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#1 [VX Ace] Aumento de compañeros el Dom Mayo 20, 2012 10:15 pm

shaoran_hyku

avatar
Buenas a todos.
Este es mi primer aporte después de una larga temporada sin relacionarme con nada del maker, así que espero no saltarme nada.

El VX Ace trae de por si el seguimiento de personajes, pero solo podemos llevar a 4 simultáneamente y así no podemos bailar la conga (?).
Bueno, pues este script (Puede que lo conozcan para sus otras versiones de XP y VX) aumenta el número de compañeros simultáneos que podemos llevar.
Además, te permite modificar si quieres que la experiencia se reparta y cuanta cantidad toca a los personajes en reserva.

He aquí un ejemplo:


Aqui el script:
Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Party System v1.04
# -- Last Updated: 2011.12.26
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-PartySystem"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Compatibility Update: New Game+
# 2011.12.17 - Updated Spriteset_Battle to have updated sprite counts.
# 2011.12.13 - Updated to provide better visual display when more than 5 pieces
#              of equipment are equipped on an actor at a time.
# 2011.12.05 - Added functionality to display faces in the Party Select Window.
#            - Fixed bug that doesn't refresh the caterpillar when new members
#              join the party.
# 2011.12.04 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# RPG Maker VX Ace comes with a very nice party system. However, changing the
# maximum number of members isn't possible without the aid of a script. This
# script enables you the ability to change the maximum number of party members,
# change EXP rates, and/or open up a separate party menu (if desired). In
# addition to that, you can lock the position of actors within a party and
# require other actors to be in the active party before continuing.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# *IMPORTANT* These script calls require the new party menu to be enabled to
# use them. Otherwise, nothing will happen.
#
# lock_actor(x)
# unlock_actor(x)
# This will lock actor x in its current position in the party if the actor is
# in the current party. The actor is unable to switch position and must remain
# in that position until the lock is removed. Use the unlock script call to
# remove the locked status. This script requires the actor to have joined and
# in the current party before the script call will work.
#
# require_actor(x)
# unrequire_actor(x)
# This will cause the party to require actor x in order to continue. If the
# actor isn't in the current party but is in the reserve party, the party menu
# will open up and prompt the player to add the required actor into the party
# before being able to continue. This script call will not function unless the
# specific actor has joined the party, whether it is in the current or reserve.
#
# call_party_menu
# This will open up the party menu. This script call requires for the party
# menu to be enabled to use.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module PARTY
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Party Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # In this section, you can adjust the general party settings for your game
    # such as the maximum amount of members and whatnot, the EXP rate for
    # party members in the reserve, etc.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    MAX_BATTLE_MEMBERS = 5      # Maximum party members. Default: 4
    SPLIT_EXP          = false  # Splits EXP with more members in the party.
    RESERVE_EXP_RATE  = 0.50  # Reserve EXP Rate. Default: 1.00
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Party Menu Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section contains various menu settings for those who wish to use a
    # menu separate for the party system. Here, adjust the menu command order,
    # icons used, and other settings.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ENABLE_MENU = true  # Enables party menu. Default: false
    COMMANDS =[          # The order at which the menu items are shown.
    # [:command,  "Display"],
      [ :change,  "Change",],
      [ :remove,  "Remove",],
      [ :revert,  "Revert",],
      [ :finish,  "Finish",],
    ] # Do not remove this.
    COMMAND_ALIGN    = 1    # 0:Left Align, 1:Center Align, 2:Right Align
   
    # These settings here are used for the upper right window: the Party Select
    # window where the player selects a member to swap out or remove.
    PARTY_FONT_SIZE  = 20    # Font size used for party member names.
    LOCK_FIRST_ACTOR = false # Lock the first actor by default?
    LOCKED_ICON      = 125  # Icon used for locked members.
    REQUIRED_ICON    = 126  # Icon used for required members.
    EMPTY_TEXT = "-Empty-"  # Text used when a member isn't present.
    DISPLAY_FACE    = false # Display faces instead of sprites?
   
    # These settings here are used for the lower left window: the Party List
    # window where the player selects a member to replace.
    REMOVE_ICON      = 185          # Icon used for removing members.
    REMOVE_TEXT      = "-Remove-"  # Text used for remove member command.
    ACTOR_Y_BUFFER  = 12          # Amount the actor graphic be adjusted by.
   
    # These settings here are used for the lower right window: the Party Status
    # window where info about a selected actor is shown.
    NO_DATA        = "- No Data -" # Text used for when no actor is shown.
    IN_PARTY_COLOUR = 6            # Text colour used for in party members.
    STAT_FONT_SIZE  = 20            # Font size used for stats.
    EQUIP_TEXT      = "Equipment"  # Text used to display equipment.
   
  end # PARTY
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Icon
#==============================================================================

module Icon
 
  #--------------------------------------------------------------------------
  # self.locked_party
  #--------------------------------------------------------------------------
  def self.locked_party; return YEA::PARTY::LOCKED_ICON; end
 
  #--------------------------------------------------------------------------
  # self.required_party
  #--------------------------------------------------------------------------
  def self.required_party; return YEA::PARTY::REQUIRED_ICON; end
 
  #--------------------------------------------------------------------------
  # self.remove_party
  #--------------------------------------------------------------------------
  def self.remove_party; return YEA::PARTY::REMOVE_ICON; end
   
end # Icon

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
   
end # Numeric

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :locked
  attr_accessor :required
 
  #--------------------------------------------------------------------------
  # alias method: setup
  #--------------------------------------------------------------------------
  alias game_actor_setup_ps setup
  def setup(actor_id)
    game_actor_setup_ps(actor_id)
    @locked = false
    @required = false
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: final_exp_rate
  #--------------------------------------------------------------------------
  def final_exp_rate
    n = exr * (battle_member? ? 1 : reserve_members_exp_rate)
    if $game_party.in_battle
      n /= [$game_party.battle_members.size, 1].max if YEA::PARTY::SPLIT_EXP
    end
    return n
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: reserve_members_exp_rate
  #--------------------------------------------------------------------------
  def reserve_members_exp_rate
    $data_system.opt_extra_exp ? YEA::PARTY::RESERVE_EXP_RATE : 0
  end
 
end # Game_Actor

#==============================================================================
# ■ Game_Party
#==============================================================================

class Game_Party < Game_Unit
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :battle_members_array
 
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias game_party_initialize_ps initialize
  def initialize
    game_party_initialize_ps
    @battle_members_array = nil
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: max_battle_members
  #--------------------------------------------------------------------------
  def max_battle_members; return YEA::PARTY::MAX_BATTLE_MEMBERS; end
 
  #--------------------------------------------------------------------------
  # alias method: setup_starting_members
  #--------------------------------------------------------------------------
  alias setup_starting_members_ps setup_starting_members
  def setup_starting_members
    setup_starting_members_ps
    initialize_battle_members
    return unless YEA::PARTY::LOCK_FIRST_ACTOR
    return if members[0].nil?
    members[0].locked = true
  end
 
  #--------------------------------------------------------------------------
  # alias method: setup_battle_test_members
  #--------------------------------------------------------------------------
  alias setup_battle_test_members_ps setup_battle_test_members
  def setup_battle_test_members
    setup_battle_test_members_ps
    return unless YEA::PARTY::LOCK_FIRST_ACTOR
    return if members[0].nil?
    members[0].locked = true
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: battle_members
  #--------------------------------------------------------------------------
  def battle_members
    initialize_battle_members if @battle_members_array.nil?
    array = []
    for actor_id in @battle_members_array
      break if array.size > max_battle_members
      next if actor_id.nil?
      next if $game_actors[actor_id].nil?
      array.push($game_actors[actor_id])
    end
    return array
  end
 
  #--------------------------------------------------------------------------
  # new method: initialize_battle_members
  #--------------------------------------------------------------------------
  def initialize_battle_members
    @battle_members_array = []
    for i in 0...max_battle_members
      @battle_members_array.push(@actors[i]) unless @actors[i].nil?
      @battle_members_array.push(0) if @actors[i].nil?
    end
  end
 
  #--------------------------------------------------------------------------
  # alias method: add_actor
  #--------------------------------------------------------------------------
  alias game_party_add_actor_ps add_actor
  def add_actor(actor_id)
    game_party_add_actor_ps(actor_id)
    return if @battle_members_array.include?(actor_id)
    return unless @battle_members_array.include?(0)
    index = @battle_members_array.index(0)
    @battle_members_array[index] = actor_id
    $game_player.refresh
    $game_map.need_refresh = true
  end
 
  #--------------------------------------------------------------------------
  # alias method: remove_actor
  #--------------------------------------------------------------------------
  alias game_party_remove_actor_ps remove_actor
  def remove_actor(actor_id)
    game_party_remove_actor_ps(actor_id)
    return unless @battle_members_array.include?(actor_id)
    index = @battle_members_array.index(actor_id)
    @battle_members_array[index] = 0
    $game_player.refresh
    $game_map.need_refresh = true
  end
 
  #--------------------------------------------------------------------------
  # new method: rearrange_actors
  #--------------------------------------------------------------------------
  def rearrange_actors
    initialize_battle_members if @battle_members_array.nil?
    array = []
    for actor_id in @battle_members_array
      next if [0, nil].include?(actor_id)
      next if $game_actors[actor_id].nil?
      array.push(actor_id)
    end
    for actor_id in @actors
      next if array.include?(actor_id)
      next if $game_actors[actor_id].nil?
      array.push(actor_id)
    end
    @actors = array
  end
 
end # Game_Party

#==============================================================================
# ■ Game_Interpreter
#==============================================================================

class Game_Interpreter
 
  #--------------------------------------------------------------------------
  # new method: lock_actor
  #--------------------------------------------------------------------------
  def lock_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    actor = $game_actors[actor_id]
    return unless $game_party.battle_members.include?(actor.id)
    actor.locked = true
  end
 
  #--------------------------------------------------------------------------
  # new method: unlock_actor
  #--------------------------------------------------------------------------
  def unlock_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    actor = $game_actors[actor_id]
    return unless $game_party.battle_members.include?(actor.id)
    actor.locked = false
  end
 
  #--------------------------------------------------------------------------
  # new method: require_actor
  #--------------------------------------------------------------------------
  def require_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    return if $game_system.formation_disabled
    actor = $game_actors[actor_id]
    return unless $game_party.all_members.include?(actor)
    actor.required = true
    call_party_menu unless $game_party.battle_members.include?(actor)
  end
 
  #--------------------------------------------------------------------------
  # new method: unrequire_actor
  #--------------------------------------------------------------------------
  def unrequire_actor(actor_id)
    return unless YEA::PARTY::ENABLE_MENU
    return if $game_system.formation_disabled
    actor = $game_actors[actor_id]
    return unless $game_party.all_members.include?(actor)
    actor.required = false
    call_party_menu unless $game_party.battle_members.include?(actor)
  end
 
  #--------------------------------------------------------------------------
  # new method: call_party_menu
  #--------------------------------------------------------------------------
  def call_party_menu
    return unless YEA::PARTY::ENABLE_MENU
    return if $game_system.formation_disabled
    SceneManager.call(Scene_Party)
  end
 
end # Game_Interpreter

#==============================================================================
# ■ Spriteset_Battle
#==============================================================================

class Spriteset_Battle
 
  #--------------------------------------------------------------------------
  # overwrite method: create_actors
  #--------------------------------------------------------------------------
  def create_actors
    total = $game_party.max_battle_members
    @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
  end
 
end # Spriteset_Battle

#==============================================================================
# ■ Window_PartyMenuCommand
#==============================================================================

class Window_PartyMenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 160; end
 
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; 4; end
 
  #--------------------------------------------------------------------------
  # alignment
  #--------------------------------------------------------------------------
  def alignment
    return Menu.command_window_align if $imported["YEA-AceMenuEngine"]
    return YEA::PARTY::COMMAND_ALIGN
  end
 
  #--------------------------------------------------------------------------
  # scene
  #--------------------------------------------------------------------------
  def scene; return SceneManager.scene; end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    for command in YEA::PARTY::COMMANDS
      case command[0]
      when :change, :remove, :revert
        add_command(command[1], command[0])
      when :finish
        add_command(command[1], command[0], enable_cancel?)
      else; next
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # process_cancel
  #--------------------------------------------------------------------------
  def process_cancel
    unless enable_cancel?
      Sound.play_buzzer
      return
    end
    super
  end
 
  #--------------------------------------------------------------------------
  # in_party?
  #--------------------------------------------------------------------------
  def in_party?(actor)
    return $game_party.battle_members.include?(actor)
  end
 
  #--------------------------------------------------------------------------
  # enable_cancel?
  #--------------------------------------------------------------------------
  def enable_cancel?
    return false if $game_party.battle_members.size <= 0
    for actor in $game_party.all_members
      next if in_party?(actor)
      return false if actor.required
      return false if actor.locked
    end
    return true
  end
 
end # Window_PartyMenuCommand

#==============================================================================
# ■ Window_PartySelect
#==============================================================================

class Window_PartySelect < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #-------------------------------------------------------------------------
  def initialize(command_window)
    @command_window = command_window
    super(160, 0, window_width, fitting_height(visible_line_number))
    select(0)
    deactivate
    refresh
  end
 
  #--------------------------------------------------------------------------
  # col_max
  #--------------------------------------------------------------------------
  def col_max; return YEA::PARTY::MAX_BATTLE_MEMBERS; end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return YEA::PARTY::MAX_BATTLE_MEMBERS; end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return Graphics.width - 160; end
 
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; 4; end
 
  #--------------------------------------------------------------------------
  # item_rect
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new
    rect.width = contents.width / item_max
    rect.height = contents.height
    rect.x = index * rect.width
    rect.y = 0
    return rect
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = $game_party.battle_members_array.clone
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_actors[@data[index]]
    rect = item_rect(index)
    if actor.nil?
      draw_empty(rect.clone)
      return
    end
    dx = rect.width / 2
    dy = rect.height - 16
    draw_actor_face(actor, rect.x, rect.y) if display_face?
    draw_actor_graphic(actor, rect.x + dx, rect.y + dy) unless display_face?
    draw_actor_name(actor, rect)
    draw_locked_icon(actor, rect)
    draw_required_icon(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # display_face?
  #--------------------------------------------------------------------------
  def display_face?
    return YEA::PARTY::DISPLAY_FACE
  end
 
  #--------------------------------------------------------------------------
  # draw_empty
  #--------------------------------------------------------------------------
  def draw_empty(rect)
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect.x += 2
    rect.y += 2
    rect.width -= 4
    rect.height -= 4
    contents.fill_rect(rect, colour)
    reset_font_settings
    change_color(system_color)
    text = YEA::PARTY::EMPTY_TEXT
    draw_text(rect, text, 1)
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_name
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, rect)
    contents.font.size = YEA::PARTY::PARTY_FONT_SIZE
    draw_text(rect.x+4, rect.y, rect.width-8, line_height, actor.name, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_face
  #--------------------------------------------------------------------------
  def draw_face(face_name, face_index, dx, dy, enabled = true)
    bitmap = Cache.face(face_name)
    dw = [96, item_rect(0).width-4].min
    rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, dw, 92)
    contents.blt(dx+2, dy+2, bitmap, rect, enabled ? 255 : translucent_alpha)
    bitmap.dispose
  end
 
  #--------------------------------------------------------------------------
  # draw_locked_icon
  #--------------------------------------------------------------------------
  def draw_locked_icon(actor, rect)
    return unless actor_locked?(actor)
    draw_icon(Icon.locked_party, rect.x+rect.width-26, rect.height - 26)
  end
 
  #--------------------------------------------------------------------------
  # draw_required_icon
  #--------------------------------------------------------------------------
  def draw_required_icon(actor, rect)
    return if actor_locked?(actor)
    return unless actor_required?(actor)
    draw_icon(Icon.required_party, rect.x+rect.width-26, rect.height - 26)
  end
 
  #--------------------------------------------------------------------------
  # actor_locked?
  #--------------------------------------------------------------------------
  def actor_locked?(actor); return actor.locked; end
 
  #--------------------------------------------------------------------------
  # actor_required?
  #--------------------------------------------------------------------------
  def actor_required?(actor)
    return false if actor.locked
    return actor.required
  end
 
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?; enable?(@data[index]); end
 
  #--------------------------------------------------------------------------
  # enable?
  #--------------------------------------------------------------------------
  def enable?(item)
    case @command_window.current_symbol
    when :change
      return true if item.nil?
      return true if item == 0
    when :remove
      return false if item.nil?
      return false if item == 0
    end
    actor = $game_actors[item]
    return false if actor.locked
    return false if actor.required
    return true
  end
 
  #--------------------------------------------------------------------------
  # process_handling
  #--------------------------------------------------------------------------
  def process_handling
    return unless open? && active
    return process_ok      if ok_enabled?        && Input.trigger?(:C)
    return process_cancel  if cancel_enabled?    && Input.trigger?(:B)
    return process_pagedown if handle?(:pagedown) && Input.repeat?(:R)
    return process_pageup  if handle?(:pageup)  && Input.repeat?(:L)
  end
 
  #--------------------------------------------------------------------------
  # cur_actor
  #--------------------------------------------------------------------------
  def cur_actor
    actor_id = @data[index]
    return $game_actors[actor_id]
  end
 
  #--------------------------------------------------------------------------
  # prev_actor
  #--------------------------------------------------------------------------
  def prev_actor
    id = index == 0 ? @data.size - 1 : index - 1
    actor_id = @data[id]
    return $game_actors[actor_id]
  end
 
  #--------------------------------------------------------------------------
  # next_actor
  #--------------------------------------------------------------------------
  def next_actor
    id = index == @data.size - 1 ? 0 : index + 1
    actor_id = @data[id]
    return $game_actors[actor_id]
  end
 
  #--------------------------------------------------------------------------
  # process_pageup
  #--------------------------------------------------------------------------
  def process_pageup
    allow = true
    allow = false if !prev_actor.nil? && prev_actor.locked
    allow = false if !cur_actor.nil? && cur_actor.locked
    Sound.play_buzzer unless allow
    if allow
      super
      activate
      select(index == 0 ? @data.size - 1 : index - 1)
    end
  end
 
  #--------------------------------------------------------------------------
  # process_pagedown
  #--------------------------------------------------------------------------
  def process_pagedown
    allow = true
    allow = false if !next_actor.nil? && next_actor.locked
    allow = false if !cur_actor.nil? && cur_actor.locked
    Sound.play_buzzer unless allow
    if allow
      super
      activate
      select(index == @data.size - 1 ? 0 : index + 1)
    end
  end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data[index]; end
 
end # Window_PartySelect

#==============================================================================
# ■ Window_PartyList
#==============================================================================

class Window_PartyList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #-------------------------------------------------------------------------
  def initialize(party_window)
    super(0, fitting_height(4), window_width, window_height)
    @party_window = party_window
    select(1)
    deactivate
    refresh
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 200; end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height; return Graphics.height - fitting_height(4); end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return @data ? @data.size : 1; end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = [0]
    for member in $game_party.all_members
      next if member.nil?
      @data.push(member.id)
    end
    @data.push(0)
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    clear_item(index)
    rect = item_rect(index)
    if @data[index] == 0
      draw_remove(rect)
      return
    end
    actor = $game_actors[@data[index]]
    draw_actor(actor, rect)
    draw_actor_locked(actor, rect)
    draw_actor_required(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # draw_remove
  #--------------------------------------------------------------------------
  def draw_remove(rect)
    reset_font_settings
    draw_icon(Icon.remove_party, rect.x+4, rect.y)
    text = YEA::PARTY::REMOVE_TEXT
    draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor
  #--------------------------------------------------------------------------
  def draw_actor(actor, rect)
    buffer = YEA::PARTY::ACTOR_Y_BUFFER
    draw_actor_graphic(actor, rect.x + 16, rect.y + rect.height + buffer)
    text = actor.name
    change_color(list_colour(actor), enabled?(actor))
    draw_text(rect.x+32, rect.y, rect.width-32, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # list_colour
  #--------------------------------------------------------------------------
  def list_colour(actor)
    return text_color(YEA::PARTY::IN_PARTY_COLOUR) if in_party?(actor)
    return normal_color
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_locked
  #--------------------------------------------------------------------------
  def draw_actor_locked(actor, rect)
    return unless actor.locked
    draw_icon(Icon.locked_party, rect.width-24, rect.y)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_required
  #--------------------------------------------------------------------------
  def draw_actor_required(actor, rect)
    return if actor.locked
    return unless actor.required
    draw_icon(Icon.required_party, rect.width-24, rect.y)
  end
 
  #--------------------------------------------------------------------------
  # enabled?
  #--------------------------------------------------------------------------
  def enabled?(actor)
    return false if actor.locked
    return false if actor.required && in_party?(actor)
    return true
  end
 
  #--------------------------------------------------------------------------
  # in_party?
  #--------------------------------------------------------------------------
  def in_party?(actor); return $game_party.battle_members.include?(actor); end
 
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?
    actor = $game_actors[item]
    replace = $game_actors[@party_window.item]
    unless actor.nil?
      return false if actor.locked && in_party?(actor)
      return false if actor.required && in_party?(actor)
    end
    return true if replace.nil?
    return false if replace.locked
    return false if replace.required
    return true
  end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data[index]; end
 
end # Window_PartyList

#==============================================================================
# ** Window_PartyStatus
#==============================================================================

class Window_PartyStatus < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(party_window, list_window)
    super(200, fitting_height(4), window_width, window_height)
    @party_window = party_window
    @list_window = list_window
    @actor = active_actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; Graphics.width - 200; end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height; Graphics.height - fitting_height(4); end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    refresh if @actor != active_actor
  end
 
  #--------------------------------------------------------------------------
  # active_actor
  #--------------------------------------------------------------------------
  def active_actor
    if @list_window.active
      actor = @list_window.item
    else
      actor = @party_window.item
    end
    return nil if [0, nil].include?(actor)
    return actor
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    @actor = active_actor
    reset_font_settings
    if @actor.nil?
      draw_nil_actor
      return
    end
    actor = $game_actors[@actor]
    draw_actor_face(actor, 0, 0)
    draw_actor_name(actor, 108, 0)
    draw_actor_class(actor, 228, 0, contents.width-232)
    draw_actor_level(actor, 108, line_height)
    draw_actor_icons(actor, 228, line_height, contents.width-232)
    draw_actor_hp(actor, 108, line_height*2, contents.width-112)
    draw_actor_mp(actor, 108, line_height*3, contents.width-112)
    draw_actor_parameters(actor, 0, line_height*4 + line_height/2)
    draw_equipments(actor, contents.width/2, line_height*4 + line_height/2)
  end
 
  #--------------------------------------------------------------------------
  # draw_nil_actor
  #--------------------------------------------------------------------------
  def draw_nil_actor
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(0, 0, contents.width, contents.height)
    contents.fill_rect(rect, colour)
    change_color(system_color)
    text = YEA::PARTY::NO_DATA
    draw_text(rect, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_parameters
  #--------------------------------------------------------------------------
  def draw_actor_parameters(actor, dx, dy)
    dw = contents.width/2 - 4
    rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
    contents.font.size = YEA::PARTY::STAT_FONT_SIZE
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    array = [:atk, :def, :mat, :mdf, :agi, :luk]
    cx = 4
    for stat in array
      case stat
      when :atk
        param = Vocab::param(2)
        value = actor.atk.group
      when :def
        param = Vocab::param(3)
        value = actor.def.group
      when :mat
        param = Vocab::param(4)
        value = actor.mat.group
      when :mdf
        param = Vocab::param(5)
        value = actor.mdf.group
      when :agi
        param = Vocab::param(6)
        value = actor.agi.group
      when :luk
        param = Vocab::param(7)
        value = actor.luk.group
      else; next
      end
      contents.fill_rect(rect, colour)
      change_color(system_color)
      draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, param, 0)
      change_color(normal_color)
      draw_text(rect.x + cx, rect.y, rect.width-cx*2, line_height, value, 2)
      rect.y += line_height
    end
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_equipments
  #--------------------------------------------------------------------------
  def draw_equipments(actor, dx, dy)
    text = YEA::PARTY::EQUIP_TEXT
    change_color(system_color)
    draw_text(dx, dy, contents.width - dx, line_height, text, 1)
    dy += line_height
    if actor.equips.size <= 5
      actor.equips.each_with_index do |item, i|
        draw_item_name(item, dx, dy + line_height * i)
      end
    else
      orig_x = dx
      actor.equips.each_with_index do |item, i|
        next if item.nil?
        draw_icon(item.icon_index, dx, dy)
        dy += line_height if dx + 48 > contents.width
        dx = dx + 48 > contents.width ? orig_x : dx + 24
      end
    end
  end
 
end # Window_PartyStatus

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # overwrite method: command_formation
  #--------------------------------------------------------------------------
  if YEA::PARTY::ENABLE_MENU
  def command_formation
    SceneManager.call(Scene_Party)
  end
  end # YEA::PARTY::ENABLE_MENU
 
end # Scene_Menu

#==============================================================================
# ■ Scene_Party
#==============================================================================

class Scene_Party < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    super
    @former_party = $game_party.battle_members_array.clone
    create_command_window
    create_party_window
    create_list_window
    create_status_window
  end
 
  #--------------------------------------------------------------------------
  # create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_PartyMenuCommand.new(0, 0)
    @command_window.set_handler(:change, method(:adjust_members))
    @command_window.set_handler(:remove, method(:adjust_members))
    @command_window.set_handler(:revert, method(:revert_party))
    @command_window.set_handler(:finish, method(:return_scene))
    @command_window.set_handler(:cancel, method(:return_scene))
  end
 
  #--------------------------------------------------------------------------
  # create_party_window
  #--------------------------------------------------------------------------
  def create_party_window
    @party_window = Window_PartySelect.new(@command_window)
    @party_window.set_handler(:ok,      method(:on_party_ok))
    @party_window.set_handler(:cancel,  method(:on_party_cancel))
    @party_window.set_handler(:pageup,  method(:on_party_pageup))
    @party_window.set_handler(:pagedown, method(:on_party_pagedown))
  end
 
  #--------------------------------------------------------------------------
  # create_list_window
  #--------------------------------------------------------------------------
  def create_list_window
    @list_window = Window_PartyList.new(@party_window)
    @list_window.set_handler(:ok,    method(:on_list_ok))
    @list_window.set_handler(:cancel, method(:on_list_cancel))
  end
 
  #--------------------------------------------------------------------------
  # create_status_window
  #--------------------------------------------------------------------------
  def create_status_window
    @status_window = Window_PartyStatus.new(@party_window, @list_window)
  end
 
  #--------------------------------------------------------------------------
  # adjust_members
  #--------------------------------------------------------------------------
  def adjust_members
    @party_window.activate
  end
 
  #--------------------------------------------------------------------------
  # window_refresh
  #--------------------------------------------------------------------------
  def window_refresh
    $game_party.rearrange_actors
    @command_window.refresh
    @party_window.refresh
    @list_window.refresh
    $game_player.refresh
    $game_map.need_refresh = true
  end
 
  #--------------------------------------------------------------------------
  # revert_party
  #--------------------------------------------------------------------------
  def revert_party
    @command_window.activate
    $game_party.battle_members_array = @former_party.clone
    window_refresh
  end
 
  #--------------------------------------------------------------------------
  # on_party_ok
  #--------------------------------------------------------------------------
  def on_party_ok
    case @command_window.current_symbol
    when :change
      @list_window.activate
    when :remove
      index = @party_window.index
      actor = $game_actors[$game_party.battle_members_array[index]]
      Sound.play_equip
      $game_party.battle_members_array[index] = 0
      window_refresh
      @party_window.activate
    end
  end
 
  #--------------------------------------------------------------------------
  # on_party_cancel
  #--------------------------------------------------------------------------
  def on_party_cancel
    @command_window.activate
  end
 
  #--------------------------------------------------------------------------
  # on_party_pageup
  #--------------------------------------------------------------------------
  def on_party_pageup
    Sound.play_equip
    actor_id1 = @party_window.item
    actor_id2 = @party_window.prev_actor.nil? ? 0 : @party_window.prev_actor.id
    max = @party_window.item_max-1
    index1 = @party_window.index
    index2 = @party_window.index == 0 ? max : index1-1
    $game_party.battle_members_array[index1] = actor_id2
    $game_party.battle_members_array[index2] = actor_id1
    window_refresh
  end
 
  #--------------------------------------------------------------------------
  # on_party_pagedown
  #--------------------------------------------------------------------------
  def on_party_pagedown
    Sound.play_equip
    actor_id1 = @party_window.item
    actor_id2 = @party_window.next_actor.nil? ? 0 : @party_window.next_actor.id
    max = @party_window.item_max-1
    index1 = @party_window.index
    index2 = @party_window.index == max ? 0 : index1+1
    $game_party.battle_members_array[index1] = actor_id2
    $game_party.battle_members_array[index2] = actor_id1
    window_refresh
  end
 
  #--------------------------------------------------------------------------
  # on_list_cancel
  #--------------------------------------------------------------------------
  def on_list_cancel
    @party_window.activate
  end
 
  #--------------------------------------------------------------------------
  # on_list_ok
  #--------------------------------------------------------------------------
  def on_list_ok
    Sound.play_equip
    replace = $game_actors[@party_window.item]
    actor = $game_actors[@list_window.item]
    index1 = @party_window.index
    actor_id1 = actor.nil? ? 0 : actor.id
    if actor.nil?
      $game_party.battle_members_array[index1] = 0
      window_refresh
      @party_window.activate
      return
    end
    actor_id2 = replace.nil? ? 0 : replace.id
    if $game_party.battle_members_array.include?(actor_id1)
      index2 = $game_party.battle_members_array.index(actor_id1)
      $game_party.battle_members_array[index2] = actor_id2
    end
    $game_party.battle_members_array[index1] = actor_id1
    window_refresh
    @party_window.activate
  end
 
end # Scene_Party

#==============================================================================
#
# ▼ End of File
#
#==============================================================================

Instrucciones Básicas:
Para cambiar el número de compañeros simultáneos, ir a la linea 85 y cambiar el valor.
Para activar el reparto de experiencia, ir a la linea 86 y poner true (activado) o false (desactivado)
Para cambiar el grado de experiencia que ganarán los compañeros que no estén en el grupo, ir a la linea 87 y modificar el valor.

Créditos a:
- YanFly

Bueno, esto es todo;En caso de algún problema, avisadme por MP y lo arreglaré lo antes posible.

Saludos.

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