Citadin Lv.7
Age : 123 Inscrit le : 08/04/2010 Messages : 218
| Sujet: [VXace] Party System Jeu 5 Avr 2012 - 1:05 | |
| Party System Auteur : Yanfly ExplicationCe script tres simple vous permet d'avoir plus de charas a la fois en combat. ATTENTION : Vous aurez peut-etre des changements a faire dans votre script de combats ! Si c'est ainsi, reportez-vous aux instructions de votre script de combat ! ATTENTION 2 : Ceci remplace l'ecran classique de la "Formation" classique ! Screen- Spoiler:
Script - Code:
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#============================================================================== # # ▼ Yanfly Engine Ace - Party System v1.08 # -- Last Updated: 2012.01.23 # -- Level: Normal # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-PartySystem"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.23 - Bug fixed: Party members are now rearranged when newly added. # 2012.01.14 - New Feature: Maximum Battle Members Variable added. # 2012.01.07 - Bug fixed: Error with removing members. # 2012.01.05 - Bug fixed: Escape skill/item effects no longer counts as death. # 2011.12.26 - Compatibility Update: New Game+ # 2011.12.17 - Updated Spriteset_Battle to have updated sprite counts. # 2011.12.13 - Updated to provide better visual display when more than 5 pieces # of equipment are equipped on an actor at a time. # 2011.12.05 - Added functionality to display faces in the Party Select Window. # - Fixed bug that doesn't refresh the caterpillar when new members # join the party. # 2011.12.04 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # RPG Maker VX Ace comes with a very nice party system. However, changing the # maximum number of members isn't possible without the aid of a script. This # script enables you the ability to change the maximum number of party members, # change EXP rates, and/or open up a separate party menu (if desired). In # addition to that, you can lock the position of actors within a party and # require other actors to be in the active party before continuing. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Script Calls - These commands are used with script calls. # ----------------------------------------------------------------------------- # *IMPORTANT* These script calls require the new party menu to be enabled to # use them. Otherwise, nothing will happen. # # lock_actor(x) # unlock_actor(x) # This will lock actor x in its current position in the party if the actor is # in the current party. The actor is unable to switch position and must remain # in that position until the lock is removed. Use the unlock script call to # remove the locked status. This script requires the actor to have joined and # in the current party before the script call will work. # # require_actor(x) # unrequire_actor(x) # This will cause the party to require actor x in order to continue. If the # actor isn't in the current party but is in the reserve party, the party menu # will open up and prompt the player to add the required actor into the party # before being able to continue. This script call will not function unless the # specific actor has joined the party, whether it is in the current or reserve. # # call_party_menu # This will open up the party menu. This script call requires for the party # menu to be enabled to use. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module PARTY #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Party Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # In this section, you can adjust the general party settings for your game # such as the maximum amount of members and whatnot, the EXP rate for # party members in the reserve, etc. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MAX_BATTLE_MEMBERS = 5 # Maximum party members. Default: 4 SPLIT_EXP = false # Splits EXP with more members in the party. RESERVE_EXP_RATE = 0.50 # Reserve EXP Rate. Default: 1.00 # If you wish to be able to change the maximum number of battle members # during the middle of your game, set this constant to a variable ID. If # that variable ID is a number greater than 0, that variable will determine # the current maximum number of battle members. Be cautious about using # this during battle. MAX_MEMBERS_VARIABLE = 0 #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Party Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This section contains various menu settings for those who wish to use a # menu separate for the party system. Here, adjust the menu command order, # icons used, and other settings. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENABLE_MENU = true # Enables party menu. Default: false COMMANDS =[ # The order at which the menu items are shown. # [:command, "Display"], [ :change, "Change",], [ :remove, "Remove",], [ :revert, "Revert",], [ :finish, "Finish",], ] # Do not remove this. COMMAND_ALIGN = 1 # 0:Left Align, 1:Center Align, 2:Right Align # These settings here are used for the upper right window: the Party Select # window where the player selects a member to swap out or remove. PARTY_FONT_SIZE = 20 # Font size used for party member names. LOCK_FIRST_ACTOR = false # Lock the first actor by default? LOCKED_ICON = 125 # Icon used for locked members. REQUIRED_ICON = 126 # Icon used for required members. EMPTY_TEXT = "-Empty-" # Text used when a member isn't present. DISPLAY_FACE = false # Display faces instead of sprites? # These settings here are used for the lower left window: the Party List # window where the player selects a member to replace. REMOVE_ICON = 185 # Icon used for removing members. REMOVE_TEXT = "-Remove-" # Text used for remove member command. ACTOR_Y_BUFFER = 12 # Amount the actor graphic be adjusted by. # These settings here are used for the lower right window: the Party Status # window where info about a selected actor is shown. NO_DATA = "- No Data -" # Text used for when no actor is shown. IN_PARTY_COLOUR = 6 # Text colour used for in party members. STAT_FONT_SIZE = 20 # Font size used for stats. EQUIP_TEXT = "Equipment" # Text used to display equipment. end # PARTY end # YEA
#============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
#============================================================================== # ■ Icon #==============================================================================
module Icon #-------------------------------------------------------------------------- # self.locked_party #-------------------------------------------------------------------------- def self.locked_party; return YEA::PARTY::LOCKED_ICON; end #-------------------------------------------------------------------------- # self.required_party #-------------------------------------------------------------------------- def self.required_party; return YEA::PARTY::REQUIRED_ICON; end #-------------------------------------------------------------------------- # self.remove_party #-------------------------------------------------------------------------- def self.remove_party; return YEA::PARTY::REMOVE_ICON; end end # Icon
#============================================================================== # ■ Variable #==============================================================================
module Variable #-------------------------------------------------------------------------- # self.max_battle_members #-------------------------------------------------------------------------- def self.max_battle_members default = YEA::PARTY::MAX_BATTLE_MEMBERS return default if YEA::PARTY::MAX_MEMBERS_VARIABLE <= 0 return default if $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE] <= 0 return $game_variables[YEA::PARTY::MAX_MEMBERS_VARIABLE] end end # Variable
#============================================================================== # ■ Numeric #==============================================================================
class Numeric #-------------------------------------------------------------------------- # new method: group_digits #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] def group; return self.to_s; end end # $imported["YEA-CoreEngine"] end # Numeric
#============================================================================== # ■ Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :locked attr_accessor :required #-------------------------------------------------------------------------- # alias method: setup #-------------------------------------------------------------------------- alias game_actor_setup_ps setup def setup(actor_id) game_actor_setup_ps(actor_id) @locked = false @required = false end #-------------------------------------------------------------------------- # overwrite method: final_exp_rate #-------------------------------------------------------------------------- def final_exp_rate n = exr * (battle_member? ? 1 : reserve_members_exp_rate) if $game_party.in_battle n /= [$game_party.battle_members.size, 1].max if YEA::PARTY::SPLIT_EXP end return n end #-------------------------------------------------------------------------- # overwrite method: reserve_members_exp_rate #-------------------------------------------------------------------------- def reserve_members_exp_rate $data_system.opt_extra_exp ? YEA::PARTY::RESERVE_EXP_RATE : 0 end end # Game_Actor
#============================================================================== # ■ Game_Party #==============================================================================
class Game_Party < Game_Unit #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :battle_members_array #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias game_party_initialize_ps initialize def initialize game_party_initialize_ps @battle_members_array = nil end #-------------------------------------------------------------------------- # overwrite method: max_battle_members #-------------------------------------------------------------------------- def max_battle_members; return Variable.max_battle_members; end #-------------------------------------------------------------------------- # alias method: setup_starting_members #-------------------------------------------------------------------------- alias setup_starting_members_ps setup_starting_members def setup_starting_members setup_starting_members_ps initialize_battle_members return unless YEA::PARTY::LOCK_FIRST_ACTOR return if members[0].nil? members[0].locked = true end #-------------------------------------------------------------------------- # alias method: setup_battle_test_members #-------------------------------------------------------------------------- alias setup_battle_test_members_ps setup_battle_test_members def setup_battle_test_members setup_battle_test_members_ps return unless YEA::PARTY::LOCK_FIRST_ACTOR return if members[0].nil? members[0].locked = true end #-------------------------------------------------------------------------- # overwrite method: battle_members #-------------------------------------------------------------------------- def battle_members initialize_battle_members if initialize_battle_members? array = [] for actor_id in @battle_members_array break if array.size > max_battle_members next if actor_id.nil? next if $game_actors[actor_id].nil? next unless $game_actors[actor_id].exist? array.push($game_actors[actor_id]) end return array end #-------------------------------------------------------------------------- # new method: initialize_battle_members? #-------------------------------------------------------------------------- def initialize_battle_members? return true if @battle_members_array.nil? return @battle_members_array.size != max_battle_members end #-------------------------------------------------------------------------- # new method: initialize_battle_members #-------------------------------------------------------------------------- def initialize_battle_members @battle_members_array = [] for i in 0...max_battle_members @battle_members_array.push(@actors[i]) unless @actors[i].nil? @battle_members_array.push(0) if @actors[i].nil? end $game_player.refresh end #-------------------------------------------------------------------------- # alias method: add_actor #-------------------------------------------------------------------------- alias game_party_add_actor_ps add_actor def add_actor(actor_id) game_party_add_actor_ps(actor_id) return if @battle_members_array.include?(actor_id) return unless @battle_members_array.include?(0) index = @battle_members_array.index(0) @battle_members_array[index] = actor_id $game_player.refresh $game_map.need_refresh = true rearrange_actors end #-------------------------------------------------------------------------- # alias method: remove_actor #-------------------------------------------------------------------------- alias game_party_remove_actor_ps remove_actor def remove_actor(actor_id) game_party_remove_actor_ps(actor_id) return unless @battle_members_array.include?(actor_id) index = @battle_members_array.index(actor_id) @battle_members_array[index] = 0 $game_player.refresh $game_map.need_refresh = true rearrange_actors end #-------------------------------------------------------------------------- # new method: rearrange_actors #-------------------------------------------------------------------------- def rearrange_actors initialize_battle_members if @battle_members_array.nil? array = [] for actor_id in @battle_members_array next if [0, nil].include?(actor_id) next if $game_actors[actor_id].nil? array.push(actor_id) end for actor_id in @actors next if array.include?(actor_id) next if $game_actors[actor_id].nil? array.push(actor_id) end @actors = array end end # Game_Party
#============================================================================== # ■ Game_Interpreter #==============================================================================
class Game_Interpreter #-------------------------------------------------------------------------- # new method: lock_actor #-------------------------------------------------------------------------- def lock_actor(actor_id) return unless YEA::PARTY::ENABLE_MENU actor = $game_actors[actor_id] return unless $game_party.battle_members.include?(actor.id) actor.locked = true end #-------------------------------------------------------------------------- # new method: unlock_actor #-------------------------------------------------------------------------- def unlock_actor(actor_id) return unless YEA::PARTY::ENABLE_MENU actor = $game_actors[actor_id] return unless $game_party.battle_members.include?(actor.id) actor.locked = false end #-------------------------------------------------------------------------- # new method: require_actor #-------------------------------------------------------------------------- def require_actor(actor_id) return unless YEA::PARTY::ENABLE_MENU return if $game_system.formation_disabled actor = $game_actors[actor_id] return unless $game_party.all_members.include?(actor) actor.required = true call_party_menu unless $game_party.battle_members.include?(actor) end #-------------------------------------------------------------------------- # new method: unrequire_actor #-------------------------------------------------------------------------- def unrequire_actor(actor_id) return unless YEA::PARTY::ENABLE_MENU return if $game_system.formation_disabled actor = $game_actors[actor_id] return unless $game_party.all_members.include?(actor) actor.required = false call_party_menu unless $game_party.battle_members.include?(actor) end #-------------------------------------------------------------------------- # new method: call_party_menu #-------------------------------------------------------------------------- def call_party_menu return unless YEA::PARTY::ENABLE_MENU return if $game_system.formation_disabled SceneManager.call(Scene_Party) end end # Game_Interpreter
#============================================================================== # ■ Spriteset_Battle #==============================================================================
class Spriteset_Battle #-------------------------------------------------------------------------- # overwrite method: create_actors #-------------------------------------------------------------------------- def create_actors total = $game_party.max_battle_members @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) } end end # Spriteset_Battle
#============================================================================== # ■ Window_PartyMenuCommand #==============================================================================
class Window_PartyMenuCommand < Window_Command #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return 160; end #-------------------------------------------------------------------------- # visible_line_number #-------------------------------------------------------------------------- def visible_line_number; 4; end #-------------------------------------------------------------------------- # alignment #-------------------------------------------------------------------------- def alignment return Menu.command_window_align if $imported["YEA-AceMenuEngine"] return YEA::PARTY::COMMAND_ALIGN end #-------------------------------------------------------------------------- # scene #-------------------------------------------------------------------------- def scene; return SceneManager.scene; end #-------------------------------------------------------------------------- # make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::PARTY::COMMANDS case command[0] when :change, :remove, :revert add_command(command[1], command[0]) when :finish add_command(command[1], command[0], enable_cancel?) else; next end end end #-------------------------------------------------------------------------- # process_cancel #-------------------------------------------------------------------------- def process_cancel unless enable_cancel? Sound.play_buzzer return end super end #-------------------------------------------------------------------------- # in_party? #-------------------------------------------------------------------------- def in_party?(actor) return $game_party.battle_members.include?(actor) end #-------------------------------------------------------------------------- # enable_cancel? #-------------------------------------------------------------------------- def enable_cancel? return false if $game_party.battle_members.size <= 0 for actor in $game_party.all_members next if in_party?(actor) return false if actor.required return false if actor.locked end return true end end # Window_PartyMenuCommand
#============================================================================== # ■ Window_PartySelect #==============================================================================
class Window_PartySelect < Window_Selectable #-------------------------------------------------------------------------- # initialize #------------------------------------------------------------------------- def initialize(command_window) @command_window = command_window super(160, 0, window_width, fitting_height(visible_line_number)) select(0) deactivate refresh end #-------------------------------------------------------------------------- # col_max #-------------------------------------------------------------------------- def col_max; return $game_party.max_battle_members; end #-------------------------------------------------------------------------- # item_max #-------------------------------------------------------------------------- def item_max; return $game_party.max_battle_members; end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return Graphics.width - 160; end #-------------------------------------------------------------------------- # visible_line_number #-------------------------------------------------------------------------- def visible_line_number; 4; end #-------------------------------------------------------------------------- # item_rect #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = contents.width / item_max rect.height = contents.height rect.x = index * rect.width rect.y = 0 return rect end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items end #-------------------------------------------------------------------------- # make_item_list #-------------------------------------------------------------------------- def make_item_list @data = $game_party.battle_members_array.clone end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_actors[@data[index]] rect = item_rect(index) if actor.nil? draw_empty(rect.clone) return end dx = rect.width / 2 dy = rect.height - 16 draw_actor_face(actor, rect.x, rect.y) if display_face? draw_actor_graphic(actor, rect.x + dx, rect.y + dy) unless display_face? draw_actor_name(actor, rect) draw_locked_icon(actor, rect) draw_required_icon(actor, rect) end #-------------------------------------------------------------------------- # display_face? #-------------------------------------------------------------------------- def display_face? return YEA::PARTY::DISPLAY_FACE end #-------------------------------------------------------------------------- # draw_empty #-------------------------------------------------------------------------- def draw_empty(rect) colour = Color.new(0, 0, 0, translucent_alpha/2) rect.x += 2 rect.y += 2 rect.width -= 4 rect.height -= 4 contents.fill_rect(rect, colour) reset_font_settings change_color(system_color) text = YEA::PARTY::EMPTY_TEXT draw_text(rect, text, 1) reset_font_settings end #-------------------------------------------------------------------------- # draw_actor_name #-------------------------------------------------------------------------- def draw_actor_name(actor, rect) contents.font.size = YEA::PARTY::PARTY_FONT_SIZE change_color(normal_color, actor.exist?) draw_text(rect.x+4, rect.y, rect.width-8, line_height, actor.name, 1) end #-------------------------------------------------------------------------- # draw_face #-------------------------------------------------------------------------- def draw_face(face_name, face_index, dx, dy, enabled = true) bitmap = Cache.face(face_name) dw = [96, item_rect(0).width-4].min rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, dw, 92) contents.blt(dx+2, dy+2, bitmap, rect, enabled ? 255 : translucent_alpha) bitmap.dispose end #-------------------------------------------------------------------------- # draw_locked_icon #-------------------------------------------------------------------------- def draw_locked_icon(actor, rect) return unless actor_locked?(actor) draw_icon(Icon.locked_party, rect.x+rect.width-26, rect.height - 26) end #-------------------------------------------------------------------------- # draw_required_icon #-------------------------------------------------------------------------- def draw_required_icon(actor, rect) return if actor_locked?(actor) return unless actor_required?(actor) draw_icon(Icon.required_party, rect.x+rect.width-26, rect.height - 26) end #-------------------------------------------------------------------------- # actor_locked? #-------------------------------------------------------------------------- def actor_locked?(actor); return actor.locked; end #-------------------------------------------------------------------------- # actor_required? #-------------------------------------------------------------------------- def actor_required?(actor) return false if actor.locked return actor.required end #-------------------------------------------------------------------------- # current_item_enabled? #-------------------------------------------------------------------------- def current_item_enabled?; enable?(@data[index]); end #-------------------------------------------------------------------------- # enable? #-------------------------------------------------------------------------- def enable?(item) case @command_window.current_symbol when :change return true if item.nil? return true if item == 0 when :remove return false if item.nil? return false if item == 0 end actor = $game_actors[item] return false if actor.locked return false if actor.required return true end #-------------------------------------------------------------------------- # process_handling #-------------------------------------------------------------------------- def process_handling return unless open? && active return process_ok if ok_enabled? && Input.trigger?(:C) return process_cancel if cancel_enabled? && Input.trigger?(:B) return process_pagedown if handle?(:pagedown) && Input.repeat?(:R) return process_pageup if handle?(:pageup) && Input.repeat?(:L) end #-------------------------------------------------------------------------- # cur_actor #-------------------------------------------------------------------------- def cur_actor actor_id = @data[index] return $game_actors[actor_id] end #-------------------------------------------------------------------------- # prev_actor #-------------------------------------------------------------------------- def prev_actor id = index == 0 ? @data.size - 1 : index - 1 actor_id = @data[id] return $game_actors[actor_id] end #-------------------------------------------------------------------------- # next_actor #-------------------------------------------------------------------------- def next_actor id = index == @data.size - 1 ? 0 : index + 1 actor_id = @data[id] return $game_actors[actor_id] end #-------------------------------------------------------------------------- # process_pageup #-------------------------------------------------------------------------- def process_pageup allow = true allow = false if !prev_actor.nil? && prev_actor.locked allow = false if !cur_actor.nil? && cur_actor.locked Sound.play_buzzer unless allow if allow super activate select(index == 0 ? @data.size - 1 : index - 1) end end #-------------------------------------------------------------------------- # process_pagedown #-------------------------------------------------------------------------- def process_pagedown allow = true allow = false if !next_actor.nil? && next_actor.locked allow = false if !cur_actor.nil? && cur_actor.locked Sound.play_buzzer unless allow if allow super activate select(index == @data.size - 1 ? 0 : index + 1) end end #-------------------------------------------------------------------------- # item #-------------------------------------------------------------------------- def item; return @data[index]; end end # Window_PartySelect
#============================================================================== # ■ Window_PartyList #==============================================================================
class Window_PartyList < Window_Selectable #-------------------------------------------------------------------------- # initialize #------------------------------------------------------------------------- def initialize(party_window) super(0, fitting_height(4), window_width, window_height) @party_window = party_window select(1) deactivate refresh end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return 200; end #-------------------------------------------------------------------------- # window_height #-------------------------------------------------------------------------- def window_height; return Graphics.height - fitting_height(4); end #-------------------------------------------------------------------------- # item_max #-------------------------------------------------------------------------- def item_max; return @data ? @data.size : 1; end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items end #-------------------------------------------------------------------------- # make_item_list #-------------------------------------------------------------------------- def make_item_list @data = [0] for member in $game_party.all_members next if member.nil? @data.push(member.id) end @data.push(0) end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) clear_item(index) rect = item_rect(index) if @data[index] == 0 draw_remove(rect) return end actor = $game_actors[@data[index]] draw_actor(actor, rect) draw_actor_locked(actor, rect) draw_actor_required(actor, rect) end #-------------------------------------------------------------------------- # draw_remove #-------------------------------------------------------------------------- def draw_remove(rect) reset_font_settings draw_icon(Icon.remove_party, rect.x+4, rect.y) text = YEA::PARTY::REMOVE_TEXT draw_text(rect.x+32, rect.y, rect.width-32, line_height, text) end #-------------------------------------------------------------------------- # draw_actor #-------------------------------------------------------------------------- def draw_actor(actor, rect) buffer = YEA::PARTY::ACTOR_Y_BUFFER draw_actor_graphic(actor, rect.x + 16, rect.y + rect.height + buffer) text = actor.name change_color(list_colour(actor), enabled?(actor)) draw_text(rect.x+32, rect.y, rect.width-32, line_height, text) end #-------------------------------------------------------------------------- # list_colour #-------------------------------------------------------------------------- def list_colour(actor) return text_color(YEA::PARTY::IN_PARTY_COLOUR) if in_party?(actor) return normal_color end #-------------------------------------------------------------------------- # draw_actor_locked #-------------------------------------------------------------------------- def draw_actor_locked(actor, rect) return unless actor.locked draw_icon(Icon.locked_party, rect.width-24, rect.y) end #-------------------------------------------------------------------------- # draw_actor_required #-------------------------------------------------------------------------- def draw_actor_required(actor, rect) return if actor.locked return unless actor.required draw_icon(Icon.required_party, rect.width-24, rect.y) end #-------------------------------------------------------------------------- # enabled? #-------------------------------------------------------------------------- def enabled?(actor) return false if actor.locked return false if actor.required && in_party?(actor) return actor.exist? end #-------------------------------------------------------------------------- # in_party? #-------------------------------------------------------------------------- def in_party?(actor); return $game_party.battle_members.include?(actor); end #-------------------------------------------------------------------------- # current_item_enabled? #-------------------------------------------------------------------------- def current_item_enabled? actor = $game_actors[item] replace = $game_actors[@party_window.item] unless actor.nil? return false if actor.locked && in_party?(actor) return false if actor.required && in_party?(actor) end return true if replace.nil? return false if replace.locked return false if replace.required return true if actor.nil? return actor.exist? end #-------------------------------------------------------------------------- # item #-------------------------------------------------------------------------- def item; return @data[index]; end end # Window_PartyList
#============================================================================== # ** Window_PartyStatus #==============================================================================
class Window_PartyStatus < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(party_window, list_window) super(200, fitting_height(4), window_width, window_height) @party_window = party_window @list_window = list_window @actor = active_actor refresh end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; Graphics.width - 200; end #-------------------------------------------------------------------------- # window_height #-------------------------------------------------------------------------- def window_height; Graphics.height - fitting_height(4); end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super refresh if @actor != active_actor end #-------------------------------------------------------------------------- # active_actor #-------------------------------------------------------------------------- def active_actor if @list_window.active actor = @list_window.item else actor = @party_window.item end return nil if [0, nil].include?(actor) return actor end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh contents.clear @actor = active_actor reset_font_settings if @actor.nil? draw_nil_actor return end actor = $game_actors[@actor] draw_actor_face(actor, 0, 0) draw_actor_name(actor, 108, 0) draw_actor_class(actor, 228, 0, contents.width-232) draw_actor_level(actor, 108, line_height) draw_actor_icons(actor, 228, line_height, contents.width-232) draw_actor_hp(actor, 108, line_height*2, contents.width-112) draw_actor_mp(actor, 108, line_height*3, contents.width-112) draw_actor_parameters(actor, 0, line_height*4 + line_height/2) draw_equipments(actor, contents.width/2, line_height*4 + line_height/2) end #-------------------------------------------------------------------------- # draw_nil_actor #-------------------------------------------------------------------------- def draw_nil_actor colour = Color.new(0, 0, 0, translucent_alpha/2) rect = Rect.new(0, 0, contents.width, contents.height) contents.fill_rect(rect, colour) change_color(system_color) text = YEA::PARTY::NO_DATA draw_text(rect, text, 1) end #-------------------------------------------------------------------------- # draw_actor_parameters #-------------------------------------------------------------------------- def draw_actor_parameters(actor, dx, dy) dw = contents.width/2 - 4 rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2) contents.font.size = YEA::PARTY::STAT_FONT_SIZE colour = Color.new(0, 0, 0, translucent_alpha/2) array = [:atk, :def, :mat, :mdf, :agi, :luk] cx = 4 for stat in array case stat when :atk param = Vocab::param(2) value = actor.atk.group when :def param = Vocab::param(3) value = actor.def.group when :mat param = Vocab::param(4) value = actor.mat.group when :mdf param = Vocab::param(5) value = actor.mdf.group when :agi param = Vocab::param(6) value = actor.agi.group when :luk param = Vocab::param(7) value = actor.luk.group else; next end contents.fill_rect(rect, colour) change_color(system_color) draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, param, 0) change_color(normal_color) draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, value, 2) rect.y += line_height end reset_font_settings end #-------------------------------------------------------------------------- # draw_equipments #-------------------------------------------------------------------------- def draw_equipments(actor, dx, dy) text = YEA::PARTY::EQUIP_TEXT change_color(system_color) draw_text(dx, dy, contents.width - dx, line_height, text, 1) dy += line_height if actor.equips.size <= 5 actor.equips.each_with_index do |item, i| draw_item_name(item, dx, dy + line_height * i) end else orig_x = dx actor.equips.each_with_index do |item, i| next if item.nil? draw_icon(item.icon_index, dx, dy) dy += line_height if dx + 48 > contents.width dx = dx + 48 > contents.width ? orig_x : dx + 24 end end end end # Window_PartyStatus
#============================================================================== # ■ Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # overwrite method: command_formation #-------------------------------------------------------------------------- if YEA::PARTY::ENABLE_MENU def command_formation SceneManager.call(Scene_Party) end end # YEA::PARTY::ENABLE_MENU end # Scene_Menu
#============================================================================== # ■ Scene_Party #==============================================================================
class Scene_Party < Scene_MenuBase #-------------------------------------------------------------------------- # start #-------------------------------------------------------------------------- def start super @former_party = $game_party.battle_members_array.clone create_command_window create_party_window create_list_window create_status_window end #-------------------------------------------------------------------------- # create_command_window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_PartyMenuCommand.new(0, 0) @command_window.set_handler(:change, method(:adjust_members)) @command_window.set_handler(:remove, method(:adjust_members)) @command_window.set_handler(:revert, method(:revert_party)) @command_window.set_handler(:finish, method(:return_scene)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # create_party_window #-------------------------------------------------------------------------- def create_party_window @party_window = Window_PartySelect.new(@command_window) @party_window.set_handler(:ok, method(:on_party_ok)) @party_window.set_handler(:cancel, method(:on_party_cancel)) @party_window.set_handler(:pageup, method(:on_party_pageup)) @party_window.set_handler(:pagedown, method(:on_party_pagedown)) end #-------------------------------------------------------------------------- # create_list_window #-------------------------------------------------------------------------- def create_list_window @list_window = Window_PartyList.new(@party_window) @list_window.set_handler(:ok, method(:on_list_ok)) @list_window.set_handler(:cancel, method(:on_list_cancel)) end #-------------------------------------------------------------------------- # create_status_window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_PartyStatus.new(@party_window, @list_window) end #-------------------------------------------------------------------------- # adjust_members #-------------------------------------------------------------------------- def adjust_members @party_window.activate end #-------------------------------------------------------------------------- # window_refresh #-------------------------------------------------------------------------- def window_refresh $game_party.rearrange_actors @command_window.refresh @party_window.refresh @list_window.refresh $game_player.refresh $game_map.need_refresh = true end #-------------------------------------------------------------------------- # revert_party #-------------------------------------------------------------------------- def revert_party @command_window.activate $game_party.battle_members_array = @former_party.clone window_refresh end #-------------------------------------------------------------------------- # on_party_ok #-------------------------------------------------------------------------- def on_party_ok case @command_window.current_symbol when :change @list_window.activate when :remove index = @party_window.index actor = $game_actors[$game_party.battle_members_array[index]] Sound.play_equip $game_party.battle_members_array[index] = 0 window_refresh @party_window.activate end end #-------------------------------------------------------------------------- # on_party_cancel #-------------------------------------------------------------------------- def on_party_cancel @command_window.activate end #-------------------------------------------------------------------------- # on_party_pageup #-------------------------------------------------------------------------- def on_party_pageup Sound.play_equip actor_id1 = @party_window.item actor_id2 = @party_window.prev_actor.nil? ? 0 : @party_window.prev_actor.id max = @party_window.item_max-1 index1 = @party_window.index index2 = @party_window.index == 0 ? max : index1-1 $game_party.battle_members_array[index1] = actor_id2 $game_party.battle_members_array[index2] = actor_id1 window_refresh end #-------------------------------------------------------------------------- # on_party_pagedown #-------------------------------------------------------------------------- def on_party_pagedown Sound.play_equip actor_id1 = @party_window.item actor_id2 = @party_window.next_actor.nil? ? 0 : @party_window.next_actor.id max = @party_window.item_max-1 index1 = @party_window.index index2 = @party_window.index == max ? 0 : index1+1 $game_party.battle_members_array[index1] = actor_id2 $game_party.battle_members_array[index2] = actor_id1 window_refresh end #-------------------------------------------------------------------------- # on_list_cancel #-------------------------------------------------------------------------- def on_list_cancel @party_window.activate end #-------------------------------------------------------------------------- # on_list_ok #-------------------------------------------------------------------------- def on_list_ok Sound.play_equip replace = $game_actors[@party_window.item] actor = $game_actors[@list_window.item] index1 = @party_window.index actor_id1 = actor.nil? ? 0 : actor.id if actor.nil? $game_party.battle_members_array[index1] = 0 window_refresh @party_window.activate return end actor_id2 = replace.nil? ? 0 : replace.id if $game_party.battle_members_array.include?(actor_id1) index2 = $game_party.battle_members_array.index(actor_id1) $game_party.battle_members_array[index2] = actor_id2 end $game_party.battle_members_array[index1] = actor_id1 window_refresh @party_window.activate end end # Scene_Party
#============================================================================== # # ▼ End of File # #============================================================================== InstallationAu-dessus de Main, en dessous de Materials. SBS Tankentai : Si vous avez le script de SBS Tankentai pour RPGVXAce, il faut que le script sois placer dans cette ordre ! Party System SBS Tankentai Aussi, il faut que vous ajoutiez les coordonnees des acteurs de plus ! Consultez le debut du premier script, et vous allez y trouvez les coordonnees. LienLien Original : http://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/command-party/ Credits- Yanfly
Dernière édition par cagt3000 le Jeu 5 Avr 2012 - 20:32, édité 1 fois |
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