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a Window problem - help wanted

damn...
I've a problem with some sripts.
I'm using a Ring Menu, and large party scripts. There is a small problem with
window_selectable (I think), cause the party characrter selector not scrolls:
http://s1.fothost.pl/upload/08/01/6769f0ff.png[/img]

menu:
#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    $location_text[0]="Tahoma" # Font Type
    $location_text[1]=24 # Font Size
    $location_text[2]=255 # Location Title Color
    $location_text[4]=255 # Map Name Color
    $location_text[3]="Miejsce:" # Text
    $gold_text[0]="Tahoma" # Font Type
    $gold_text[1]=25 # Font Size
    $gold_text[2]=255 # Gold Title Color
    $gold_text[3]=0 # Gold Color
    $gold_text[4]="ZÅ‚oto:" # Text
    @window_opacity[0]=255 # Border Opacity
    @window_opacity[1]=150 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=0 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=300 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Tahoma" # Font Type
    $ring_menu_text[7]=255 # Font Color
    $ring_menu_text[8]=25 # Font Size
    $ring_menu_text[1]="Plecak"
    $ring_menu_text[2]="UmiejÄ™tnoÅ›ci"
    $ring_menu_text[3]="Ekwipunek"
    $ring_menu_text[4]="Statusy"
    $ring_menu_text[5]="Zapis Gry"
    $ring_menu_text[6]="WyjÅ›cie z Gry"
    @chara_select[0]=350 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Tahoma" # Font Type
    $chara_select[1]=255 # Font Color
    $chara_select[5]=18 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=150 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
    @window_location = Window_Location.new
    @window_playtime = Window_PlayTime.new
    @window_steps = Window_Steps.new
    @window_location.x = @window_position[0]
    @window_location.y = @window_position[1]
    @window_location.opacity = @window_opacity[0]
    @window_location.back_opacity = @window_opacity[1]
    @window_playtime.x = 0
    @window_playtime.y = 100
    @window_playtime.opacity = 255
    @window_playtime.back_opacity = 150
    @window_steps.x = 0
    @window_steps.y = 200
    @window_steps.opacity = 255
    @window_steps.back_opacity = 150
    @window_gold = Window_MenuGold.new
    @window_gold.x = @window_position[0]
    @window_gold.y = @window_position[2]
    @window_gold.opacity = @window_opacity[0]
    @window_gold.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    @command_window.z = 100
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_location.dispose
    @window_playtime.dispose
    @window_steps.dispose
    @window_gold.dispose
    @command_window.dispose
    @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    @window_location.update
    @window_playtime.update
    @window_steps.update
    @window_gold.update
    @command_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 5
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
  return if @command_window.animation?
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
      return
    end
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5 
  RING_R = 64       
  ICON_ITEM  = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("049-Skill06")
  ICON_SAVE  = RPG::Cache.icon("038-Item07")
  ICON_EXIT  = RPG::Cache.icon("048-Skill05")
  ICON_DISABLE= RPG::Cache.icon("048-Skill05")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = $ring_menu_text[0]
    self.contents.font.color = text_color($ring_menu_text[7])
    self.contents.font.size = $ring_menu_text[8]
    self.opacity = 0
    self.back_opacity = 0
    s1 = $ring_menu_text[1]
    s2 = $ring_menu_text[2]
    s3 = $ring_menu_text[3]
    s4 = $ring_menu_text[4]
    s5 = $ring_menu_text[5]
    s6 = $ring_menu_text[6]
    @commands = [ s1, s2, s3, s4, s5, s6 ]
    @item_max = 6
    @index = 0
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
    @disabled = [ false, false, false, false, false, false ]
    @cx = center_x - 16
    @cy = center_y - 16
    setup_move_start
    refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    super
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
    when MODE_START
      refresh_start
    when MODE_WAIT
      refresh_wait
    when MODE_MOVER
      refresh_move(1)
    when MODE_MOVEL
      refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / STARTUP_FRAMES
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items.width, @items.height)
    if @index == i
      self.contents.blt( x, y, @items, rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items, rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
      end
    end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
    @mode = MODE_START
    @steps = STARTUP_FRAMES
    if  SE_STARTUP != nil and SE_STARTUP != ""
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == MODE_MOVER
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == MODE_MOVEL
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
    return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, 290, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($chara_select[4])
    self.contents.font.name = $chara_select[0]
    self.contents.font.color = text_color($chara_select[1])
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end
#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end
#------------------------------------------------------------------------------
#  Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#------------------------------------------------------------------------------
#  Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $location_text[0]
    self.contents.font.size = $location_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_location_skin)
    self.contents.font.color = text_color($location_text[2])
    self.contents.draw_text(4, 0, 120, 32, $location_text[3])
    self.contents.font.color = text_color($location_text[4])
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
  end
end
#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end


large party
#==============================================================================
# ** Large Party
#------------------------------------------------------------------------------
# Party wi?ksze ni? 4 osoby.
#==============================================================================

#==============================================================================
# ** Large Party Customization Module
#==============================================================================

module Dargor
module Large_Party
# Maximum number of actors allowed in the party
Max_Size = 10
# Battle status window refresh rate (used in phase5)
Battle_Refresh_Rate = 64
end
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :battle_actor_index # @actor_index in battle scene
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_temp_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
large_party_temp_initialize
@battle_actor_index = 0
end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :max_size # Max number of actors allowed in the party
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_initialize initialize
alias large_party_add_actor add_actor
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
large_party_initialize
@max_size = Dargor::Large_Party::Max_Size
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Original method
large_party_add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < @max_size and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
end
end
end

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_sprite_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Original method
large_party_sprite_update
# Set sprite coordinates
if @battler.is_a?(Game_Actor)
self.x = @battler.screen_x - ($game_temp.battle_actor_index / 4) * 640
end
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_spriteset_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Cycle through all extra actors (4+)
# Create/update sprites
for i in 4...$game_party.actors.size
if @actor_sprites.nil?
@actor_sprites.push(Sprite_Battler.new(@viewport2))
end
@actor_sprites.battler = $game_party.actors
end
# Original method
large_party_spriteset_update
end
end

#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_menu_status_initialize initialize
alias large_party_menu_status_refresh refresh
alias large_party_menu_status_update_cursor_rect update_cursor_rect
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original method
large_party_menu_status_initialize
# Adjust contents height
@item_max = $game_party.actors.size
height = @item_max * 118
self.contents = Bitmap.new(width - 32, height - 32)
# Refresh
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(*args)
# Original method
large_party_menu_status_refresh(*args)
# Adjust default height
self.height = 480
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
large_party_menu_status_update_cursor_rect
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 116 - self.oy
self.cursor_rect.set(x, y, cursor_width, 96)
end
#--------------------------------------------------------------------------
# * Top Row
#--------------------------------------------------------------------------
def top_row
return self.oy / 116
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : new row
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 116
end
#--------------------------------------------------------------------------
# * Page Row Max
#--------------------------------------------------------------------------
def page_row_max
return 4
end
end

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_battle_status_initialize initialize
alias large_party_battle_status_refresh refresh
alias large_party_battle_status_update update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@column_max = 4
large_party_battle_status_initialize
width = $game_party.actors.size * 160
self.contents = Bitmap.new(width - 32, height - 32)
self.width = 640
@level_up_flags = []
for i in 0...$game_party.actors.size
@level_up_flags << false
end
@item_max = $game_party.actors.size
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Refresh contents when actors are added/removed in-battle
if $game_party.actors.size != @item_max
@item_max = $game_party.actors.size
width = @item_max * 160
self.contents = Bitmap.new(width - 32, height - 32)
self.width = 640
end
large_party_battle_status_refresh
column = $game_temp.battle_actor_index / 4
self.ox = column * 640
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_phase3_setup_command_window phase3_setup_command_window
alias large_party_update_phase4_step2 update_phase4_step2
alias large_party_start_phase5 start_phase5
alias large_party_update_phase5 update_phase5
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window
$game_temp.battle_actor_index = @actor_index
@status_window.refresh
large_party_phase3_setup_command_window
@actor_command_window.x = (@actor_index%4) * 160
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 2 : start action)
#--------------------------------------------------------------------------
def update_phase4_step2
if @active_battler.is_a?(Game_Actor)
$game_temp.battle_actor_index = @active_battler.index
@status_window.refresh
end
large_party_update_phase4_step2
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
@actor_index = 0
@status_wait = Graphics.frame_count
large_party_start_phase5
end
#--------------------------------------------------------------------------
# * Frame Update (after battle phase)
#--------------------------------------------------------------------------
def update_phase5
refresh_rate = Dargor::Large_Party::Battle_Refresh_Rate
if Graphics.frame_count >= @status_wait + refresh_rate
$game_temp.battle_actor_index = @actor_index
@status_window.refresh
@status_wait = Graphics.frame_count
max = ($game_party.actors.size.to_f/4).ceil * 4
@actor_index = (@actor_index+1) % max
end
large_party_update_phase5
end
end
 

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