Okay, I am using KGC's Large Party script with the default RMXP battle system. I also use it primarily as my party change system. My problem is that I don't want some characters to be exchangable.
I was looking through the script, and saw a function called "Indespensable Join" which does just that, making some characters mandatory through a call script command. My problem is, however, I do not know what call script I am supposed to use. Could someone take a look at this at find out how to make someone a mandatory member of the party? Any help is very much appreciated. The script is below. Thanks!
I was looking through the script, and saw a function called "Indespensable Join" which does just that, making some characters mandatory through a call script command. My problem is, however, I do not know what call script I am supposed to use. Could someone take a look at this at find out how to make someone a mandatory member of the party? Any help is very much appreciated. The script is below. Thanks!
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ â—† Extended Party - KGC_LargeParty â—†
#_/----------------------------------------------------------------------------
#_/ Makes it possible to have a party size of 5 or more
#_/============================================================================
#_/ ≪メニュー画é¢æ”¹é€ [MenuAlter]≫より下
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ★ ã‚«ã‚¹ã‚¿ãƒžã‚¤ã‚ºé …ç›® - Customize ★
#==============================================================================
module KGC
# â—†Sets the maximum active members in party
LP_MAX_MEMBER = 5
# â—†Butler position equal layout when fighting
# Because compulsorily is, there is a bug [ru] possibility, depending upon the function which is jointly used.
BATTIE_AUTO_POSITION = false
# â—†At the time of replacement failure setting forcing joining
# If outside the aggressive member you insert in the aggressive member mandatorily, (generally known forcing combat mission)
LP_INDISPENSABLE_JOIN = true
# â—†Text displayed for an empty slot
LP_BLANK_TEXT = "-EMPTY-"
# â—†Text displayed for an occupied slot
LP_ENTER_TEXT = "-ENTER-"
# â—†At the time line to change background color
LP_SELECT_COLOR = Color.new(64, 255, 128, 128)
# â—†Verification window character string
# * When command several orders are modified, the bug [ri] it increases.
LP_CONFIRM_COMMANDS = ["Finish", "Stop", "Cancel"]
# â—†Standby members XP Gain.[Remember the its actually 5% not 500%(Thousand minute ratio 1‰ï¼0.1ï¼…)】
LP_STAND_BY_EXP = 500
# â—†While fighting replacement function
# The extent coercive processing which is not possible is done.
# It jointly uses mono depending upon, there is a bug [ru] possibility tremendous (´・ω・`)
LP_BATTLE_PARTYFORM = true
# â—†While fighting replacement picture movement button
# ≪Only at the time of Active Count Battle≫ introduction use.
LP_BATTLE_PARTYFORM_BUTTON_ACB = Input::F6
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
$imported = {} if $imported == nil
$imported["LargeParty"] = true
#--------------------------------------------------------------------------
# ◠パーティ編æˆç”»é¢ã®å‘¼ã³å‡ºã—
#--------------------------------------------------------------------------
def call_partyform
# プレイヤーã®å§¿å‹¢ã‚’矯æ£
$game_player.straighten
# パーティ編æˆç”»é¢ã«åˆ‡ã‚Šæ›¿ãˆ
$scene = Scene_PartyForm.new(1)
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :partyform_permit # パーティ編æˆè¨±å¯
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty
@partyform_permit = true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ◠戦闘ステータス X 座標
#--------------------------------------------------------------------------
def battle_status_x
# パーティ内ã®ä¸¦ã³é †ã‹ã‚‰ X 座標を計算ã—ã¦è¿”ã™
if self.index != nil
if KGC::BATTIE_AUTO_POSITION
if $imported["HPSPAlter"] && !KGC::HPSP_DRAW_NAME_LUMP
return 80 + self.index * 592 / $game_party.actors.size
else
return 80 + self.index * 580 / $game_party.actors.size
end
else
return 80 + self.index * (312 - KGC::LP_MAX_MEMBER * 39)
end
else
return 0
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :battle_actors # 戦闘メンãƒãƒ¼
attr_accessor :party_actors # パーティ内ã®å…¨ã‚¢ã‚¯ã‚¿ãƒ¼
attr_accessor :indispensable_actors # 入れ替ãˆä¸å¯èƒ½(å¿…é ˆ)アクター
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty
# パーティメンãƒãƒ¼ã®é…列を作æˆ
@battle_actors = []
@party_actors = []
@indispensable_actors = []
end
#--------------------------------------------------------------------------
# â— åˆæœŸãƒ‘ーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
#--------------------------------------------------------------------------
def setup_starting_members
@battle_actors = []
@party_actors = []
@indispensable_actors = []
for i in $data_system.party_members
@battle_actors.push($game_actors[i])
@party_actors.push($game_actors[i])
end
end
#--------------------------------------------------------------------------
# ◠戦闘テスト用パーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
#--------------------------------------------------------------------------
def setup_battle_test_members
@battle_actors = []
@party_actors = []
@indispensable_actors = []
for battler in $data_system.test_battlers
actor = $game_actors[battler.actor_id]
actor.level = battler.level
gain_weapon(battler.weapon_id, 1)
gain_armor(battler.armor1_id, 1)
gain_armor(battler.armor2_id, 1)
gain_armor(battler.armor3_id, 1)
gain_armor(battler.armor4_id, 1)
actor.equip(0, battler.weapon_id)
actor.equip(1, battler.armor1_id)
actor.equip(2, battler.armor2_id)
actor.equip(3, battler.armor3_id)
actor.equip(4, battler.armor4_id)
actor.recover_all
@battle_actors.push(actor)
@party_actors.push(actor)
end
@items = {}
for i in 1...$data_items.size
next if $data_items[i].name == ""
occasion = $data_items[i].occasion
@items[i] = 99 if occasion == 0 || occasion == 1
end
end
#--------------------------------------------------------------------------
# ◠パーティメンãƒãƒ¼ã®ãƒªãƒ•ãƒ¬ãƒƒã‚·ãƒ¥
#--------------------------------------------------------------------------
def refresh
# ゲームデータをãƒãƒ¼ãƒ‰ã—ãŸç›´å¾Œã¯ã‚¢ã‚¯ã‚¿ãƒ¼ã‚ªãƒ–ジェクトãŒ
# $game_actors ã‹ã‚‰åˆ†é›¢ã—ã¦ã—ã¾ã£ã¦ã„る。
# ãƒãƒ¼ãƒ‰ã®ãŸã³ã«ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’å†è¨å®šã™ã‚‹ã“ã¨ã§å•é¡Œã‚’回é¿ã™ã‚‹ã€‚
new_battle_actors = []
new_party_actors = []
new_indispensable_actors = []
for i in 0...@battle_actors.size
if $data_actors[@battle_actors[i].id] != nil
new_battle_actors.push($game_actors[@battle_actors[i].id])
end
end
for i in 0...@party_actors.size
if $data_actors[@party_actors[i].id] != nil
new_party_actors.push($game_actors[@party_actors[i].id])
end
end
for i in 0...@indispensable_actors.size
if $data_actors[@indispensable_actors[i].id] != nil
new_indispensable_actors.push($game_actors[@indispensable_actors[i].id])
end
end
@battle_actors = new_battle_actors
@party_actors = new_party_actors
@indispensable_actors = new_indispensable_actors
end
#--------------------------------------------------------------------------
# ◠アクターã®å–å¾—
#--------------------------------------------------------------------------
def actors
return $game_temp.in_battle ? @battle_actors : @party_actors
end
#--------------------------------------------------------------------------
# ◠最大レベルã®å–å¾—
#--------------------------------------------------------------------------
def max_level
# パーティ人数㌠0 人ã®å ´åˆ
return 0 if self.actors.size == 0
level = 0
# パーティメンãƒãƒ¼ã®æœ€å¤§ãƒ¬ãƒ™ãƒ«ã‚’求ã‚ã‚‹
self.actors.each { |actor| level = [level, actor.level].max }
return level
end
#--------------------------------------------------------------------------
# â— ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’åŠ ãˆã‚‹
# actor_id : アクター ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# アクターをå–å¾—
actor = $game_actors[actor_id]
# 戦闘メンãƒãƒ¼ãŒæœ€å¤§æ•°æœªæº€ã§ã€ã“ã®ã‚¢ã‚¯ã‚¿ãƒ¼ãŒæˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã«ã„ãªã„å ´åˆ
if @battle_actors.size < KGC::LP_MAX_MEMBER && !@battle_actors.include?(actor)
# 戦闘メンãƒãƒ¼ã¨ãƒ‘ーティã«ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’追åŠ
@battle_actors << actor
@party_actors << actor
else
# パーティメンãƒãƒ¼ã«ã®ã¿ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’追åŠ
@party_actors << actor
end
# プレイヤーをリフレッシュ
$game_player.refresh
end
#--------------------------------------------------------------------------
# ◠アクターを外ã™
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
actor = $game_actors[actor_id]
# パーティã‹ã‚‰ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’削除
@party_actors.delete(actor)
# 入れ替ãˆä¸èƒ½è€…リストã‹ã‚‰å‰Šé™¤
@indispensable_actors.delete(actor)
# アクターãŒæˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã«ã„ã‚‹å ´åˆ
if @battle_actors.include?(actor)
# 戦闘メンãƒãƒ¼ã‹ã‚‰ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’削除
@battle_actors.delete(actor)
# 控ãˆãƒ¡ãƒ³ãƒãƒ¼ã‹ã‚‰é©å½“ã«ï¼‘人æŒã£ã¦ãã‚‹
for i in 0...@party_actors.size
actor = @party_actors[i]
# 戦闘メンãƒãƒ¼ã«å«ã¾ã‚Œãªã„å ´åˆ
unless @battle_actors.include?(actor)
# 戦闘メンãƒãƒ¼ã«è¿½åŠ
@battle_actors << actor
break
end
end
end
# プレイヤーをリフレッシュ
$game_player.refresh
end
#--------------------------------------------------------------------------
# ◠アクターã®å…¥ã‚Œæ›¿ãˆå¯å¦ã‚’è¨å®š
# actor_id : アクター ID
# permission : 許å¯ãƒ•ãƒ©ã‚°(çœç•¥æ™‚:true)
#--------------------------------------------------------------------------
def changeable(actor_id, permission = true)
# アクターをå–å¾—
actor = $game_actors[actor_id]
# アクターãŒãƒ‘ーティ内ã«ã„ãªã„å ´åˆã¯æˆ»ã‚‹
return unless @party_actors.include?(actor)
if permission
# 指定アクターを入れ替ãˆä¸èƒ½ãƒªã‚¹ãƒˆã‹ã‚‰å‰Šé™¤
@indispensable_actors.delete(actor)
else
# 指定アクターを入れ替ãˆä¸èƒ½ãƒªã‚¹ãƒˆã«è¿½åŠ
@indispensable_actors << actor
# å¼·åˆ¶åŠ å…¥ãŒã‚ªãƒ³ã§ã€ã“ã®ã‚¢ã‚¯ã‚¿ãƒ¼ãŒæˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã«ã„ãªã„å ´åˆ
if KGC::LP_INDISPENSABLE_JOIN && !@battle_actors.include?(actor)
# 戦闘メンãƒãƒ¼ã®æœ€å¾Œå°¾ã‹ã‚‰é †ã«å…¥ã‚Œæ›¿ãˆå¯èƒ½ã‚ャラを探ã™
for i in 0...@battle_actors.size
b_actor = @battle_actors.reverse[i]
# 入れ替ãˆç¦æ¢ã®å ´åˆã¯æ¬¡ã¸
next if @indispensable_actors.include?(b_actor)
# ç„¡ç†çŸ¢ç†æˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã«åŠ ãˆã‚‹
@battle_actors.delete(b_actor)
@battle_actors.push(actor)
# パーティã®ä¸¦ã³é †ã‚’ç›´ã™
party_buf = @party_actors.dup
@party_actors = []
for p_actor in @battle_actors
@party_actors.push(p_actor)
end
for p_actor in party_buf - @battle_actors
@party_actors.push(p_actor)
end
break
end
end
end
# プレイヤーをリフレッシュ
$game_player.refresh
end
#--------------------------------------------------------------------------
# ◠メンãƒãƒ¼æ•´åˆ—
#--------------------------------------------------------------------------
def sort_member
# パーティをIDé †ã«æ•´åˆ—
@battle_actors.sort! { |a, b|
a.id - b.id
}
@party_actors.sort! { |a, b|
a.id - b.id
}
# パーティã®ä¸¦ã³é †ã‚’ç›´ã™
restore_order
end
#--------------------------------------------------------------------------
# ◠パーティã®ä¸¦ã³é †ã‚’ç›´ã™
#--------------------------------------------------------------------------
def restore_order
party_buf = @party_actors.dup
@party_actors = []
@battle_actors.each { |actor|
@party_actors << actor
}
party_buf -= @battle_actors
party_buf.each { |actor|
@party_actors << actor
}
end
#--------------------------------------------------------------------------
# ◠全員ã®ã‚¢ã‚¯ã‚·ãƒ§ãƒ³ã‚¯ãƒªã‚¢
#--------------------------------------------------------------------------
def clear_actions
# パーティ全員ã®ã‚¢ã‚¯ã‚·ãƒ§ãƒ³ã‚’クリア
self.actors.each { |actor|
actor.current_action.clear
}
end
#--------------------------------------------------------------------------
# ◠コマンド入力å¯èƒ½åˆ¤å®š
#--------------------------------------------------------------------------
def inputable?
# 一人ã§ã‚‚コマンド入力å¯èƒ½ãªã‚‰ true ã‚’è¿”ã™
self.actors.each { |actor|
return true if actor.inputable?
}
return false
end
#--------------------------------------------------------------------------
# ◠全滅判定
#--------------------------------------------------------------------------
def all_dead?
# パーティ人数㌠0 人ã®å ´åˆ
return false if $game_party.actors.size == 0
# HP 0 以上ã®ã‚¢ã‚¯ã‚¿ãƒ¼ãŒãƒ‘ーティã«ã„ã‚‹å ´åˆ
self.actors.each { |actor|
return false if actor.hp > 0
}
# 全滅
return true
end
#--------------------------------------------------------------------------
# ◠スリップダメージãƒã‚§ãƒƒã‚¯ (マップ用)
#--------------------------------------------------------------------------
def check_map_slip_damage
self.actors.each { |actor|
next if actor.hp == 0 || !actor.slip_damage?
actor.hp -= [actor.maxhp / 100, 1].max
$game_system.se_play($data_system.actor_collapse_se) if actor.hp == 0
$game_screen.start_flash(Color.new(255,0,0,128), 4)
$game_temp.gameover = $game_party.all_dead?
}
end
#--------------------------------------------------------------------------
# ◠対象アクターã®ãƒ©ãƒ³ãƒ€ãƒ ãªæ±ºå®š
# hp0 : HP 0 ã®ã‚¢ã‚¯ã‚¿ãƒ¼ã«é™ã‚‹
#--------------------------------------------------------------------------
def random_target_actor(hp0 = false)
# ルーレットをåˆæœŸåŒ–
roulette = []
# ループ
for actor in self.actors
# æ¡ä»¶ã«è©²å½“ã™ã‚‹å ´åˆ
if (!hp0 && actor.exist?) || (hp0 && actor.hp0?)
# アクターã®ã‚¯ãƒ©ã‚¹ã® [ä½ç½®] ã‚’å–å¾—
position = $data_classes[actor.class_id].position
# å‰è¡›ã®ã¨ã n = 4ã€ä¸è¡›ã®ã¨ã n = 3ã€å¾Œè¡›ã®ã¨ã n = 2
n = 4 - position
# ルーレットã«ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’ n 回追åŠ
n.times { roulette.push(actor) }
end
end
# ルーレットã®ã‚µã‚¤ã‚ºãŒ 0 ã®å ´åˆ
return nil if roulette.size == 0
# ルーレットを回ã—ã€ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’決定
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# ◠対象アクターã®ã‚¹ãƒ ーズãªæ±ºå®š
# actor_index : アクターインデックス
#--------------------------------------------------------------------------
def smooth_target_actor(actor_index)
# アクターをå–å¾—
actor = self.actors[actor_index]
# アクターãŒå˜åœ¨ã™ã‚‹å ´åˆ
return actor if actor != nil && actor.exist?
# ループ
for actor in self.actors
# アクターãŒå˜åœ¨ã™ã‚‹å ´åˆ
return actor if actor.exist?
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_LargeParty update
def update
update_KGC_LargeParty
if @battler.is_a?(Game_Actor)
# スプライトã®åº§æ¨™ã‚’調整
self.x = @battler.battle_status_x
end
end
#--------------------------------------------------------------------------
# ◠グラフィックをリフレッシュ
#--------------------------------------------------------------------------
def refresh_graphic
@battler_name = nil
@battler_hue = nil
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_LargeParty update
def update
# アクタースプライトを作æˆ
unless @actor_sprites_created
@actor_sprites = []
for i in 0...[KGC::LP_MAX_MEMBER, 4].max
@actor_sprites.push(Sprite_Battler.new(@viewport2))
end
# 作æˆæ¸ˆã¿ãƒ•ãƒ©ã‚°ã‚’オン
@actor_sprites_created = true
end
update_KGC_LargeParty
# アクタースプライトã®å†…容を更新 (アクターã®å…¥ã‚Œæ›¿ãˆã«å¯¾å¿œ)
(0...@actor_sprites.size).each { |i|
@actor_sprites[i].battler = $game_party.actors[i]
}
end
#--------------------------------------------------------------------------
# ◠アクタースプライトをリフレッシュ
#--------------------------------------------------------------------------
def refresh_actor_sprites
@actor_sprites.each { |s|
s.battler = nil
s.refresh_graphic
}
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Window_MenuStatus
#==============================================================================
unless $imported["MenuAlter"]
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.actors.size
self.contents.dispose
self.contents = Bitmap.new(width - 32, @item_max * 112)
for i in 0...@item_max
x, y = 64, i * 112
# 戦闘å‚åŠ ãƒ¡ãƒ³ãƒãƒ¼ä»¥é™ã¯èƒŒæ™¯ã‚’æš—ãã™ã‚‹
if i >= $game_party.battle_actors.size
self.contents.fill_rect(x - 64, y, 448, 112, Color.new(0, 0, 0, 96))
end
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
#--------------------------------------------------------------------------
# ◠行数ã®å–å¾—
#--------------------------------------------------------------------------
def row_max
# é …ç›®æ•°ã‹ã‚‰è¡Œæ•°ã‚’算出
return @item_max - 1
end
#--------------------------------------------------------------------------
# â— å…ˆé ã®è¡Œã®å–å¾—
#--------------------------------------------------------------------------
def top_row
# ウィンドウ内容ã®è»¢é€å…ƒ Y 座標をã€1 è¡Œã®é«˜ã• 112 ã§å‰²ã‚‹
return self.oy / 112
end
#--------------------------------------------------------------------------
# â— å…ˆé ã®è¡Œã®è¨å®š
# row : å…ˆé ã«è¡¨ç¤ºã™ã‚‹è¡Œ
#--------------------------------------------------------------------------
def top_row=(row)
# row ã‚’ 0 ~ row_max - 1 ã«ä¿®æ£
row = [[row, 0].max, row_max - 1].min
# row ã« 1 è¡Œã®é«˜ã• 112 を掛ã‘ã€ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦å†…容ã®è»¢é€å…ƒ Y 座標ã¨ã™ã‚‹
self.oy = row * 112
end
#--------------------------------------------------------------------------
# â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / 112
end
#--------------------------------------------------------------------------
# â— 1 ページã«è¡¨ç¤ºã§ãã‚‹é …ç›®æ•°ã®å–å¾—
#--------------------------------------------------------------------------
def page_item_max
return page_row_max
end
#--------------------------------------------------------------------------
# ◠カーソルã®çŸ©å½¢æ›´æ–°
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
# ç¾åœ¨ã®è¡Œã‚’å–å¾—
row = @index
# ç¾åœ¨ã®è¡ŒãŒã€è¡¨ç¤ºã•ã‚Œã¦ã„ã‚‹å…ˆé ã®è¡Œã‚ˆã‚Šå‰ã®å ´åˆ
if row < self.top_row
# ç¾åœ¨ã®è¡ŒãŒå…ˆé ã«ãªã‚‹ã‚ˆã†ã«ã‚¹ã‚¯ãƒãƒ¼ãƒ«
self.top_row = row
end
# ç¾åœ¨ã®è¡ŒãŒã€è¡¨ç¤ºã•ã‚Œã¦ã„る最後尾ã®è¡Œã‚ˆã‚Šå¾Œã‚ã®å ´åˆ
if row > self.top_row + (self.page_row_max - 1)
# ç¾åœ¨ã®è¡ŒãŒæœ€å¾Œå°¾ã«ãªã‚‹ã‚ˆã†ã«ã‚¹ã‚¯ãƒãƒ¼ãƒ«
self.top_row = row - (self.page_row_max - 1)
end
# カーソルã®å¹…を計算
cursor_width = self.width - 32
# カーソルã®åº§æ¨™ã‚’計算
y = @index * 112 - self.oy
# カーソルã®çŸ©å½¢ã‚’æ›´æ–°
self.cursor_rect.set(0, y, cursor_width, 112)
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty
# レベルアップフラグをå†ä½œæˆ
@level_up_flags = []
for i in 0...[KGC::LP_MAX_MEMBER, 4].max
@level_up_flags[i] = false
end
end
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
alias refresh_KGC_LargeParty refresh
def refresh
@dw = 120 - (KGC::LP_MAX_MEMBER - 4) * 12
refresh_KGC_LargeParty
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# â— åå‰ã®æç”»
# actor : アクター
# x : æ画先 X 座標
# y : æ画先 Y 座標
#--------------------------------------------------------------------------
alias draw_actor_name_KGC_LargeParty draw_actor_name
def draw_actor_name(actor, x, y)
x2 = actor.battle_status_x - 64
draw_actor_name_KGC_LargeParty(actor, x2, y)
end
#--------------------------------------------------------------------------
# ◠ステートã®æç”»
#--------------------------------------------------------------------------
alias draw_actor_state_KGC_LargeParty draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
x2 = actor.battle_status_x - 64
draw_actor_state_KGC_LargeParty(actor, x2, y, width)
end
#--------------------------------------------------------------------------
# â— HP ã®æç”»
# actor : アクター
# x : æ画先 X 座標
# y : æ画先 Y 座標
# width : æ画先ã®å¹…
#--------------------------------------------------------------------------
alias draw_actor_hp_KGC_LargeParty draw_actor_hp
def draw_actor_hp(actor, x, y, width = 120)
x2 = actor.battle_status_x - 64
draw_actor_hp_KGC_LargeParty(actor, x2, y, @dw)
end
#--------------------------------------------------------------------------
# â— SP ã®æç”»
# actor : アクター
# x : æ画先 X 座標
# y : æ画先 Y 座標
# width : æ画先ã®å¹…
#--------------------------------------------------------------------------
alias draw_actor_sp_KGC_LargeParty draw_actor_sp
def draw_actor_sp(actor, x, y, width = 120)
x2 = actor.battle_status_x - 64
draw_actor_sp_KGC_LargeParty(actor, x2, y, @dw)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Window_BattleMember
#------------------------------------------------------------------------------
#  戦闘用メンãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
#==============================================================================
class Window_BattleMember < Window_Selectable
#--------------------------------------------------------------------------
# ◠公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :selected_index # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 224)
@column_max = 4
@item_max = KGC::LP_MAX_MEMBER
@selected_index = nil
bw = 152 * @column_max
bh = ((@item_max - 1) / @column_max + 1) * 192
self.contents = Bitmap.new(bw, bh)
refresh
self.active = true
self.index = 0
end
#--------------------------------------------------------------------------
# â— é¸æŠžã‚¢ã‚¯ã‚¿ãƒ¼å–å¾—
#--------------------------------------------------------------------------
def actor
return @actors[self.index]
end
#--------------------------------------------------------------------------
# ◠アクター画åƒæç”»
# actor : 対象アクター
# x, y : æ画先
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
rect = bitmap.rect
rect.height = [bitmap.height, 192].min
self.contents.blt(x, y, bitmap, rect)
end
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 20
@actors = $game_party.battle_actors
@item_max.times { |i|
x = i % @column_max * 152 + 8
y = i / @column_max * 192 + 64
# アクターãŒå˜åœ¨ã™ã‚‹å ´åˆ
if i < @actors.size
# é¸æŠžæ¸ˆã¿ã®å ´åˆã¯èƒŒæ™¯å¤‰è‰²
if i == @selected_index
self.contents.fill_rect(x - 8, y - 64, 152, 192, KGC::LP_SELECT_COLOR)
end
draw_actor_info(@actors[i], x, y)
else
self.contents.font.color = system_color
if $imported["FrameShadowText"]
self.contents.draw_frame_text(x - 8, y, 152, 32, KGC::LP_BLANK_TEXT, 1)
else
self.contents.draw_text(x - 8, y, 152, 32, KGC::LP_BLANK_TEXT, 1)
end
end
}
end
#--------------------------------------------------------------------------
# â— ã‚¢ã‚¯ã‚¿ãƒ¼æƒ…å ±æç”»
# actor : 対象アクター
# x, y : æ画先
#--------------------------------------------------------------------------
def draw_actor_info(actor, x, y)
draw_actor_graphic(actor, x, y - 64)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x, y + 20)
draw_actor_level(actor, x, y + 44)
draw_actor_state(actor, x + 64, y + 44)
draw_actor_hp(actor, x, y + 68)
draw_actor_sp(actor, x, y + 92)
end
#--------------------------------------------------------------------------
# ◠カーソル矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
# カーソルä½ç½®ãŒ 0 未満ã®å ´åˆ
if @index < 0
self.cursor_rect.empty
return
end
# カーソルã®å¹…を計算
cursor_width = 152
# カーソルã®åº§æ¨™ã‚’計算
x = @index % @column_max * 152
y = @index / @column_max * 192 - self.oy
# カーソルã®çŸ©å½¢ã‚’æ›´æ–°
self.cursor_rect.set(x, y, cursor_width, 192)
self.oy = @index / @column_max * 192
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Window_PartyMember
#------------------------------------------------------------------------------
#  パーティメンãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
#==============================================================================
class Window_PartyMember < Window_Selectable
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize
super(0, 224, 640, 256)
@actors = $game_party.party_actors
@column_max = 4
bw = 152 * @column_max
bh = ((@actors.size - 1) / @column_max + 1) * 112
self.contents = Bitmap.new(bw, bh)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ◠アクターã®å–å¾—
#--------------------------------------------------------------------------
def actor
return @data[self.index]
end
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 16
@actors = $game_party.party_actors
@item_max = @actors.size
@data = []
@actors.each_with_index { |actor, i|
x = i % @column_max * 152 + 8
y = i / @column_max * 112 + 16
@data << actor
if $game_party.battle_actors.include?(actor)
# 戦闘用メンãƒãƒ¼ã«å«ã¾ã‚Œã¦ã„ã‚‹å ´åˆ
self.contents.font.color = system_color
self.contents.draw_shadow_text(x, y - 16, 148, 32, KGC::LP_ENTER_TEXT, 1)
else
draw_actor_graphic(actor, x + 144, y - 16)
end
draw_actor_info(actor, x, y)
}
end
#--------------------------------------------------------------------------
# ◠アクター画åƒã®æç”»
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
src_rect = bitmap.rect
cw = src_rect.width >> 1
ch = src_rect.height >> 1
dest_rect = Rect.new(x - cw, y, cw, ch)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# â— ã‚¢ã‚¯ã‚¿ãƒ¼æƒ…å ±ã®æç”»
#--------------------------------------------------------------------------
def draw_actor_info(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x, y + 16)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 64, y + 32)
draw_actor_hp(actor, x, y + 48)
draw_actor_sp(actor, x, y + 64)
end
#--------------------------------------------------------------------------
# â— HP ã®æç”»
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# æ–‡å—列 "HP" ã‚’æç”»
self.contents.font.color = system_color
self.contents.draw_shadow_text(x, y, 32, 32, $data_system.words.hp)
hp_x = x + width - 108
# HP ã‚’æç”»
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_shadow_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# MaxHP ã‚’æç”»
self.contents.font.color = normal_color
self.contents.draw_shadow_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_shadow_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
#--------------------------------------------------------------------------
# â— SP ã®æç”»
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# æ–‡å—列 "SP" ã‚’æç”»
self.contents.font.color = system_color
self.contents.draw_shadow_text(x, y, 32, 32, $data_system.words.sp)
sp_x = x + width - 108
# SP ã‚’æç”»
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_shadow_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# MaxSP ã‚’æç”»
self.contents.font.color = normal_color
self.contents.draw_shadow_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_shadow_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
#--------------------------------------------------------------------------
# ◠カーソル矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
# カーソルä½ç½®ãŒ 0 未満ã®å ´åˆ
if @index < 0
self.cursor_rect.empty
return
end
# カーソルã®å¹…を計算
cursor_width = 152
# カーソルã®åº§æ¨™ã‚’計算
x = @index % @column_max * 152
y = 0
# カーソルã®çŸ©å½¢ã‚’æ›´æ–°
self.cursor_rect.set(x, y, cursor_width, 112)
self.oy = @index / @column_max * 112
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Window_Target
#==============================================================================
class Window_Target < Window_Selectable
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize
super(0, 0, 336, 480)
self.contents = Bitmap.new(width - 32,
$game_party.party_actors.size * 116 - 16)
self.z += 10
@item_max = $game_party.party_actors.size
refresh
end
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actors = $game_party.party_actors
actors.each_index { |i|
x = 4
y = i * 116
# éžæˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã¯èƒŒæ™¯ã‚’æš—ãã™ã‚‹
if i >= actors.size
self.contents.fill_rect(0, y, width - 32, 116, Color.new(0, 0, 0, 96))
end
draw_actor_info(actors[i], x, y)
}
end
#--------------------------------------------------------------------------
# â— ã‚¢ã‚¯ã‚¿ãƒ¼æƒ…å ±æç”»
#--------------------------------------------------------------------------
def draw_actor_info(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x + 8, y + 32)
draw_actor_state(actor, x + 8, y + 64)
draw_actor_hp(actor, x + 152, y + 32)
draw_actor_sp(actor, x + 152, y + 64)
end
#--------------------------------------------------------------------------
# ◠カーソル矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
# カーソルä½ç½® -1 ã¯å…¨é¸æŠž
if @index < 0
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
return
end
# ç¾åœ¨ã®è¡Œã‚’å–å¾—
row = @index
# ç¾åœ¨ã®è¡ŒãŒã€è¡¨ç¤ºã•ã‚Œã¦ã„ã‚‹å…ˆé ã®è¡Œã‚ˆã‚Šå‰ã®å ´åˆ
if row < self.top_row
# ç¾åœ¨ã®è¡ŒãŒå…ˆé ã«ãªã‚‹ã‚ˆã†ã«ã‚¹ã‚¯ãƒãƒ¼ãƒ«
self.top_row = row
end
# ç¾åœ¨ã®è¡ŒãŒã€è¡¨ç¤ºã•ã‚Œã¦ã„る最後尾ã®è¡Œã‚ˆã‚Šå¾Œã‚ã®å ´åˆ
if row > self.top_row + (self.page_row_max - 1)
# ç¾åœ¨ã®è¡ŒãŒæœ€å¾Œå°¾ã«ãªã‚‹ã‚ˆã†ã«ã‚¹ã‚¯ãƒãƒ¼ãƒ«
self.top_row = row - (self.page_row_max - 1)
end
# カーソルã®å¹…を計算
cursor_width = self.width - 32
# カーソルã®åº§æ¨™ã‚’計算
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 116 - self.oy
# カーソルã®çŸ©å½¢ã‚’æ›´æ–°
self.cursor_rect.set(x, y, self.width - 32, 96)
end
#--------------------------------------------------------------------------
# â— å…ˆé ã®è¡Œã®å–å¾—
#--------------------------------------------------------------------------
def top_row
# ウィンドウ内容ã®è»¢é€å…ƒ Y 座標をã€1 è¡Œã®é«˜ã• 116 ã§å‰²ã‚‹
return self.oy / 116
end
#--------------------------------------------------------------------------
# â— å…ˆé ã®è¡Œã®è¨å®š
# row : å…ˆé ã«è¡¨ç¤ºã™ã‚‹è¡Œ
#--------------------------------------------------------------------------
def top_row=(row)
# row ã‚’ 0 ~ row_max - 1 ã«ä¿®æ£
row = [[row, 0].max, row_max - 1].min
# row ã« 1 è¡Œã®é«˜ã• 116 を掛ã‘ã€ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦å†…容ã®è»¢é€å…ƒ Y 座標ã¨ã™ã‚‹
self.oy = row * 116
end
#--------------------------------------------------------------------------
# â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
#--------------------------------------------------------------------------
def page_row_max
return 4
end
#--------------------------------------------------------------------------
# ◠行数ã®å–å¾—
#--------------------------------------------------------------------------
def row_max
return $game_party.party_actors.size
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Window_PartyCommand
#==============================================================================
if KGC::LP_BATTLE_PARTYFORM
class Window_PartyCommand < Window_Selectable
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
@commands = ["Fight", "Escape", "Formation"]
@item_max = 3
@column_max = 3
draw_item(0, normal_color)
draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
draw_item(2, $game_system.partyform_permit ? normal_color : disabled_color)
self.active = false
self.visible = false
self.index = 0
end
#--------------------------------------------------------------------------
# â— é …ç›®ã®æç”»
# index : é …ç›®ç•ªå·
# color : æ–‡å—色
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
# ◠カーソルã®çŸ©å½¢æ›´æ–°
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(80 + index * 160, 0, 128, 32)
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
if !$imported["EquipExtension"] && KGC::LP_MAX_MEMBER > 4
def refresh
self.contents.clear
return if @item == nil
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
self.contents.font.size = 22
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "Amount")
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
return if @item.is_a?(RPG::Item)
self.contents.font.size = 18
# 装備å“è¿½åŠ æƒ…å ±
for i in 0...$game_party.actors.size
# アクターをå–å¾—
actor = $game_party.actors[i]
# 装備å¯èƒ½ãªã‚‰é€šå¸¸æ–‡å—色ã«ã€ä¸å¯èƒ½ãªã‚‰ç„¡åŠ¹æ–‡å—色ã«è¨å®š
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# アクターã®åå‰ã‚’æç”»
self.contents.draw_text(4, 32 + 44 * i, 120, 32, actor.name)
# ç¾åœ¨ã®è£…å‚™å“ã‚’å–å¾—
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
# 装備å¯èƒ½ãªå ´åˆ
if actor.equippable?(@item)
# æ¦å™¨ã®å ´åˆ
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# 防具ã®å ´åˆ
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
# パラメータã®å¤‰åŒ–値をæç”»
self.contents.draw_text(124, 32 + 44 * i, 112, 32, sprintf("%+d", change), 2)
end
# アイテムをæç”»
if item1 != nil
x = 4
y = 32 + 44 * i + 22
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item1.name)
end
end
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Arrow_Actor
#==============================================================================
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias update_KGC_LargeParty update
def update
update_KGC_LargeParty
# スプライトã®åº§æ¨™ã‚’è¨å®š
if self.actor != nil
self.x = self.actor.battle_status_x
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Scene_Menu
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ◠フレーム更新 (コマンドウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
#--------------------------------------------------------------------------
alias update_command_KGC_LargeParty update_command
def update_command
# A ボタンãŒæŠ¼ã•ã‚ŒãŸå ´åˆ
if Input.trigger?(Input::A)
# ç·¨æˆç¦æ¢ã®å ´åˆ
unless $game_system.partyform_permit
# ブザー SE ã‚’æ¼”å¥
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE ã‚’æ¼”å¥
$game_system.se_play($data_system.decision_se)
# パーティ編æˆç”»é¢ã«åˆ‡ã‚Šæ›¿ãˆ
$scene = Scene_PartyForm.new(0, @command_window.index)
return
end
update_command_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ◠フレーム更新 (ステータスウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
#--------------------------------------------------------------------------
alias update_status_KGC_LargeParty update_status
def update_status
# A ボタンãŒæŠ¼ã•ã‚ŒãŸå ´åˆ
if Input.trigger?(Input::A)
# ç·¨æˆç¦æ¢ã®å ´åˆ
unless $game_system.partyform_permit
# ブザー SE ã‚’æ¼”å¥
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE ã‚’æ¼”å¥
$game_system.se_play($data_system.decision_se)
# パーティ編æˆç”»é¢ã«åˆ‡ã‚Šæ›¿ãˆ
$scene = Scene_PartyForm.new(0, @command_window.index)
return
end
update_status_KGC_LargeParty
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# â– Scene_PartyForm
#------------------------------------------------------------------------------
#  パーティ編æˆã‚’è¡Œã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚
#==============================================================================
class Scene_PartyForm
#--------------------------------------------------------------------------
# ◠オブ