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[RPGVX] Party activa y en espera

 :: RPG Maker :: Scripts

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[RPGVX] Party activa y en espera

Mensaje por Shirono el 2010-09-14, 20:59

Buenas buenas, les traigo un script que, no se a ustedes, pero a mi me sirve muchisimo. Que hace? Tiene un menu (equipo), que te deja cambiar personajes de la party activos por los que estan en espera, tal como en el FF X por ejemplo.
Lo traduje yo ('taba en frances), va, traduje, cambie las palabras para darle sentido nada mas xD. Al que no le guste o quiera agregar botones, en el renglon 1126 en adelante te muestra las acciones con los nombres, igual que en el renglon 38 hasta el 77.
Me encantaria dar creditos al muchacho/a que se mato haciendo esto, pero ni la pagina ni el script dicen su autor, asi que, Scripter X, te banco (?).

Spoiler:
module KGC
module LargeParty
# ??????? ON/OFF ???????? ??/??? ????????
PARTYFORM_SWITCH = 1
# ? ?????????????????????
# ??????????????????????????????????
BATTLE_PARTYFORM_SWITCH = 1
# ? ?????????????
# true ?????????????????????????????????
# ???? ON ??????
DEFAULT_PARTYFORM_ENABLED = true

# ? ????????? (??????)
# 5 Nombre mximum dans les combats. (pas plus de 5)
MAX_BATTLE_MEMBERS = 4
# Game_Party::MAX_MEMBERS ????????
# 100 ?????? [Window_MenuStatus] ???????
MAX_MEMBERS = 15
# ? ??????????????
# ???????????????????????????
FORBID_CHANGE_SHIFT_FIXED = false
# ? ??????????
# ????????? Color.new(0, 0, 0, 0)
STAND_BY_COLOR = Color.new(0, 0, 0, 128)
# ? ??????????
FIXED_COLOR = Color.new(255, 128, 64, 96)
# ? ?????????
SELECTED_COLOR = Color.new(64, 255, 128, 128)
# ? ????????? (???????)
# ????????????????????????????????
# ???????? nil
MENU_PARTYFORM_BUTTON = Input::A
# ? ??????????????????????
# ???????????????????????
# ?????????????«????????????» ?????????
USE_MENU_PARTYFORM_COMMAND = true
# ? ????????????????????
VOCAB_MENU_PARTYFORM = "Equipo"
# ? ???????????????????
# ????????????????????(???????)???
USE_BATTLE_PARTYFORM = true
# ? ?????????????????
VOCAB_BATTLE_PARTYFORM = "Equipo"

# ? ???????????????? [?, ??]
# ???????????????????????????????
PARTY_FORM_CHARACTER_SIZE = [40, 48]
# ? ????????????????????????????
BATTLE_MEMBER_BLANK_TEXT = "Nadie"
# ? ???????????????????????
# ???????????????????????
# ???? 1 ????????
PARTY_MEMBER_WINDOW_ROW_MAX = 2
# ? ??????????????????????????????
SHOW_BATTLE_MEMBER_IN_PARTY = false
# ? ??????????????????????????????
PARTY_MEMBER_BLANK_TEXT = "-"
# ? ??????????????????
CAPTION_WINDOW_WIDTH = 192
# ? ???????????????????????
BATTLE_MEMBER_CAPTION = "Equipo de combate"

if SHOW_BATTLE_MEMBER_IN_PARTY
# ? ?????????????????????????
# SHOW_BATTLE_MEMBER_IN_PARTY = true ???
PARTY_MEMBER_CAPTION = "Miembros del equipo"
else
# ? ?????????????????????????
# SHOW_BATTLE_MEMBER_IN_PARTY = false ???
PARTY_MEMBER_CAPTION = "Miembros en espera"
end

# ? ???????????
CONFIRM_WINDOW_WIDTH = 160
# ? ?????????????
# ??????·??????????????
CONFIRM_WINDOW_COMMANDS = ["Confirmar", "Anular", "Volver"]

# ? ???????????????????????????????
# ?????????????????????????????
# ?????????????? nil ????
# «????????????»?????????????????
SHOP_STATUS_SCROLL_BUTTON = Input::A

# ? ????????????????:‰(??? 1‰=0.1%)?
# 500 ?? 50.0% ???
STAND_BY_EXP_RATE = 500
# ? ?????????????????????????
# false ???????????????????
SHOW_STAND_BY_LEVEL_UP = true
end
end

#???????????????????????????????????????

$imported = {} if $imported == nil
$imported["LargeParty"] = true

#???????????????????????????????????????
#==============================================================================
# ? KGC::Commands
#==============================================================================

module KGC::Commands
# ??????????
SORT_BY_ID = 0 # ID?
SORT_BY_NAME = 1 # ???
SORT_BY_LEVEL = 2 # ????

module_function
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def call_partyform
return if $game_temp.in_battle
$game_temp.next_scene = :partyform
end
#--------------------------------------------------------------------------
# ? ????????????
# value : ?? (????????????????)
#--------------------------------------------------------------------------
def set_max_battle_member_count(value = nil)
$game_party.max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def party_full?
return $game_party.full?
end
#--------------------------------------------------------------------------
# ? ???????????
# enabled : ????? (??? : true)
#--------------------------------------------------------------------------
def permit_partyform(enabled = true)
$game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ? ???????????????
# enabled : ????? (??? : true)
#--------------------------------------------------------------------------
def permit_battle_partyform(enabled = true)
$game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ? ????????????
# actor_id : ???? ID
# fixed : ????? (??? : true)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = true)
$game_party.fix_actor(actor_id, fixed)
end
#--------------------------------------------------------------------------
# ? ????
# ????? index1 ??? index2 ????????
#--------------------------------------------------------------------------
def change_party_shift(index1, index2)
$game_party.change_shift(index1, index2)
end
#--------------------------------------------------------------------------
# ? ?????? (??)
# sort_type : ????? (SORT_BY_xxx)
# reverse : true ????
#--------------------------------------------------------------------------
def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
$game_party.sort_member(sort_type, reverse)
end
end

class Game_Interpreter
include KGC::Commands
end

#???????????????????????????????????????

#==============================================================================
# ¦ Vocab
#==============================================================================

module Vocab
# ????????????? (????)
def self.partyform
return KGC::LargeParty::VOCAB_MENU_PARTYFORM
end

# ????????????? (??)
def self.partyform_battle
return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def party_index
return $game_party.all_members.index(self)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def battle_member?
return $game_party.battle_members.include?(self)
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_Party
#==============================================================================

class Game_Party
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # ????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty

@max_battle_member_count = nil
@battle_member_count = 0
@fixed_actors = []
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def max_battle_member_count=(value)
if value.is_a?(Integer)
value = [value, 1].max
end
@max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def battle_member_count=(value)
@battle_member_count = [[value, 0].max,
@actors.size, max_battle_member_count].min
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
alias members_KGC_LargeParty members
def members
return ($game_temp.in_battle ? battle_members : members_KGC_LargeParty)
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def all_members
return members_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def battle_members
result = []
battle_member_count.times { |i| result << $game_actors[@actors[i]] }
return result
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def stand_by_members
return (all_members - battle_members)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def fixed_members
result = []
@fixed_actors.each { |i| result << $game_actors[i] }
return result
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
# new_member : ???????
#--------------------------------------------------------------------------
def set_member(new_member)
@actors = []
new_member.each { |actor| @actors << actor.id }
end
#--------------------------------------------------------------------------
# ? ???????????
# new_member : ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????????????
#--------------------------------------------------------------------------
def partyform_enable?
return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ? ????????????????????
#--------------------------------------------------------------------------
def battle_partyform_enable?
return false unless partyform_enable?
return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def full?
return (@actors.size >= MAX_MEMBERS)
end
#--------------------------------------------------------------------------
# ? ?????????
# actor_id : ????????? ID
#--------------------------------------------------------------------------
def actor_fixed?(actor_id)
return @fixed_actors.include?(actor_id)
end
#--------------------------------------------------------------------------
# ? ????????
# actor_id : ???? 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
#--------------------------------------------------------------------------
# ? ????????????
# actor_id : ???? ID
# fixed : ????? (??? : false)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = false)
unless @actors.include?(actor_id)
return
end

if fixed
# ??
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
# ????
apply_force_launch
else
# ????
@fixed_actors.delete(actor_id)
end
$game_player.refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def apply_force_launch
@actors -= @fixed_actors
@actors = @fixed_actors + @actors
end
#--------------------------------------------------------------------------
# ? ?????? (??)
# sort_type : ????? (SORT_BY_xxx)
# reverse : true ????
#--------------------------------------------------------------------------
def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
reverse = false)
# ???????
b_actors = battle_members
actors = all_members - b_actors
f_actors = fixed_members
# ????????????
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors -= f_actors
b_actors -= f_actors
end
# ???
case sort_type
when KGC::Commands::SORT_BY_ID # ID?
actors.sort! { |a, b| a.id <=> b.id }
b_actors.sort! { |a, b| a.id <=> b.id }
when KGC::Commands::SORT_BY_NAME # ???
actors.sort! { |a, b| a.name <=> b.name }
b_actors.sort! { |a, b| a.name <=> b.name }
when KGC::Commands::SORT_BY_LEVEL # ????
actors.sort! { |a, b| a.level <=> b.level }
b_actors.sort! { |a, b| a.level <=> b.level }
end
# ??
if reverse
actors.reverse!
b_actors.reverse!
end
# ??????????????
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors = f_actors + actors
b_actors = f_actors + b_actors
end
# ??
set_member(actors)
set_battle_member(b_actors)

apply_force_launch
$game_player.refresh
end
#--------------------------------------------------------------------------
# ? ????
# ??????? index1 ??? index2 ????????
#--------------------------------------------------------------------------
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
end

#???????????????????????????????????????

#==============================================================================
# ¦ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ? ???????
# ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Window_MenuStatus
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
STATUS_HEIGHT = 96 # ???????????
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * STATUS_HEIGHT].max)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def top_row
return self.oy / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ? ???????
# row : ????????
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ? 1 ??????????????
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ? ????????????
# index : ????
#--------------------------------------------------------------------------
def item_rect(index)
rect = super(index)
rect.height = STATUS_HEIGHT
rect.y = index / @column_max * STATUS_HEIGHT
return rect
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.all_members.size
create_contents
fill_stand_by_background
draw_member
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # ??????
self.cursor_rect.empty
elsif @index < @item_max # ??
super
elsif @index >= 100 # ??
self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
contents.width, STATUS_HEIGHT)
else # ??
self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
end
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Window_ShopStatus
#==============================================================================

class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[WLH * $game_party.members.size, height - 32].max)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias refresh_KGC_LargeParty refresh
def refresh
create_contents

refresh_KGC_LargeParty
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormCaption
#------------------------------------------------------------------------------
# ??????????????????????????????????
#==============================================================================

class Window_PartyFormCaption < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
# caption : ??????????
#--------------------------------------------------------------------------
def initialize(caption = "")
super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
self.z = 1500
@caption = caption
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, width - 32, WLH, @caption)
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormMember
#------------------------------------------------------------------------------
# ??????????????????????????
#==============================================================================

class Window_PartyFormMember < Window_Selectable
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :selected_index # ??????????
#--------------------------------------------------------------------------
# ? ?????????
# x : ?????? X ??
# y : ?????? Y ??
# width : ???????
# height : ????????
# spacing : ??????????????
#--------------------------------------------------------------------------
def initialize(x, y, width, height, spacing = 8)
super(x, y, width, height, spacing)
self.z = 1000
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * DRAW_SIZE[1]].max)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def top_row
return self.oy / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ? ???????
# row : ????????
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ? 1 ??????????????
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ? ????????????
# index : ????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def actor
return @actors[self.index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
restore_member_list
draw_member
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def restore_member_list
# ??????
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def draw_member
# ??????
end
#--------------------------------------------------------------------------
# ? ????????
# index : ????
#--------------------------------------------------------------------------
def draw_empty_actor(index)
# ??????
end
#--------------------------------------------------------------------------
# ? ?????????
# index : ????
#--------------------------------------------------------------------------
def draw_fixed_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
end
#--------------------------------------------------------------------------
# ? ??????????
# index : ????
#--------------------------------------------------------------------------
def draw_selected_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormBattleMember
#------------------------------------------------------------------------------
# ????????????????????????????
#==============================================================================

class Window_PartyFormBattleMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :selected_index # ??????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def restore_member_list
@actors = $game_party.battle_members
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????
# index : ????
#--------------------------------------------------------------------------
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
#------------------------------------------------------------------------------
# ???????????????????????????
#==============================================================================

class Window_PartyFormAllMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, 64)
restore_member_list
@item_max = $game_party.all_members.size

# ???????
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

# ??·?????
self.y += DRAW_SIZE[1] + 32
self.width = sw
self.height = sh

create_contents
refresh
self.active = false
self.index = 0
end
#--------------------------------------------------------------------------
# ? ???????????????????
#--------------------------------------------------------------------------
def actor_index
return @index_offset + self.index
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
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

Shirono
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Re: [RPGVX] Party activa y en espera

Mensaje por Shirono el 2010-09-14, 21:03

Spoiler:
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????????????
# actor : ????
# x : ??? X ??
# y : ??? Y ??
# opacity : ????
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y, opacity = 255)
draw_character(actor.character_name, actor.character_index, x, y, opacity)
end
#--------------------------------------------------------------------------
# ? ???????????
# character_name : ???????? ?????
# character_index : ???????? ??????
# x : ??? X ??
# y : ??? Y ??
# opacity : ????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????
# index : ????
#--------------------------------------------------------------------------
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
#------------------------------------------------------------------------------
# ????????????????????????????????
#==============================================================================

class Window_PartyFormStatus < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, 384, 128)
self.z = 1000
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def set_actor(actor)
if @actor != actor
@actor = actor
refresh
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ??????
# actor : ????
# x : ??? X ??
# y : ??? Y ??
# type : ?????? (0~3)
# width : ???
#--------------------------------------------------------------------------
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
#------------------------------------------------------------------------------
# ??????????????????????????
#==============================================================================

class Window_PartyFormControl < Window_Base
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
MODE_BATTLE_MEMBER = 0
MODE_SHIFT_CHANGE = 1
MODE_PARTY_MEMBER = 2
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width - 384, 128)
self.z = 1000
@mode = MODE_BATTLE_MEMBER
refresh
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def mode=(value)
@mode = value
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_BATTLE_MEMBER # ??????
buttons = [
"A: Retirar",
"X: Menu"
]
when MODE_SHIFT_CHANGE # ????
buttons = [
"Esc: Anular",
"Space: Confirmar"
]
when MODE_PARTY_MEMBER # ????????
buttons = [
"Esc: Anular",
"Space: Confirmar"
]
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
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias update_scene_change_KGC_LargeParty update_scene_change
def update_scene_change
return if $game_player.moving? # ??????????

if $game_temp.next_scene == :partyform
call_partyform
return
end

update_scene_change_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
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 # ??????
call_partyform_flag = true
end
# ???????????
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

# ???????????
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
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias udpate_KGC_LargeParty update
def update
# ???????
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
#--------------------------------------------------------------------------
# ? ??????????????????
#--------------------------------------------------------------------------
def update_scroll_status
# ??????????????????
@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
#------------------------------------------------------------------------------
# ????????????????????
#==============================================================================

class Scene_PartyForm < Scene_Base
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
CAPTION_OFFSET = 40 # ????????????????
HOST_MENU = 0 # ????? : ????
HOST_MAP = 1 # ????? : ???
HOST_BATTLE = 2 # ????? : ??
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
# host_scene : ????? (0..???? 1..??? 2..??)
#--------------------------------------------------------------------------
def initialize(menu_index = 0, host_scene = HOST_MENU)
@menu_index = menu_index
@host_scene = host_scene
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def start
super
create_menu_background

create_windows
create_confirm_window
adjust_window_location

# ???????????
@battle_actors = $game_party.battle_members.dup
@party_actors = $game_party.all_members.dup
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def create_windows
# ???????????
@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)

# ????????????
@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
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
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.x = (Graphics.width - @confirm_window.width) / 2
@confirm_window.y = (Graphics.height - @confirm_window.height) / 2
@confirm_window.z = 2000
@confirm_window.openness = 0
@confirm_window.active = false
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def adjust_window_location
# ???????
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

# ???????????????
@battle_member_window.x = base_x
@battle_member_window.y = base_y + CAPTION_OFFSET
@party_member_window.x = base_x
@party_member_window.y = @battle_member_window.y +
@battle_member_window.height + CAPTION_OFFSET
@status_window.x = 0
@status_window.y = @party_member_window.y + @party_member_window.height

# ????????????????
@battle_member_caption_window.x = [base_x - 16, 0].max
@battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
@party_member_caption_window.x = [base_x - 16, 0].max
@party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
@control_window.x = @status_window.width
@control_window.y = @status_window.y
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def create_menu_background
super
@menuback_sprite.z = 500
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def refresh_window
@battle_member_window.refresh
@party_member_window.refresh
end
#--------------------------------------------------------------------------
# ? ?????? (????????????????????)
#--------------------------------------------------------------------------
def update_battle_member
@status_window.set_actor(@battle_member_window.actor)
if Input.trigger?(Input::A)
if @battle_member_window.selected_index == nil # ????????
actor = @battle_member_window.actor
# ???????????
if actor == nil || $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# ???????
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 # ????????
# ????????????
Sound.play_cancel
show_confirm_window
else # ?????
# ??????
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 # ????????
actor = @battle_member_window.actor
# ???????????
if actor != nil && $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# ??????????????????
Sound.play_decision
@battle_member_window.active = false
@party_member_window.active = true
@control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
else # ?????
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
# ??????
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)
# ??????????
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
if @battle_member_window.selected_index == nil # ????????
# ??????
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 # ?????
# ??????
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
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def can_change_shift?(actor)
# ???????????????????????????
if actor == nil ||
(KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
$game_party.actor_fixed?(actor.id))
return false
end
return true
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def change_shift(index1, index2)
# ???????
$game_party.change_shift(index1, index2)
# ??????????????
@battle_member_window.selected_index = nil
refresh_window
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_party_member
@status_window.set_actor(@party_member_window.actor)
if Input.trigger?(Input::B)
Sound.play_cancel
# ????????????????
@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
# ??????????????????
if $game_party.battle_members.include?(actor)
Sound.play_buzzer
return
end
# ?????????
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
# ????????????????
@battle_member_window.active = true
@party_member_window.active = false
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
#--------------------------------------------------------------------------
# ? ?????? (????????????????)
#--------------------------------------------------------------------------
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 # ????
# ????????????
if $game_party.battle_members.size == 0
Sound.play_buzzer
return
end
Sound.play_decision
return_scene
when 1 # ????
Sound.play_decision
# ??????????????
$game_party.set_member(@party_actors)
$game_party.set_battle_member(@battle_actors)
return_scene
when 2 # ?????
Sound.play_cancel
hide_confirm_window
end
end
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
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, $game_party.battle_members.size > 0)
@confirm_window.open
@confirm_window.active = true
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def hide_confirm_window
@confirm_window.active = true
@confirm_window.close
@last_active_window.active = true
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
alias wait_for_message_KGC_LargeParty wait_for_message
def wait_for_message
return if @ignore_wait_for_message # ?????????????????

wait_for_message_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
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 # ??????
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def process_partyform
Graphics.freeze
snapshot_for_background
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
$scene.main
$scene = self
@status_window.refresh
perform_transition
end
end
end

Ojala no me digan muchas cosas negativas \\n.n// xD

Shirono
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Re: [RPGVX] Party activa y en espera

Mensaje por targetmaster el 2010-09-15, 04:10

genial habia estado buscando este script por que queria manejarme mas de 4 personajes en mi historia y queria que el jugador los escogiera muchisimas gracias

targetmaster
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Re: [RPGVX] Party activa y en espera

Mensaje por Contenido patrocinado Hoy a las 18:12


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