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本帖最后由 z2z4 于 2012-7-17 06:39 编辑
#==============================================================================
# □ パーティ編成システム (for VX Ace)
#------------------------------------------------------------------------------
# Version : 1_20111229
# by サリサ・タイクーン
# http://www.tycoon812.com/rgss/
#==============================================================================
$imported = {} if $imported.nil?
$imported["CommandParty"] = true
#==============================================================================
# □ 素材スイッチ
#==============================================================================
$rgsslab = {} if $rgsslab == nil
$rgsslab["队伍变更"] = true
if $rgsslab["队伍变更"]
#==============================================================================
# □ カスタマイズポイント
#==============================================================================
module RGSSLAB end
module RGSSLAB::Party_Organization_System
#--------------------------------------------------------------------------
# ○ 待機メンバーのソート機能
# trueにすると、待機メンバーの加入・離脱・パーティ編成システム画面において
# 常にID順にソートされるようになります。
#--------------------------------------------------------------------------
SORT = true
#--------------------------------------------------------------------------
# ○ 強制フラグ
# trueにすると、待機メンバーに加える際に、パーティメンバーにいる場合は
# 強制的に待機メンバーへ移動させます。
# (falseにすると、移動しない代わりに待機メンバーに加える事ができません)
#--------------------------------------------------------------------------
FORCE = true
#--------------------------------------------------------------------------
# ○ パーティ編成画面の一行辺りの待機メンバーの人数
# 横に並べる際に、何人目で改行するのかを設定します。
#
# 空欄(それを選ぶと外れると言う意味)の分も含まれる為
# 正確には、現在の待機メンバー+1の数で割り当てられる事に
# ご注意下さい。
#--------------------------------------------------------------------------
COLUMN_MAX = 9
#--------------------------------------------------------------------------
# ○ 外す事のできないアクターの設定
# IMPOSSIBLLITYに外す事のできないアクターIDを記述します。
#
# ここに記述されたアクターIDは、編成画面において
# 選択する事ができなくなります。
#
# ・イベントコマンドのスクリプトでの変更方法
# $game_system.rgsslab028.impossibillity = [アクターID, …]
#--------------------------------------------------------------------------
IMPOSSIBILLITY = []
end
# カスタマイズポイントは、ここまで
#==============================================================================
# □ RGSSLAB::Party_Organization_System [module]
#==============================================================================
module RGSSLAB::Party_Organization_System
#--------------------------------------------------------------------------
# ○ 素材設定用の定数定義
#--------------------------------------------------------------------------
MATERIAL_NAME = "队伍变更"
VERSION = 1
RELEASE = 20111229
end
#==============================================================================
# ■ Game_System [class]
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :rgsslab028
#--------------------------------------------------------------------------
# ● オブジェクト初期化 [エイリアス]
#--------------------------------------------------------------------------
alias party_organization_initialize initialize
def initialize
party_organization_initialize
@rgsslab028 = RgssLab_028.new
end
end
#==============================================================================
# □ RgssLab_028 [class]
#==============================================================================
class RgssLab_028
#--------------------------------------------------------------------------
# ○ モジュールの設定
#--------------------------------------------------------------------------
RGSSLAB_028 = RGSSLAB::Party_Organization_System
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :impossibillity
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
@impossibillity = RGSSLAB_028::IMPOSSIBILLITY
end
end
#==============================================================================
# ■ Game_Party [class]
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ○ モジュールの設定
#--------------------------------------------------------------------------
RGSSLAB_028 = RGSSLAB::Party_Organization_System
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :standby
attr_reader :actors
#--------------------------------------------------------------------------
# ● オブジェクト初期化 [エイリアス]
#--------------------------------------------------------------------------
alias party_organization_initialize initialize
def initialize
party_organization_initialize
@standby = []
end
#--------------------------------------------------------------------------
# ○ メンバーの入れ替え
# new_members : 新しいパーティメンバーの配列
#--------------------------------------------------------------------------
def all_members=(new_members)
@actors.clear
count = 0
for i in new_members
@actors[count] = i
count += 1
end
end
#--------------------------------------------------------------------------
# ○ 待機メンバーを加える
# actor_id : アクター ID
#--------------------------------------------------------------------------
def add_actor_organization_system(actor_id)
@standby.push(actor_id) unless @standby.include?(actor_id) && @actors.include?(actor_id)
@standby.uniq!
standby_sort
$game_player.refresh
setup_pos if $rgsslab["阵形导入"] && $rgsslab["阵形实施"]
end
#--------------------------------------------------------------------------
# ○ 待機メンバーを外す
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_actor_organization_system(actor_id)
@standby.delete(actor_id)
standby_sort
$game_player.refresh
setup_pos if $rgsslab["阵形导入"] && $rgsslab["阵形实施"]
end
#--------------------------------------------------------------------------
# ○ 待機メンバーのソート
#--------------------------------------------------------------------------
def standby_sort
return unless RGSSLAB_028::SORT
@standby.sort!{|a, b|
a <=> b
}
end
end
#==============================================================================
# ■ Game_Interpreter [class]
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ○ モジュールの設定
#--------------------------------------------------------------------------
RGSSLAB_028 = RGSSLAB::Party_Organization_System
#--------------------------------------------------------------------------
# ○ 待機メンバーを加える
# actor_id : アクターID
#--------------------------------------------------------------------------
def add_standby(actor_id)
return if actor_id < 1
$game_party.remove_actor(actor_id) if $game_party.actors.include?(actor_id) && RGSSLAB_028::FORCE && $game_party.actors.size > 1
$game_party.add_actor_organization_system(actor_id)
end
#--------------------------------------------------------------------------
# ○ 待機メンバーを外す
# actor_id : アクターID
# back : パーティ加入フラグ
#--------------------------------------------------------------------------
def remove_standby(actor_id, back = true)
return if actor_id < 1
$game_party.add_actor(actor_id) if back && $game_party.standby.include?(actor_id)
$game_party.remove_actor_organization_system(actor_id)
end
#--------------------------------------------------------------------------
# ○ パーティ編成システムの呼び出し
#--------------------------------------------------------------------------
def call_standby
SceneManager.call(Scene_Party_Organization_System)
Fiber.yield
end
end
#==============================================================================
# □ Window_Party_Organization_Help [class]
#==============================================================================
class Window_Party_Organization_Help < Window_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :text_index
#--------------------------------------------------------------------------
# ○ オブジェクト初期化 [オーバーライド]
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width, fitting_height(1))
@text_index = 0
refresh
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
case @text_index
when 0
str = "C按钮:决定 B按钮:编成终了"
rect = contents.text_size(str)
when 1
str = "C按钮:决定 B按钮:取消"
rect = contents.text_size(str)
end
contents.draw_text(4, 0, rect.width, line_height, str)
end
end
#==============================================================================
# □ Window_Party_Member
#==============================================================================
class Window_Party_Member < Window_Selectable
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
max = $game_party.all_members.size + 1
@column_max = max
@item_max = max
super(0, 96, Graphics.width, 80)
self.opacity = 0
self.index = 0
self.z = 101
refresh
end
#--------------------------------------------------------------------------
# ○ 桁数の取得 [オーバーライド]
#--------------------------------------------------------------------------
def col_max
return @column_max
end
#--------------------------------------------------------------------------
# ○ 項目数の取得 [オーバーライド]
#--------------------------------------------------------------------------
def item_max
return @item_max
end
#--------------------------------------------------------------------------
# ○ リフレッシュ [オーバーライド]
#--------------------------------------------------------------------------
def refresh
contents.clear
for actor in $game_party.all_members do draw_actor(actor, actor.index) end
end
#--------------------------------------------------------------------------
# ○ アクターグラフィックの描画
# actor : アクター
# index : 項目番号
#--------------------------------------------------------------------------
def draw_actor(actor, index)
if $game_system.rgsslab028.impossibillity.include?(actor.id)
draw_actor_graphic_impossibillity(actor, 16 + 48 * index, 40)
else
draw_actor_graphic(actor, 24 + 48 * index, 40)
end
end
#--------------------------------------------------------------------------
# ○ 入れ替えのできないアクターの歩行グラフィック描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_graphic_impossibillity(actor, x, y)
return if actor.name == nil
bitmap = Cache.character(actor.character_name)
sign = actor.name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = actor.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, 64)
end
#--------------------------------------------------------------------------
# ○ カーソルの更新 [オーバーライド]
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index * 48, 0, 48, 48)
end
end
#--------------------------------------------------------------------------
# ○ 最大値の再設定
#--------------------------------------------------------------------------
def max_reset
@item_max = $game_party.members.size + 1
end
end
#==============================================================================
# □ Window_Standby_Member [class]
#==============================================================================
class Window_Standby_Member < Window_Selectable
#--------------------------------------------------------------------------
# ○ モジュールの設定
#--------------------------------------------------------------------------
RGSSLAB_028 = RGSSLAB::Party_Organization_System
#--------------------------------------------------------------------------
# ○ オブジェクト初期化 [オーバーライド]
#--------------------------------------------------------------------------
def initialize
max = $game_party.standby.size
if max == 0
max = 1
else
max += 1
end
@column_max = RGSSLAB_028::COLUMN_MAX
@item_max = max
super(0, 208, Graphics.width, 128)
self.opacity = 0
self.index = -1
self.active = false
self.z = 101
refresh
end
#--------------------------------------------------------------------------
# ○ 桁数の取得 [オーバーライド]
#--------------------------------------------------------------------------
def col_max
return @column_max
end
#--------------------------------------------------------------------------
# ○ 項目数の取得 [オーバーライド]
#--------------------------------------------------------------------------
def item_max
return @item_max
end
#--------------------------------------------------------------------------
# ○ リフレッシュ [オーバーライド]
#--------------------------------------------------------------------------
def refresh
contents.clear
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 48)
end
count = 0
for actor in $game_party.standby
draw_actor($game_actors[actor], count)
count += 1
end
end
#--------------------------------------------------------------------------
# ○ アクターグラフィックの描画
# actor : アクター
# index : 項目番号
#--------------------------------------------------------------------------
def draw_actor(actor, index)
draw_actor_graphic(actor, 24 + 48 * (index % @column_max), 40 + (index / @column_max * 48))
end
#--------------------------------------------------------------------------
# ○ 先頭の行の取得 [オーバーライド]
#--------------------------------------------------------------------------
def top_row
return self.oy / line_height
end
#--------------------------------------------------------------------------
# ○ 先頭の行の設定 [オーバーライド]
# row : 先頭に表示する行
#--------------------------------------------------------------------------
def top_row=(row)
row = 0 if row < 0
row = row_max - 1 if row > row_max - 1
self.oy = row * line_height
end
#--------------------------------------------------------------------------
# ○ 1 ページに表示できる行数の取得 [オーバーライド]
#--------------------------------------------------------------------------
def page_row_max
#return (height - padding - padding_bottom) / line_height
return height / line_height
end
#--------------------------------------------------------------------------
# ○ カーソルの更新 [オーバーライド]
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = @index % @column_max * 48
y = @index / @column_max * 48 - self.oy
self.cursor_rect.set(x, y, 48, 48)
end
#--------------------------------------------------------------------------
# ○ 最大値の再設定
#--------------------------------------------------------------------------
def max_reset
max = $game_party.standby.size
if max == 0
max = 1
else
max += 1
end
@item_max = max
end
end
#==============================================================================
# □ Window_Actor_Information [class]
#==============================================================================
class Window_Actor_Information < Window_Base
#--------------------------------------------------------------------------
# ○ オブジェクト初期化 [オーバーライド]
# actor : 一番最初のアクター情報
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 322, Graphics.width, 78)
refresh(actor)
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
# actor : アクター情報
#--------------------------------------------------------------------------
def refresh(actor)
contents.clear
if actor != nil
actor = $game_actors[actor] if actor.is_a?(Numeric)
draw_actor_graphic(actor, 22, 48)
draw_actor_name(actor, 64, 0)
draw_actor_class(actor, 208, 0)
draw_actor_level(actor, 64, 24)
draw_actor_hp(actor, 208, 24)
draw_actor_mp(actor, 336, 24)
end
end
end
#==============================================================================
# □ Window_Party_Organization [class]
#==============================================================================
class Window_Party_Organization < Window_Base
#--------------------------------------------------------------------------
# ○ オブジェクト初期化 [オーバーライド]
#--------------------------------------------------------------------------
def initialize
super(0, 48, Graphics.width, 274)
self.opacity = 255
refresh
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
contents.draw_text(4, 0, 155, line_height, "作战成员")
contents.draw_text(4, 112, 155, line_height, "待机" )
end
end
#==============================================================================
# □ Scene_Party_Organization_System [class]
#==============================================================================
class Scene_Party_Organization_System < Scene_Base
#--------------------------------------------------------------------------
# ○ モジュールの設定
#--------------------------------------------------------------------------
RGSSLAB_028 = RGSSLAB::Party_Organization_System
#--------------------------------------------------------------------------
# ○ 開始処理
#--------------------------------------------------------------------------
def start
super
create_windows
@temporary_actor = nil
end
#--------------------------------------------------------------------------
# ○ ウィンドウの作成
#--------------------------------------------------------------------------
def create_windows
@help_window = Window_Party_Organization_Help.new
@party_member_window = Window_Party_Member.new
@standby_member_window = Window_Standby_Member.new
@information_window = Window_Actor_Information.new($game_party.all_members[0])
@organization_window = Window_Party_Organization.new
@party_member_window.active = true
end
#--------------------------------------------------------------------------
# ○ フレーム更新
#--------------------------------------------------------------------------
def update
super
if @party_member_window.active
update_party_member_window
return
end
if @standby_member_window.active
update_standby_member_window
return
end
end
#--------------------------------------------------------------------------
# ○ フレーム更新:パーティメンバーウィンドウ
#--------------------------------------------------------------------------
def update_party_member_window
@information_window.refresh($game_party.members[@party_member_window.index])
if Input.trigger?(Input::B)
Sound.play_cancel
SceneManager.return
return
end
if Input.trigger?(Input::C)
if $game_system.rgsslab028.impossibillity.include?($game_party.members[@party_member_window.index])
Sound.play_buzzer
return
end
Sound.play_ok
@temporary_actor = $game_party.members[@party_member_window.index]
@party_member_window.active = false
@standby_member_window.active = true
@standby_member_window.index = 0
@help_window.text_index = 1
@help_window.refresh
return
end
end
#--------------------------------------------------------------------------
# ○ フレーム更新:待機メンバーウィンドウ
#--------------------------------------------------------------------------
def update_standby_member_window
@information_window.refresh($game_party.standby[@standby_member_window.index])
if Input.trigger?(Input::B)
Sound.play_cancel
return_party_member_process
return
end
if Input.trigger?(Input::C)
temp = $game_party.standby[@standby_member_window.index]
if @temporary_actor != nil
if $game_party.standby[@standby_member_window.index] != nil
$game_party.standby[@standby_member_window.index] = @temporary_actor.id
temp_members = []
for i in $game_party.all_members
temp_members.push(i.id)
end
temp_members[@party_member_window.index] = temp
$game_party.all_members = temp_members
else
if $game_party.members.size == 1
Sound.play_buzzer
return
end
temp = $game_party.members[@party_member_window.index]
$game_party.remove_actor($game_party.members[@party_member_window.index].id)
$game_party.add_actor_organization_system(temp.id)
end
else
if $game_party.standby[@standby_member_window.index] == nil
Sound.play_buzzer
return
end
$game_party.add_actor($game_party.standby[@standby_member_window.index])
$game_party.remove_actor_organization_system($game_party.standby[@standby_member_window.index])
end
Sound.play_ok
$game_party.standby_sort
$game_player.refresh
@party_member_window.refresh
@standby_member_window.refresh
return_party_member_process
return
end
end
#--------------------------------------------------------------------------
# ○ パーティメンバーウィンドウ復帰処理
#--------------------------------------------------------------------------
def return_party_member_process
@temporary_actor = nil
@party_member_window.active = true
@standby_member_window.active = false
@standby_member_window.index = -1
@party_member_window.max_reset
@standby_member_window.max_reset
@help_window.text_index = 0
@help_window.refresh
end
end
end
class Game_Unit
def battle_party_change?
if $game_party.standby.size >= 1
return true
else
return false
end
end
end
class Scene_Battle
alias saba_kiseki_party_create_party_command_window create_party_command_window
def create_party_command_window
saba_kiseki_party_create_party_command_window
@party_command_window.set_handler(:party, method(:command_party))
end
def command_party
SceneManager.call(Scene_Party_Organization_System)
end
end
class Window_PartyCommand
alias saba_kiseki_party_make_command_list make_command_list
def make_command_list
saba_kiseki_party_make_command_list
add_party_command
end
def add_party_command
text="候补"
add_command(text, :party, $game_party.battle_party_change?)
end
end
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