入れ替え
actor1 = stand_by_members.find { |a| @fixed_actors.include?(a.id) }
actor2 = battle_members.reverse.find { |a| !@fixed_actors.include?(a.id) }
index1 = @actors.index(actor1.id)
index2 = @actors.index(actor2.id)
@actors[index1], @actors[index2] = @actors[index2], @actors[index1]
# 戦闘メンバーが全員固定されたら戻る (無限ループ防止)
all_fixed = true
battle_members.each { |actor|
unless actor.fixed_member?
all_fixed = false
break
end
}
break if all_fixed
end
end
#--------------------------------------------------------------------------
# ○ 固定アクター以外を戦闘メンバーから外す
#--------------------------------------------------------------------------
def remove_all_battle_member
all_members.each { |actor|
remove_battle_member(actor.id) if actor_launched?(actor.id)
}
end
#--------------------------------------------------------------------------
# ○ メンバー整列 (昇順)
# sort_type : ソート形式 (SORT_BY_xxx)
# reverse : true だと降順
#--------------------------------------------------------------------------
def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
reverse = false)
# バッファを準備
b_actors = battle_members
actors = all_members - b_actors
f_actors = fixed_members
# 固定キャラはソートしない
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors -= f_actors
b_actors -= f_actors
end
# ソート
case sort_type
when KGC::Commands::SORT_BY_ID # ID順
actors.sort! { |a, b| a.id <=> b.id }
b_actors.sort! { |a, b| a.id <=> b.id }
when KGC::Commands::SORT_BY_NAME # 名前順
actors.sort! { |a, b| a.name <=> b.name }
b_actors.sort! { |a, b| a.name <=> b.name }
when KGC::Commands::SORT_BY_LEVEL # レベル順
actors.sort! { |a, b| a.level <=> b.level }
b_actors.sort! { |a, b| a.level <=> b.level }
end
# 反転
if reverse
actors.reverse!
b_actors.reverse!
end
# 固定キャラを先頭に持ってくる
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors = f_actors + actors
b_actors = f_actors + b_actors
end
# 復帰
set_member(actors)
set_battle_member(b_actors)
apply_force_launch
$game_player.refresh
end
#--------------------------------------------------------------------------
# ○ 並び替え
# 戦闘メンバーの index1 番目と index2 番目を入れ替える
#--------------------------------------------------------------------------
def change_shift(index1, index2)
size = @actors.size
if index1 >= size || index2 >= size
return
end
buf = @actors[index1]
@actors[index1] = @actors[index2]
@actors[index2] = buf
$game_player.refresh
end
#--------------------------------------------------------------------------
# ● 戦闘用ステートの解除 (戦闘終了時に呼び出し)
#--------------------------------------------------------------------------
def remove_states_battle
(1...$data_actors.size).each { |i|
$game_actors[i].remove_states_battle
}
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ○ コマンドを追加
# 追加した位置を返す
#--------------------------------------------------------------------------
def add_command(command)
@commands << command
@item_max = @commands.size
item_index = @item_max - 1
refresh_command
draw_item(item_index)
return item_index
end
#--------------------------------------------------------------------------
# ○ コマンドをリフレッシュ
#--------------------------------------------------------------------------
def refresh_command
buf = self.contents.clone
self.height = [self.height, row_max * WLH + 32].max
create_contents
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
#--------------------------------------------------------------------------
# ○ コマンドを挿入
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ○ コマンドを削除
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
STATUS_HEIGHT = 96 # ステータス一人分の高さ
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * STATUS_HEIGHT].max)
end
#--------------------------------------------------------------------------
# ● 先頭の行の取得
#--------------------------------------------------------------------------
def top_row
return self.oy / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 先頭の行の設定
# row : 先頭に表示する行
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 1 ページに表示できる行数の取得
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
# index : 項目番号
#--------------------------------------------------------------------------
def item_rect(index)
rect = super(index)
rect.height = STATUS_HEIGHT
rect.y = index / @column_max * STATUS_HEIGHT
return rect
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.members.size
create_contents
fill_stand_by_background
draw_member
end
#--------------------------------------------------------------------------
# ○ パーティメンバー描画
#--------------------------------------------------------------------------
def draw_member
for actor in $game_party.members
draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
x = 104
y = actor.party_index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
end
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの背景色を塗る
#--------------------------------------------------------------------------
def fill_stand_by_background
color = KGC::LargeParty::STAND_BY_COLOR
dy = STATUS_HEIGHT * $game_party.battle_members.size
dh = STATUS_HEIGHT * $game_party.stand_by_members.size
if dh > 0
self.contents.fill_rect(0, dy, self.width - 32, dh, color)
end
end
#--------------------------------------------------------------------------
# ● カーソルの更新
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # カーソルなし
self.cursor_rect.empty
elsif @index < @item_max # 通常
super
elsif @index >= 100 # 自分
self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
contents.width, STATUS_HEIGHT)
else # 全体
self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
WLH * ($game_party.members.size + 1) * 2)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[WLH * $game_party.members.size, height - 32].max)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
alias refresh_KGC_LargeParty refresh
def refresh
create_contents
refresh_KGC_LargeParty
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormCaption
#------------------------------------------------------------------------------
# パーティ編成画面でウィンドウのキャプションを表示するウィンドウです。
#==============================================================================
class Window_PartyFormCaption < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# caption : 表示するキャプション
#--------------------------------------------------------------------------
def initialize(caption = "")
super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
@caption = caption
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, width - 32, WLH, @caption)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormMember
#------------------------------------------------------------------------------
# パーティ編成画面でメンバーを表示するウィンドウです。
#==============================================================================
class Window_PartyFormMember < Window_Selectable
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :selected_index # 選択済みインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# spacing : 横に項目が並ぶときの空白の幅
#--------------------------------------------------------------------------
def initialize(x, y, width, height, spacing = 8)
super(x, y, width, height, spacing)
end
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * DRAW_SIZE[1]].max)
end
#--------------------------------------------------------------------------
# ● 先頭の行の取得
#--------------------------------------------------------------------------
def top_row
return self.oy / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ● 先頭の行の設定
# row : 先頭に表示する行
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ● 1 ページに表示できる行数の取得
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
# index : 項目番号
#--------------------------------------------------------------------------
def item_rect(index)
rect = super(index)
rect.width = DRAW_SIZE[0]
rect.height = DRAW_SIZE[1]
rect.y = index / @column_max * DRAW_SIZE[1]
return rect
end
#--------------------------------------------------------------------------
# ○ 選択アクター取得
#--------------------------------------------------------------------------
def actor
return @actors[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
restore_member_list
draw_member
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
def draw_member
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_empty_actor(index)
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ 固定キャラ背景描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_fixed_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
end
#--------------------------------------------------------------------------
# ○ 選択中キャラ背景描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_selected_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormBattleMember
#------------------------------------------------------------------------------
# パーティ編成画面で戦闘メンバーを表示するウィンドウです。
#==============================================================================
class Window_PartyFormBattleMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :selected_index # 選択済みインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, DRAW_SIZE[1] + 32)
column_width = DRAW_SIZE[0] + @spacing
nw = [column_width * $game_party.max_battle_member_count + 32,
Graphics.width].min
self.width = nw
@item_max = $game_party.max_battle_member_count
@column_max = width / column_width
@selected_index = nil
create_contents
refresh
self.active = true
self.index = 0
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
@actors = $game_party.battle_members
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
def draw_member
@item_max.times { |i|
actor = @actors[i]
if actor == nil
draw_empty_actor(i)
else
if i == @selected_index
draw_selected_back(i)
elsif $game_party.actor_fixed?(actor.id)
draw_fixed_back(i)
end
rect = item_rect(i)
draw_actor_graphic(actor,
rect.x + DRAW_SIZE[0] / 2,
rect.y + DRAW_SIZE[1] - 4)
end
}
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_empty_actor(index)
rect = item_rect(index)
self.contents.font.color = system_color
self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1)
self.contents.font.color = normal_color
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormAllMember
#------------------------------------------------------------------------------
# パーティ編成画面で全メンバーを表示するウィンドウです。
#==============================================================================
class Window_PartyFormAllMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, 64)
restore_member_list
@item_max = $game_party.all_members.size
# 各種サイズ計算
column_width = DRAW_SIZE[0] + @spacing
sw = [@item_max * column_width + 32, Graphics.width].min
@column_max = (sw - 32) / column_width
sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32
sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min
# 座標・サイズ調整
self.y += DRAW_SIZE[1] + 32
self.width = sw
self.height = sh
create_contents
refresh
self.active = false
self.index = 0
end
#--------------------------------------------------------------------------
# ○ 選択しているアクターのインデックス取得
#--------------------------------------------------------------------------
def actor_index
return @index_offset + self.index
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY
@actors = $game_party.all_members
@index_offset = 0
else
@actors = $game_party.stand_by_members
@index_offset = $game_party.battle_members.size
end
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
def draw_member
@item_max.times { |i|
actor = @actors[i]
if actor == nil
draw_empty_actor(i)
next
end
if $game_party.actor_fixed?(actor.id)
draw_fixed_back(i)
end
rect = item_rect(i)
opacity = ($game_party.battle_members.include?(actor) ? 96 : 255)
draw_actor_graphic(actor,
rect.x + DRAW_SIZE[0] / 2,
rect.y + DRAW_SIZE[1] - 4,
opacity)
}
end
#--------------------------------------------------------------------------
# ● アクターの歩行グラフィック描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# opacity : 不透明度
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y, opacity = 255)
draw_character(actor.character_name, actor.character_index, x, y, opacity)
end
#--------------------------------------------------------------------------
# ● 歩行グラフィックの描画
# character_name : 歩行グラフィック ファイル名
# character_index : 歩行グラフィック インデックス
# x : 描画先 X 座標
# y : 描画先 Y 座標
# opacity : 不透明度
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y, opacity = 255)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_empty_actor(index)
rect = item_rect(index)
self.contents.font.color = system_color
self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1)
self.contents.font.color = normal_color
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormStatus
#------------------------------------------------------------------------------
# パーティ編成画面でアクターのステータスを表示するウィンドウです。
#==============================================================================
class Window_PartyFormStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 384, 128)
self.z = 1000
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# ○ アクター設定
#--------------------------------------------------------------------------
def set_actor(actor)
if @actor != actor
@actor = actor
refresh
end
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @actor == nil
return
end
draw_actor_face(@actor, 0, 0)
dx = 104
draw_actor_name(@actor, dx, 0)
draw_actor_level(@actor, dx, WLH * 1)
draw_actor_hp(@actor, dx, WLH * 2)
draw_actor_mp(@actor, dx, WLH * 3)
4.times { |i|
draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120)
}
end
#--------------------------------------------------------------------------
# ● 能力値の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# type : 能力値の種類 (0~3)
# width : 描画幅
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type, width = 156)
case type
when 0
parameter_name = Vocab::atk
parameter_value = actor.atk
when 1
parameter_name = Vocab::def
parameter_value = actor.def
when 2
parameter_name = Vocab::spi
parameter_value = actor.spi
when 3
parameter_name = Vocab::agi
parameter_value = actor.agi
end
nw = width - 36
self.contents.font.color = system_color
self.contents.draw_text(x, y, nw, WLH, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_PartyFormControl
#------------------------------------------------------------------------------
# パーティ編成画面で操作方法を表示するウィンドウです。
#==============================================================================
class Window_PartyFormControl < Window_Base
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
MODE_BATTLE_MEMBER = 0
MODE_SHIFT_CHANGE = 1
MODE_PARTY_MEMBER = 2
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width - 384, 128)
self.z = 1000
@mode = MODE_BATTLE_MEMBER
refresh
end
#--------------------------------------------------------------------------
# ○ モード変更
#--------------------------------------------------------------------------
def mode=(value)
@mode = value
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_BATTLE_MEMBER # 戦闘メンバー
buttons = [
"A: 离开",
"B: 结束",
"C: 确认",
"X: 替换排列"
]
when MODE_SHIFT_CHANGE # 並び替え
buttons = [
"B: 取消",
"C: 确认",
"X: 确认"
]
when MODE_PARTY_MEMBER # パーティメンバー
buttons = [
"B: 取消",
"C: 确认"
]
else
return
end
buttons.each_with_index { |c, i|
self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
}
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 各種ゲームオブジェクトの作成
#--------------------------------------------------------------------------
alias create_game_objects_KGC_LargeParty create_game_objects
def create_game_objects
create_game_objects_KGC_LargeParty
if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
$game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true
$game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 画面切り替えの実行
#--------------------------------------------------------------------------
alias update_scene_change_KGC_LargeParty update_scene_change
def update_scene_change
return if $game_player.moving? # プレイヤーの移動中?
if $game_temp.next_scene == :partyform
call_partyform
return
end
update_scene_change_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ パーティ編成画面への切り替え
#--------------------------------------------------------------------------
def call_partyform
$game_temp.next_scene = nil
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_LargeParty create_command_window
def create_command_window
create_command_window_KGC_LargeParty
return if $imported["CustomMenuCommand"]
@__command_partyform_index =
@command_window.add_command(Vocab.partyform)
@command_window.draw_item(@__command_partyform_index,
$game_party.partyform_enable?)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
alias update_command_selection_KGC_LargeParty update_command_selection
def update_command_selection
current_menu_index = @__command_partyform_index
call_partyform_flag = false
if Input.trigger?(Input::C)
case @command_window.index
when @__command_partyform_index # パーティ編成
call_partyform_flag = true
end
# パーティ編成ボタン押下
elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
call_partyform_flag = true
current_menu_index = @command_window.index if current_menu_index == nil
end
# パーティ編成画面に移行
if call_partyform_flag
if $game_party.members.size == 0 || !$game_party.partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
$scene = Scene_PartyForm.new(current_menu_index)
return
end
update_command_selection_KGC_LargeParty
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Shop
#==============================================================================
unless $imported["HelpExtension"]
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias udpate_KGC_LargeParty update
def update
# スクロール判定
if !@command_window.active &&
KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil &&
Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON)
super
update_menu_background
update_scroll_status
return
else
@status_window.cursor_rect.empty
end
udpate_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ ステータスウィンドウのスクロール処理
#--------------------------------------------------------------------------
def update_scroll_status
# ステータスウィンドウにカーソルを表示
@status_window.cursor_rect.width = @status_window.contents.width
@status_window.cursor_rect.height = @status_window.height - 32
@status_window.update
if Input.press?(Input::UP)
@status_window.oy = [@status_window.oy - 4, 0].max
elsif Input.press?(Input::DOWN)
max_pos = [@status_window.contents.height -
(@status_window.height - 32), 0].max
@status_window.oy = [@status_window.oy + 4, max_pos].min
end
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Scene_PartyForm
#------------------------------------------------------------------------------
# パーティ編成画面の処理を行うクラスです。
#==============================================================================
class Scene_PartyForm < Scene_Base
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
CAPTION_OFFSET = 40 # キャプションウィンドウの位置補正
HOST_MENU = 0 # 呼び出し元 : メニュー
HOST_MAP = 1 # 呼び出し元 : マップ
HOST_BATTLE = 2 # 呼び出し元 : 戦闘
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# menu_index : コマンドのカーソル初期位置
# host_scene : 呼び出し元 (0..メニュー 1..マップ 2..戦闘)
#--------------------------------------------------------------------------
def initialize(menu_index = 0, host_scene = HOST_MENU)
@menu_index = menu_index
@host_scene = host_scene
end
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_windows
create_confirm_window
adjust_window_location
# 編成前のパーティを保存
@battle_actors = $game_party.battle_members.dup
@party_actors = $game_party.all_members.dup
end
#--------------------------------------------------------------------------
# ○ ウィンドウの作成
#--------------------------------------------------------------------------
def create_windows
# 編成用ウィンドウを作成
@battle_member_window = Window_PartyFormBattleMember.new
@party_member_window = Window_PartyFormAllMember.new
@status_window = Window_PartyFormStatus.new
@status_window.set_actor(@battle_member_window.actor)
# その他のウィンドウを作成
@battle_member_caption_window =
Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION)
@party_member_caption_window =
Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION)
@control_window = Window_PartyFormControl.new
end
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの作成
#--------------------------------------------------------------------------
def create_confirm_window
commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS
@confirm_window =
Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands)
@confirm_window.index = 0
@confirm_window.openness = 0
@confirm_window.active = false
end
#--------------------------------------------------------------------------
# ○ ウィンドウの座標調整
#--------------------------------------------------------------------------
def adjust_window_location
# 基準座標を計算
base_x = [@battle_member_window.width, @party_member_window.width].max
base_x = [(Graphics.width - base_x) / 2, 0].max
base_y = @battle_member_window.height + @party_member_window.height +
@status_window.height + CAPTION_OFFSET * 2
base_y = [(Graphics.height - base_y) / 2, 0].max
base_z = @menuback_sprite.z + 1000
# 編成用ウィンドウの座標をセット
@battle_member_window.x = base_x
@battle_member_window.y = base_y + CAPTION_OFFSET
@battle_member_window.z = base_z
@party_member_window.x = base_x
@party_member_window.y = @battle_member_window.y +
@battle_member_window.height + CAPTION_OFFSET
@party_member_window.z = base_z
@status_window.x = 0
@status_window.y = @party_member_window.y + @party_member_window.height
@status_window.z = base_z
# その他のウィンドウの座標をセット
@battle_member_caption_window.x = [base_x - 16, 0].max
@battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
@battle_member_caption_window.z = base_z + 500
@party_member_caption_window.x = [base_x - 16, 0].max
@party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
@party_member_caption_window.z = base_z + 500
@control_window.x = @status_window.width
@control_window.y = @status_window.y
@control_window.z = base_z
@confirm_window.x = (Graphics.width - @confirm_window.width) / 2
@confirm_window.y = (Graphics.height - @confirm_window.height) / 2
@confirm_window.z = base_z + 1000
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@battle_member_window.dispose
@party_member_window.dispose
@status_window.dispose
@battle_member_caption_window.dispose
@party_member_caption_window.dispose
@control_window.dispose
@confirm_window.dispose
end
#--------------------------------------------------------------------------
# ● メニュー画面系の背景作成
#--------------------------------------------------------------------------
def create_menu_background
super
@menuback_sprite.z = 20000
end
#--------------------------------------------------------------------------
# ● 元の画面へ戻る
#--------------------------------------------------------------------------
def return_scene
case @host_scene
when HOST_MENU
$scene = Scene_Menu.new(@menu_index)
when HOST_MAP
$scene = Scene_Map.new
when HOST_BATTLE
$scene = Scene_Battle.new
end
$game_player.refresh
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
update_window
if @battle_member_window.active
update_battle_member
elsif @party_member_window.active
update_party_member
elsif @confirm_window.active
update_confirm
end
end
#--------------------------------------------------------------------------
# ○ ウィンドウ更新
#--------------------------------------------------------------------------
def update_window
@battle_member_window.update
@party_member_window.update
@status_window.update
@battle_member_caption_window.update
@party_member_caption_window.update
@control_window.update
@confirm_window.update
end
#--------------------------------------------------------------------------
# ○ ウィンドウ再描画
#--------------------------------------------------------------------------
def refresh_window
@battle_member_window.refresh
@party_member_window.refresh
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (戦闘メンバーウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_battle_member
@status_window.set_actor(@battle_member_window.actor)
if Input.trigger?(Input::A)
if @battle_member_window.selected_index == nil # 並び替え中でない
actor = @battle_member_window.actor
# アクターを外せない場合
if actor == nil || $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# アクターを外す
Sound.play_decision
actors = $game_party.battle_members
actors.delete_at(@battle_member_window.index)
$game_party.set_battle_member(actors)
refresh_window
end
elsif Input.trigger?(Input::B)
if @battle_member_window.selected_index == nil # 並び替え中でない
# 確認ウィンドウに切り替え
Sound.play_cancel
show_confirm_window
else # 並び替え中
# 並び替え解除
Sound.play_cancel
@battle_member_window.selected_index = nil
@battle_member_window.refresh
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
elsif Input.trigger?(Input::C)
if @battle_member_window.selected_index == nil # 並び替え中でない
actor = @battle_member_window.actor
# アクターを外せない場合
if actor != nil && $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# パーティメンバーウィンドウに切り替え
Sound.play_decision
@battle_member_window.active = false
@party_member_window.active = true
@control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
else # 並び替え中
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
# 並び替え実行
Sound.play_decision
index1 = @battle_member_window.selected_index
index2 = @battle_member_window.index
change_shift(index1, index2)
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
elsif Input.trigger?(Input::X)
# 並び替え不可能な場合
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
if @battle_member_window.selected_index == nil # 並び替え中でない
# 並び替え開始
Sound.play_decision
@battle_member_window.selected_index = @battle_member_window.index
@battle_member_window.refresh
@control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE
else # 並び替え中
# 並び替え実行
Sound.play_decision
index1 = @battle_member_window.selected_index
index2 = @battle_member_window.index
change_shift(index1, index2)
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
end
#--------------------------------------------------------------------------
# ○ 並び替え可否判定
#--------------------------------------------------------------------------
def can_change_shift?(actor)
# 選択したアクターが存在しない、または並び替え不能な場合
if actor == nil ||
(KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
$game_party.actor_fixed?(actor.id))
return false
end
return true
end
#--------------------------------------------------------------------------
# ○ 並び替え
#--------------------------------------------------------------------------
def change_shift(index1, index2)
# 位置を入れ替え
$game_party.change_shift(index1, index2)
# 選択済みインデックスをクリア
@battle_member_window.selected_index = nil
refresh_window
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (パーティウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_party_member
@status_window.set_actor(@party_member_window.actor)
if Input.trigger?(Input::B)
Sound.play_cancel
# 戦闘メンバーウィンドウに切り替え
@battle_member_window.active = true
@party_member_window.active = false
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
elsif Input.trigger?(Input::C)
actor = @party_member_window.actor
# アクターが戦闘メンバーに含まれる場合
if $game_party.battle_members.include?(actor)
Sound.play_buzzer
return
end
# アクターを入れ替え
Sound.play_decision
actors = $game_party.all_members
battle_actors = $game_party.battle_members
if @battle_member_window.actor != nil
actors[@party_member_window.actor_index] = @battle_member_window.actor
actors[@battle_member_window.index] = actor
$game_party.set_member(actors.compact)
end
battle_actors[@battle_member_window.index] = actor
$game_party.set_battle_member(battle_actors.compact)
refresh_window
# 戦闘メンバーウィンドウに切り替え
@battle_member_window.active = true
@party_member_window.active = false
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (確認ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_confirm
if Input.trigger?(Input::B)
Sound.play_cancel
hide_confirm_window
elsif Input.trigger?(Input::C)
case @confirm_window.index
when 0 # 編成完了
# パーティが無効の場合
unless battle_member_valid?
Sound.play_buzzer
return
end
Sound.play_decision
return_scene
when 1 # 編成中断
Sound.play_decision
# パーティを編成前の状態に戻す
$game_party.set_member(@party_actors)
$game_party.set_battle_member(@battle_actors)
return_scene
when 2 # キャンセル
Sound.play_cancel
hide_confirm_window
end
end
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー有効判定
#--------------------------------------------------------------------------
def battle_member_valid?
return false if $game_party.battle_members.size == 0 # 戦闘メンバーが空
$game_party.battle_members.each { |actor|
return true if actor.exist? # 生存者がいればOK
}
return false
end
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの表示
#--------------------------------------------------------------------------
def show_confirm_window
if @battle_member_window.active
@last_active_window = @battle_member_window
else
@last_active_window = @party_member_window
end
@battle_member_window.active = false
@party_member_window.active = false
@confirm_window.draw_item(0, battle_member_valid?)
@confirm_window.open
@confirm_window.active = true
end
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの非表示
#--------------------------------------------------------------------------
def hide_confirm_window
@confirm_window.active = false
@confirm_window.close
@last_active_window.active = true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● メッセージ表示が終わるまでウェイト
#--------------------------------------------------------------------------
alias wait_for_message_KGC_LargeParty wait_for_message
def wait_for_message
return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視
wait_for_message_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ● レベルアップの表示
#--------------------------------------------------------------------------
alias display_level_up_KGC_LargeParty display_level_up
def display_level_up
@ignore_wait_for_message = true
display_level_up_KGC_LargeParty
exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
$game_party.stand_by_members.each { |actor|
if actor.exist?
actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
end
}
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の開始
#--------------------------------------------------------------------------
alias start_party_command_selection_KGC_LargeParty start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@status_window.index = 0
end
start_party_command_selection_KGC_LargeParty
end
if KGC::LargeParty::USE_BATTLE_PARTYFORM
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの作成
#--------------------------------------------------------------------------
alias create_info_viewport_KGC_LargeParty create_info_viewport
def create_info_viewport
create_info_viewport_KGC_LargeParty
@__command_partyform_index =
@party_command_window.add_command(Vocab.partyform_battle)
@party_command_window.draw_item(@__command_partyform_index,
$game_party.battle_partyform_enable?)
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の更新
#--------------------------------------------------------------------------
alias update_party_command_selection_KGC_LargeParty update_party_command_selection
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.index
when @__command_partyform_index # パーティ編成
unless $game_party.battle_partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
process_partyform
return
end
end
update_party_command_selection_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ パーティ編成の処理
#--------------------------------------------------------------------------
def process_partyform
prev_party_command_active = @party_command_window.active
@party_command_window.active = false
Graphics.freeze
snapshot_for_background
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
$scene.main
$scene = self
@spriteset.update_actors
@status_window.refresh
@party_command_window.active = prev_party_command_active
Window_Base.show_cursor_animation if $imported["CursorAnimation"]
perform_transition
end
#--------------------------------------------------------------------------
# ● 敗北の処理
#--------------------------------------------------------------------------
alias process_defeat_KGC_LargeParty process_defeat
def process_defeat
process_defeat_launch
process_defeat_KGC_LargeParty if $game_party.all_dead?
end
#--------------------------------------------------------------------------
# ○ 全滅時の入れ替え処理
#--------------------------------------------------------------------------
def process_defeat_launch
while @spriteset.animation?
update_basic
end
return unless KGC::LargeParty::ENABLE_DEFEAT_LAUNCH
return unless $game_party.partyform_enable?
exist = false
$game_party.all_members.each { |actor| exist |= actor.exist? }
return unless exist # 生存者なし
@info_viewport.visible = false
@message_window.visible = true
# 戦闘可能者を出撃 (固定アクターは残す)
$game_party.remove_all_battle_member
max = $game_party.max_battle_member_count
while ($game_party.battle_members.size < max)
actor = $game_party.stand_by_members.find { |a| a.exist? }
break if actor == nil
$game_party.add_battle_member(actor.id)
@status_window.refresh
display_launch(actor)
end
@info_viewport.visible = true
@message_window.visible = false
@message_window.clear
end
#--------------------------------------------------------------------------
# ○ 出撃の表示
# target : 対象者 (アクター)
#--------------------------------------------------------------------------
def display_launch(target)
text = sprintf(Vocab::DefeatLaunch, target.name)
@message_window.add_instant_text(text)
wait(40)
end
end # <-- if KGC::LargeParty::USE_BATTLE_PARTYFORM
end[/box]