brainstorm
Member
I think I'm going about this the worng way. I'm making a Party Switcher to match the interface of pokemon. I've got the interface down but when I switch Party Member #1 with #2 it works, But when you try to switch it back its horrible. It's even worse if you have more than 2 party members. So what I need help on is the Switching part. I tried to make my variables good for you guys helping.
It WAS designed for FOUR PARTY MEMBERS.
If you find any errors I can post any scripts that might fix them(Like Fomar's Creature Scripts.)
If you need more information, just post saying you do...
I really... want?... no... umm... I REALLY DESIRE THIS.
It WAS designed for FOUR PARTY MEMBERS.
If you find any errors I can post any scripts that might fix them(Like Fomar's Creature Scripts.)
If you need more information, just post saying you do...
I really... want?... no... umm... I REALLY DESIRE THIS.
Code:
class Scene_Pokemon
attr_accessor :pokemon_window
def main
@pokemon_window = Window_Pokemonswitching.new
s1 = "Switch"
s2 = "Abilities"
s3 = "Stats"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.opacity = 255
@command_window.active = false
@command_window.visible = false
@command_window.x = 130 + (4 + @pokemon_window.index % 2 * (320 + 0))
@command_window.y = (@pokemon_window.index / 2 * 160)
@creature = Hash.new("")
if $game_party.actors[0] != nil
index = 0
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
if $game_party.actors[1] != nil
index = 1
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
if $game_party.actors[2] != nil
index = 2
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
if $game_party.actors[3] != nil
index = 3
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
@stats_window = []
for i in 0..$game_party.actors.size - 1
@stats_window.push(Window_Status.new($game_party.actors[i]))
@stats_window[i].visible = false
@stats_window[i].z = 9011
end
# Transition run
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
if $game_party.actors[0] != nil
@creature[0].dispose
end
if $game_party.actors[1] != nil
@creature[1].dispose
end
if $game_party.actors[2] != nil
@creature[2].dispose
end
if $game_party.actors[3] != nil
@creature[3].dispose
end
for i in 0..$game_party.actors.size - 1
@stats_window[i].dispose
end
@command_window.dispose
@pokemon_window.dispose
end
def update
@command_window.update
@pokemon_window.update
if $game_party.actors[0] != nil
@creature[0].update
@creature[0].refresh
end
if $game_party.actors[1] != nil
@creature[1].update
@creature[1].refresh
end
if $game_party.actors[2] != nil
@creature[2].update
@creature[2].refresh
end
if $game_party.actors[3] != nil
@creature[3].update
@creature[3].refresh
end
for i in 0..$game_party.actors.size - 1
@stats_window[i].update
end
creature_refresh
for i in 0..$game_party.actors.size - 1
if @pokemon_window.active and @beforepokemon == nil
update_pokemon
elsif @pokemon_window.active and @beforepokemon != nil
update_pokeswitch
elsif @command_window.active
update_activity
elsif @stats_window[i].visible
update_stat
end
end
end
def creature_refresh
if $game_party.actors[0] != nil
@creature[0].dispose
end
if $game_party.actors[1] != nil
@creature[1].dispose
end
if $game_party.actors[2] != nil
@creature[2].dispose
end
if $game_party.actors[3] != nil
@creature[3].dispose
end
if $game_party.actors[0] != nil
index = 0
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
if $game_party.actors[1] != nil
index = 1
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
if $game_party.actors[2] != nil
index = 2
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
if $game_party.actors[3] != nil
index = 3
@creature[index] = (Window_Creature.new($game_party.actors[index]))
@creature[index].x = (4 + index % 2 * (305 + 0))# - 5
@creature[index].y = (index / 2 * 160)
end
end
def update_pokemon
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
@command_window.x = 130 + (4 + @pokemon_window.index % 2 * (320 + 0))
@command_window.y = (@pokemon_window.index / 2 * 160)
@actor = $game_actors[@pokemon_window.index + 1]
@command_window.visible = true
@command_window.active = true
#@pokemon_window.visible = false
@pokemon_window.active = false
return
end
end
def update_activity
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@pokemon_window.active = true
@command_window.visible = false
@command_window.active = false
#@pokemon_window.visible = false
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
@beforepokemon = @pokemon_window.index
if $game_party.actors[@beforepokemon] != nil
$game_system.se_play($data_system.decision_se)
@pokemon_window.active = true
@command_window.visible = false
@command_window.active = false
#@pokemon_window.visible = false
#update_pokeswitch
else
$game_system.se_play($data_system.buzzer_se)
end
when 1
if $pokeability == true
@a = $data_armors[$game_party.actors[@pokemon_window.index].armor1_id]
#if @a.guard_element_set.include?(1)
$scene = Scene_Map.new
$game_temp.common_event_id = @a.guard_element_set[0] + 1
common_event = $data_common_events[$game_temp.common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
#return
#end
end
when 2
@beforepokemon = @pokemon_window.index
$game_system.se_play($data_system.decision_se)
@stats_window[@beforepokemon].visible = true
@pokemon_window.active = false
@command_window.visible = false
@command_window.active = false
end
return
end
end
def update_pokeswitch
@afterpokemon = @pokemon_window.index
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@beforepokemon = nil
@command_window.visible = true
@command_window.active = true
#@pokemon_window.visible = false
@pokemon_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.actors[@afterpokemon] != nil
$game_system.se_play($data_system.decision_se)
if $data_actors[@beforepokemon].id < $data_actors[@afterpokemon].id
$game_party.actors[@afterpokemon] = $game_actors[@beforepokemon + 1]
$game_party.actors[@beforepokemon] = $game_actors[@afterpokemon + 1]
elsif $data_actors[@beforepokemon].id == $data_actors[@afterpokemon].id
$game_party.actors[@beforepokemon] = $game_actors[@afterpokemon + 1]
$game_party.actors[@afterpokemon] = $game_actors[@beforepokemon + 1]
elsif $data_actors[@beforepokemon].id > $data_actors[@afterpokemon].id
$game_party.actors[@beforepokemon] = $game_actors[@afterpokemon + 1]
$game_party.actors[@afterpokemon] = $game_actors[@beforepokemon + 1]
end
$game_party.refresh
@pokemon_window.refresh
@beforepokemon = nil
@command_window.visible = true
@command_window.active = true
#@pokemon_window.visible = false
@pokemon_window.active = false
@pokemon_window.active = true
@command_window.visible = false
@command_window.active = false
#@pokemon_window.visible = false
return
else
$game_system.se_play($data_system.buzzer_se)
end
end
end
def update_stat
if Input.trigger?(Input::B)
@beforepokemon = nil
for i in 0..$game_party.actors.size - 1
@stats_window[i].visible = false
end
$game_system.se_play($data_system.cancel_se)
@command_window.visible = true
@command_window.active = true
#@pokemon_window.visible = false
@pokemon_window.active = false
@pokemon_window.active = true
@command_window.visible = false
@command_window.active = false
return
end
end
end
class Window_Creature < Window_Base
def initialize(actor)
super(0, 0, 100, 100)
@actor = actor
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.back_opacity = 0
self.z = 7011
refresh
end
def refresh
self.contents.clear
draw_actor_graphic(@actor, 20, 50)
end
end
class Window_Pokemonswitching < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
#pokemon = draw_actor_name(0)
@column_max = 2
@row_max = 3
#self.active = false
#self.visible = false
refresh
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
end
self.index = 0
# If item count is not 0, make a bit map and draw all items
@item_max = 4
@po = $game_party.actors
if @po[0] == nil
@commands = ["-","-","-","-","-","-"]
elsif @po[1] == nil
@commands = [@po[0].name,"-","-","-","-","-"]
elsif @po[2] == nil
@commands = [@po[0].name,@po[1].name,"-","-","-","-"]
elsif @po[3] == nil
@commands = [@po[0].name,@po[1].name,@po[2].name,"-","-","-"]
elsif @po[4] == nil
@commands = [@po[0].name,@po[1].name,@po[2].name,@po[3].name,"-","-"]
elsif @po[5] == nil
@commands = [@po[0].name,@po[1].name,@po[2].name,@po[3].name,@po[4].name,"-"]
else
@commands = [@po[0].name,@po[1].name,@po[2].name,@po[3].name,@po[4].name,@po[5].name]
end
draw_item(0, normal_color)
draw_item(1, normal_color)
draw_item(2, normal_color)
draw_item(3, normal_color)
#draw_item(4, normal_color)
#draw_item(5, normal_color)
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text character color
#--------------------------------------------------------------------------
def draw_item(index, color)
#x = index
self.contents.font.color = color
rect = Rect.new((4 + index % 2 * (320 + 0)), (index / 2 * 160), 128 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
x = index
self.cursor_rect.set((4 + index % 2 * (320 + 0)), (index / 2 * 160), 128, 32)
end
end