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What if I told you the game will never be finished!
Glacia
Glacia is the story about a young Prince named Rain Garshon.

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HELP! Adding a Party Command in battle. [SCRIPTING] [RMVX]

Had to remove an end on line 783 for the game to start. Then got an error for the new line 1991 which is @party_command_window.add_command(Vocab.partyform_battle)

HELP! Adding a Party Command in battle. [SCRIPTING] [RMVX]

author=GreatRedSpirit
The second error is because there's nothing defined in the Vocab module for 'party'. Add something like:

module Vocab
  def self.party
    return "Nonsense! This is an election year!"
  end
end

And see what happens next.

Alright got a new Error

HELP! Adding a Party Command in battle. [SCRIPTING] [RMVX]

Whatchu Workin' On? Tell us!

Looks like you're getting close. That is a skill I don't possess.

Glacia

HELP! Adding a Party Command in battle. [SCRIPTING] [RMVX]

One of the last hurdles that I'm having a really hard time tackling myself is how the hell I'm going to add an option to switch party members mid battle.

Obviously a seamless addition to the battle menu would be nice. However at this point I'd settle for calling up with a script command via events or an item useage.

I am using a spin battle menu with KGC's large party script. I have tried adding some vocab, on line 310 of the spin battle.

When I enable party in battle in the KGC large party Script I get this error.


I got past the previous error by adding the line "set.push()Vocab::party, "icon", Zii::PARTY, true" to line 310 and now I'm getting this new error.


Anyone have any insight they can share to point me in a good direction or help me out with this.




Kgc Large Party
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Party Expansion & Formation - KGC_LargeParty ◆ VX ◆
#_/ ◇ Last Update: 2008/04/27 ◇
#_/ ◆ Translation by Mr. Anonymous ◆
#_/-----------------------------------------------------------------------------
#_/ This script allows you more control over the default "party" system by
#_/ removing the limitation of only having four actors to a party. These
#_/ extra actors may behave just as any other actor during battle. In addition
#_/ you may also have "standby" actors, who can be swapped out with the
#_/ current party via a "Party Formation" screen, which may optionally be
#_/ added into the main menu panel, and/or even called from pressing
#_/ a specified button while on the main menu.
#_/-----------------------------------------------------------------------------
#_/ ◆ 2008/04/27 UPDATE ◆
#_/ Updated for KGC_CursorAnimation compatibility.
#_/=============================================================================
#_/ ◆ Instructions For Usage ◆
#_/ ◆ Script Commands ◆
#_/ These commands are used in "Script" function in the third page of event
#_/ commands under "Advanced".
#_/
#_/ * call_partyform
#_/ Calls the Party Formation screen.
#_/
#_/ * set_max_battle_member_count(Value)
#_/ Allows you to manually set the maximum amount of actors in the active
#_/ party, i.e. the amount of party members who may participate in battle.
#_/
#_/ * party_full?
#_/ Used for Conditional Branches. This allows you to determine wether the
#_/ active party is full in accordance to MAX_BATTLE_MEMBERS or the above
#_/ manual statement of set_max_battle_member_count(Value).
#_/
#_/ * permit_partyform(true/false)
#_/ Allows you to enable or disable the Party Formation screen on the main
#_/ command menu. This also actives or deactivates PARTYFORM_SWITCH.
#_/
#_/ * fix_actor(ActorID, true/false)
#_/ Allows you to fix or force an actor into remaining in the active party
#_/ and not be switched out with a standby actor. If the true/false
#_/ argument is omitted, the statement is automatically considered true.
#_/
#_/ * change_party_shift(index1, index2)
#_/ This allows you to switch an actor in the position of index1 with the
#_/ actor in the position of index2. This ignores the fix_actor function.
#_/ Also of note is that the first actor in the party actually has an
#_/ index of 0, second actor has an index of 1, and so on.
#_/
#_/ * sort_party_member(sort_type, true/false)
#_/ This allows you to manually sort the actors by replacing sort_type with
#_/ SORT_BY_ID, SORT_BY_NAME, or SORT_BY_LEVEL. If you set the second
#_/ argument to true, the sorting order is reversed. If true, it is not.
#_/ Also, if the second argument is omitted, it is automatically false.
#_/
#_/ * get_stand_by_member_ids
#_/ This aquires the arrangement of the ActorIDs of the standby actors.
#_/
#_/ * stand_by_member?(ActorID)
#_/ Used for Conditional Branches. This allows you to determine if the actor
#_/ specified is a standby party member.
#_/
#_/ * add_battle_member(ActorID, index)
#_/ Allows you to add an actor to the active party and place it in the
#_/ desired position(index). If the second argument is omitted, the actor
#_/ will automatically be placed at the end of the party. Also, if the
#_/ active party is full, the actor will not be added.
#_/
#_/ * remove_battle_member(ActorID)
#_/ Removes an actor from the active party. This cannot removed an actor
#_/ who is fixed into place using fix_actor.
#_/
#_/ * remove_all_battle_member
#_/ All actors other than fixed actors are removed from the active party.
#_/ Note that this seems to unfix fixed characters, but not remove them.
#_/ Also note that if there are no fixed actors, you must add a member
#_/ back into the active party using add_battle_member BEFORE the player
#_/ is allowed to open the menu or enter battle.
#_/
#_/ * random_launch
#_/ Randomly sorts and replaces the active party with those from the standby
#_/ party. Once again this does not effect fixed actors.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ A special note from the translator: I'll be revising this translation for
#_/ a more user-friendly approach and expanded functionality explainations
#_/ when I have the time. If you don't understand something here now, fear not,
#_/ as this is only a beta translation. As such, some things may be incorrect.
#_/ however, it should work without a hitch, with the possible exception of
#_/ SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE, which I still cannot figure out.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
# ★ Customization ★ #
#==============================================================================#

module KGC
module LargeParty
# ◆ Party Formation In-Game Switch ◆
# This allows you to assign an in-game Switch that allows you to enable or
# disable the Party Formation screen on the main command menu.
PARTYFORM_SWITCH = 180
# ◆ Party Formation In-Game Switch (In Combat) ◆
# This allows you to assign an in-game Switch that allows you to enable or
# disable the Party Formation screen during combat.
BATTLE_PARTYFORM_SWITCH = 181
# ◆ Default Party Formation Switch Activation Toggle ◆
# When "New Game" is selected, both party formation permission switches
# automatically become active (ON) when this is set as true.
DEFAULT_PARTYFORM_ENABLED = true

# ◆ Maximum Party Members (In Combat) ◆
# Allows you to choose how many actors may participate in a battle.
MAX_BATTLE_MEMBERS = 3
# ◆ The Party Members ◆
# Allows you to choose how many actors may be added to the party.
# *Note: Game_Party::MAX_MEMBERS Is overwritten
# When making this 100 or more, you'll receive an error.
MAX_MEMBERS = 99

# ◆ Fixed Party Member Sorting ◆
# This toggle allows you to enable/disable automatic sorting of fixed(active)
# party members.
# true = Disable automatic sorting.
# false = Enable automatic sorting.
FORBID_CHANGE_SHIFT_FIXED = false

# Standby Members Background Color
# Default: Color.new(0, 0, 0, 0)
STAND_BY_COLOR = Color.new(0, 0, 0, 128)
# ◆ Fixed Current Party Background Color
FIXED_COLOR = Color.new(255, 128, 64, 96)
# Background Color that shows when Members are selected.
SELECTED_COLOR = Color.new(64, 255, 128, 128)

# ◆ Party Formation Command Menu Selection ◆
# This allows you to change the key/button pressed in the menu screen to
# pull up the Party Formation screen without actually highlighting and
# selecting the Party Formation option.
# If this is set as nil, this function is disabled.
MENU_PARTYFORM_BUTTON = Input::R
# This toggle allows you to enable/disable the Party Formation option on the
# main command window.
# true = The option is enabled.
# false = The option is removed.
USE_MENU_PARTYFORM_COMMAND = false
# This allows you to change the text displayed for the Party Formation option
# in the main command window.
VOCAB_MENU_PARTYFORM = "Party"

# This toggle allows you to enable/disable the Party Formation option while
# in combat.
# This option is added under the "Run" or "Escape" command.
USE_BATTLE_PARTYFORM = false
# This allows you to change the text displayed for the Party Formation option
# while in combat under the "Run" or "Escape" command.
VOCAB_BATTLE_PARTYFORM = "Party"

# ◆ Party Formation Screen Character Dimensions ◆
# This allows you to change the width and height of the actors' placemarkers
# on the Party Formation Screen.
# You can rewrite this in accordance to the size of your actor's
# walking graphic.
PARTY_FORM_CHARACTER_SIZE =
# This allows you to change the text of the empty slots in the Party
# Formation Screen.
BATTLE_MEMBER_BLANK_TEXT = "-"
# ◆ Party Formation Screen Member Rows ◆
# This allows you to change the amount of rows that in the "Standby"
# box.
# Adjust this value to 1 if the status window protrudes beyond the screen.
PARTY_MEMBER_WINDOW_ROW_MAX = 2
# ◆ Current Party Member Display ◆
# This toggle allows you to show/hide the current party members in the
# "Standby" box.
# true = Show them! These will be greyed out.
# false = Hide them.
SHOW_BATTLE_MEMBER_IN_PARTY = true
# This allows you to change the text displayed for empty slots on in the
# "Current Party" box.
PARTY_MEMBER_BLANK_TEXT = "-"

# ◆ Width of caption window on organization screen
CAPTION_WINDOW_WIDTH = 192
# ◆ Caption of combat member window on organization screen
BATTLE_MEMBER_CAPTION = "Current Party:"

if SHOW_BATTLE_MEMBER_IN_PARTY
# This allows you to change the text that appears on top of the Party
# Formation box.
# (When SHOW_BATTLE_MEMBER_IN_PARTY = true)
PARTY_MEMBER_CAPTION = "Party Formation:"
else
# This allows you to change the text that appears on top of the Standby
# box.
# (When SHOW_BATTLE_MEMBER_IN_PARTY = false)
PARTY_MEMBER_CAPTION = "Reserve:"
end

# ◆ Width of Formation Confirmation Window ◆
CONFIRM_WINDOW_WIDTH = 160
# ◆ Vocab Strings for Formation Confirmation Window ◆
# If the order of these commands are changed or something is removed, expect
# an error.
CONFIRM_WINDOW_COMMANDS =

# ◆ Equip Item Status Shop Scroll ◆
# This allows you to change the key/button HELD DOWN while using the Up and
# Down keys to scroll the attribute bonuses window (to the right) to view
# the each individual unit's attribute bonuses. KCG_HelpExtension is
# required for this function to work properly.
# If you set this to nil, this function is disabled.
SHOP_STATUS_SCROLL_BUTTON = Input::A

# ◆ Standby Members Experience Gain Percentage ◆
# If you enter 500 in this, the actual EXP gained is 50.0%
# You may also prevent standby units from gaining EXP by setting this is 0.
STAND_BY_EXP_RATE = 1000
# ◆ Standby Members Level-Up Message ◆
# This toggle allows you to enable/disable the level-up messages displayed
# for units on standby.
# true = Show level-up messages for standby units.
# false = Hide level-up messages for standby units.
SHOW_STAND_BY_LEVEL_UP = true
# ◆ Standby Members Combat Display ◆
# *Note: I cannot figure out what this actually does. It doesn't -seem- to
# work as advertised, but I could be wrong. If anyone figures out what this
# actually does, please let me know.
# true : All members are displayed during combat.
# false : Exchanged standby members are not shown.
SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = false
end
end

$imported = {} if $imported == nil
$imported = true

#==============================================================================
# □ KGC::Commands
#==============================================================================

module KGC::Commands
# メンバーのソート形式
SORT_BY_ID = 0 # ID順
SORT_BY_NAME = 1 # 名前順
SORT_BY_LEVEL = 2 # レベル順

module_function
#--------------------------------------------------------------------------
# ○ パーティ編成画面の呼び出し
#--------------------------------------------------------------------------
def call_partyform
return if $game_temp.in_battle
$game_temp.next_scene = :partyform
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数を設定
# value : 人数 (省略した場合はデフォルト値を使用)
#--------------------------------------------------------------------------
def set_max_battle_member_count(value = nil)
$game_party.max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ○ パーティ人数が一杯か
#--------------------------------------------------------------------------
def party_full?
return $game_party.full?
end
#--------------------------------------------------------------------------
# ○ パーティ編成可否を設定
# enabled : 有効フラグ (省略時 : true)
#--------------------------------------------------------------------------
def permit_partyform(enabled = true)
$game_switches = enabled
end
#--------------------------------------------------------------------------
# ○ 戦闘中のパーティ編成可否を設定
# enabled : 有効フラグ (省略時 : true)
#--------------------------------------------------------------------------
def permit_battle_partyform(enabled = true)
$game_switches = enabled
end
#--------------------------------------------------------------------------
# ○ アクターの固定状態を設定
# actor_id : アクター ID
# fixed : 固定フラグ (省略時 : true)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = true)
$game_party.fix_actor(actor_id, fixed)
end
#--------------------------------------------------------------------------
# ○ 並び替え
# メンバーの index1 番目と index2 番目を入れ替える
#--------------------------------------------------------------------------
def change_party_shift(index1, index2)
$game_party.change_shift(index1, index2)
end
#--------------------------------------------------------------------------
# ○ メンバー整列 (昇順)
# sort_type : ソート形式 (SORT_BY_xxx)
# reverse : true だと降順
#--------------------------------------------------------------------------
def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
$game_party.sort_member(sort_type, reverse)
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの ID を取得
#--------------------------------------------------------------------------
def get_stand_by_member_ids
result =
$game_party.stand_by_members.each { |actor| result << actor.id }
return result
end
#--------------------------------------------------------------------------
# ○ アクターが待機メンバーか
# actor_id : アクター ID
#--------------------------------------------------------------------------
def stand_by_member?(actor_id)
return get_stand_by_member_ids.include?(actor_id)
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーに加える
# actor_id : アクター ID
# index : 追加位置 (省略時は最後尾)
#--------------------------------------------------------------------------
def add_battle_member(actor_id, index = nil)
$game_party.add_battle_member(actor_id, index)
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーから外す
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_battle_member(actor_id)
$game_party.remove_battle_member(actor_id)
end
#--------------------------------------------------------------------------
# ○ 固定アクター以外を戦闘メンバーから外す
#--------------------------------------------------------------------------
def remove_all_battle_member
$game_party.all_members.each { |actor|
$game_party.remove_battle_member(actor.id)
}
end
#--------------------------------------------------------------------------
# ○ ランダム出撃
#--------------------------------------------------------------------------
def random_launch
new_battle_members = $game_party.fixed_members
candidates = $game_party.all_members - new_battle_members
num = .min
return if num <= 0

# ランダムに選ぶ
ary = (0...candidates.size).to_a.sort_by { rand }
ary.each { |i| new_battle_members << candidates }
$game_party.set_battle_member(new_battle_members)
end
end

class Game_Interpreter
include KGC::Commands
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Vocab
#==============================================================================

module Vocab
# 「パーティ編成」コマンド名 (メニュー)
def self.partyform
return KGC::LargeParty::VOCAB_MENU_PARTYFORM
end

# 「パーティ編成」コマンド名 (戦闘)
def self.partyform_battle
return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

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

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ○ パーティ内インデックス取得
#--------------------------------------------------------------------------
def party_index
return $game_party.all_members.index(self)
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーか判定
#--------------------------------------------------------------------------
def battle_member?
return $game_party.battle_members.include?(self)
end
#--------------------------------------------------------------------------
# ○ 固定メンバーか判定
#--------------------------------------------------------------------------
def fixed_member?
return $game_party.fixed_members.include?(self)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

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

class Game_Party
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # 最大パーティ人数
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty

@max_battle_member_count = nil
@battle_member_count = 0
@fixed_actors =
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数取得
#--------------------------------------------------------------------------
def max_battle_member_count
if @max_battle_member_count == nil
return KGC::LargeParty::MAX_BATTLE_MEMBERS
else
return @max_battle_member_count
end
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー最大数変更
#--------------------------------------------------------------------------
def max_battle_member_count=(value)
if value.is_a?(Integer)
value = .max
end
@max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー数取得
#--------------------------------------------------------------------------
def battle_member_count
if @battle_member_count == nil
@battle_member_count = @actors.size
end
@battle_member_count =
.min
return @battle_member_count
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー数設定
#--------------------------------------------------------------------------
def battle_member_count=(value)
@battle_member_count = [.max,
@actors.size, max_battle_member_count].min
end
#--------------------------------------------------------------------------
# ● メンバーの取得
#--------------------------------------------------------------------------
alias members_KGC_LargeParty members
def members
if $game_temp.in_battle ||
!KGC::LargeParty::SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE
return battle_members
else
return members_KGC_LargeParty
end
end
#--------------------------------------------------------------------------
# ○ 全メンバーの取得
#--------------------------------------------------------------------------
def all_members
return members_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーの取得
#--------------------------------------------------------------------------
def battle_members
result =
battle_member_count.times { |i| result << $game_actors[@actors] }
return result
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの取得
#--------------------------------------------------------------------------
def stand_by_members
return (all_members - battle_members)
end
#--------------------------------------------------------------------------
# ○ 固定メンバーの取得
#--------------------------------------------------------------------------
def fixed_members
result =
@fixed_actors.each { |i| result << $game_actors }
return result
end
#--------------------------------------------------------------------------
# ● 初期パーティのセットアップ
#--------------------------------------------------------------------------
alias setup_starting_members_KGC_LargeParty setup_starting_members
def setup_starting_members
setup_starting_members_KGC_LargeParty

self.battle_member_count = @actors.size
end
#--------------------------------------------------------------------------
# ● 戦闘テスト用パーティのセットアップ
#--------------------------------------------------------------------------
alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members
def setup_battle_test_members
setup_battle_test_members_KGC_LargeParty

self.battle_member_count = @actors.size
end
#--------------------------------------------------------------------------
# ○ メンバーの新規設定
# new_member : 新しいメンバー
#--------------------------------------------------------------------------
def set_member(new_member)
@actors =
new_member.each { |actor| @actors << actor.id }
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバーの新規設定
# new_member : 新しい戦闘メンバー
#--------------------------------------------------------------------------
def set_battle_member(new_member)
new_battle_member =
new_member.each { |actor|
@actors.delete(actor.id)
new_battle_member << actor.id
}
@actors = new_battle_member + @actors
self.battle_member_count = new_member.size
end
#--------------------------------------------------------------------------
# ○ パーティ編成を許可しているか判定
#--------------------------------------------------------------------------
def partyform_enable?
return $game_switches
end
#--------------------------------------------------------------------------
# ○ 戦闘中のパーティ編成を許可しているか判定
#--------------------------------------------------------------------------
def battle_partyform_enable?
return false unless partyform_enable?
return $game_switches
end
#--------------------------------------------------------------------------
# ○ メンバーが一杯か判定
#--------------------------------------------------------------------------
def full?
return (@actors.size >= MAX_MEMBERS)
end
#--------------------------------------------------------------------------
# ○ 固定アクターか判定
# actor_id : 判定するアクターの ID
#--------------------------------------------------------------------------
def actor_fixed?(actor_id)
return @fixed_actors.include?(actor_id)
end
#--------------------------------------------------------------------------
# ● アクターを加える
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias add_actor_KGC_LargeParty add_actor
def add_actor(actor_id)
last_size = @actors.size

add_actor_KGC_LargeParty(actor_id)

if last_size < @actors.size
self.battle_member_count += 1
end
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーに加える
# actor_id : アクター ID
# index : 追加位置 (省略時は最後尾)
#--------------------------------------------------------------------------
def add_battle_member(actor_id, index = nil)
return unless @actors.include?(actor_id) # パーティにいない
if index == nil
return if battle_members.include?($game_actors) # 出撃済み
return if battle_member_count == max_battle_member_count # 人数が最大
index = battle_member_count
end

@actors.delete(actor_id)
@actors.insert(index, actor_id)
self.battle_member_count += 1
end
#--------------------------------------------------------------------------
# ○ アクターを戦闘メンバーから外す
# actor_id : アクター ID
#--------------------------------------------------------------------------
def remove_battle_member(actor_id)
return unless @actors.include?(actor_id) # パーティにいない
return if actor_fixed?(actor_id) # 固定済み
return if stand_by_members.include?($game_actors) # 待機中

@actors.delete(actor_id)
@actors.push(actor_id)
self.battle_member_count -= 1
end
#--------------------------------------------------------------------------
# ○ アクターの固定状態を設定
# actor_id : アクター ID
# fixed : 固定フラグ (省略時 : false)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = false)
return unless @actors.include?(actor_id) # パーティにいない

if fixed
# 固定
unless @fixed_actors.include?(actor_id)
@fixed_actors << actor_id
unless battle_members.include?($game_actors)
self.battle_member_count += 1
end
end
# 強制出撃
apply_force_launch
else
# 固定解除
@fixed_actors.delete(actor_id)
end
$game_player.refresh
end
#--------------------------------------------------------------------------
# ○ 強制出撃適用
#--------------------------------------------------------------------------
def apply_force_launch
while (fixed_members - battle_members).size > 0
# 固定状態でないメンバーを適当に持ってきて入れ替え
actor1 = stand_by_members.find { |a| @fixed_actors.include?(a.id) }
actor2 = battle_members.reverse.find { |a| !@fixed_actors.include?(a.id) }
index1 = @actors.index(actor1.id)
index2 = @actors.index(actor2.id)
@actors, @actors = @actors, @actors

# 戦闘メンバーが全員固定されたら戻る (無限ループ防止)
all_fixed = true
battle_members.each { |actor|
unless actor.fixed_member?
all_fixed = false
break
end
}
break if all_fixed
end
end
#--------------------------------------------------------------------------
# ○ メンバー整列 (昇順)
# sort_type : ソート形式 (SORT_BY_xxx)
# reverse : true だと降順
#--------------------------------------------------------------------------
def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
reverse = false)
# バッファを準備
b_actors = battle_members
actors = all_members - b_actors
f_actors = fixed_members
# 固定キャラはソートしない
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors -= f_actors
b_actors -= f_actors
end

# ソート
case sort_type
when KGC::Commands::SORT_BY_ID # ID順
actors.sort! { |a, b| a.id <=> b.id }
b_actors.sort! { |a, b| a.id <=> b.id }
when KGC::Commands::SORT_BY_NAME # 名前順
actors.sort! { |a, b| a.name <=> b.name }
b_actors.sort! { |a, b| a.name <=> b.name }
when KGC::Commands::SORT_BY_LEVEL # レベル順
actors.sort! { |a, b| a.level <=> b.level }
b_actors.sort! { |a, b| a.level <=> b.level }
end
# 反転
if reverse
actors.reverse!
b_actors.reverse!
end

# 固定キャラを先頭に持ってくる
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors = f_actors + actors
b_actors = f_actors + b_actors
end

# 復帰
set_member(actors)
set_battle_member(b_actors)

apply_force_launch
$game_player.refresh
end
#--------------------------------------------------------------------------
# ○ 並び替え
# 戦闘メンバーの index1 番目と index2 番目を入れ替える
#--------------------------------------------------------------------------
def change_shift(index1, index2)
size = @actors.size
if index1 >= size || index2 >= size
return
end
buf = @actors
@actors = @actors
@actors = buf
$game_player.refresh
end
#--------------------------------------------------------------------------
# ● 戦闘用ステートの解除 (戦闘終了時に呼び出し)
#--------------------------------------------------------------------------
def remove_states_battle
for actor in all_members
actor.remove_states_battle
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_Command
#==============================================================================

class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ○ コマンドを追加
# 追加した位置を返す
#--------------------------------------------------------------------------
def add_command(command)
@commands << command
@item_max = @commands.size
item_index = @item_max - 1
refresh_command
draw_item(item_index)
return item_index
end
#--------------------------------------------------------------------------
# ○ コマンドをリフレッシュ
#--------------------------------------------------------------------------
def refresh_command
buf = self.contents.clone
self.height = .max
create_contents
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
#--------------------------------------------------------------------------
# ○ コマンドを挿入
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ○ コマンドを削除
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_MenuStatus
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
STATUS_HEIGHT = 96 # ステータス一人分の高さ
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
.max)
end
#--------------------------------------------------------------------------
# ● 先頭の行の取得
#--------------------------------------------------------------------------
def top_row
return self.oy / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 先頭の行の設定
# row : 先頭に表示する行
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 1 ページに表示できる行数の取得
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
# index : 項目番号
#--------------------------------------------------------------------------
def item_rect(index)
rect = super(index)
rect.height = STATUS_HEIGHT
rect.y = index / @column_max * STATUS_HEIGHT
return rect
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.members.size
create_contents
fill_stand_by_background
draw_member
end
#--------------------------------------------------------------------------
# ○ パーティメンバー描画
#--------------------------------------------------------------------------
def draw_member
for actor in $game_party.members
draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
x = 104
y = actor.party_index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
end
end
#--------------------------------------------------------------------------
# ○ 待機メンバーの背景色を塗る
#--------------------------------------------------------------------------
def fill_stand_by_background
color = KGC::LargeParty::STAND_BY_COLOR
dy = STATUS_HEIGHT * $game_party.battle_members.size
dh = STATUS_HEIGHT * $game_party.stand_by_members.size
if dh > 0
self.contents.fill_rect(0, dy, self.width - 32, dh, color)
end
end
#--------------------------------------------------------------------------
# ● カーソルの更新
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # カーソルなし
self.cursor_rect.empty
elsif @index < @item_max # 通常
super
elsif @index >= 100 # 自分
self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
contents.width, STATUS_HEIGHT)
else # 全体
self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_ShopStatus
#==============================================================================

class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
WLH * ($game_party.members.size + 1) * 2)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_BattleStatus
#==============================================================================

class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
.max)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
alias refresh_KGC_LargeParty refresh
def refresh
create_contents

refresh_KGC_LargeParty
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_PartyFormCaption
#------------------------------------------------------------------------------
#  パーティ編成画面でウィンドウのキャプションを表示するウィンドウです。
#==============================================================================

class Window_PartyFormCaption < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# caption : 表示するキャプション
#--------------------------------------------------------------------------
def initialize(caption = "")
super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
self.z = 1500
@caption = caption
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, width - 32, WLH, @caption)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_PartyFormMember
#------------------------------------------------------------------------------
#  パーティ編成画面でメンバーを表示するウィンドウです。
#==============================================================================

class Window_PartyFormMember < Window_Selectable
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :selected_index # 選択済みインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# spacing : 横に項目が並ぶときの空白の幅
#--------------------------------------------------------------------------
def initialize(x, y, width, height, spacing = 8)
super(x, y, width, height, spacing)
self.z = 1000
end
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * DRAW_SIZE].max)
end
#--------------------------------------------------------------------------
# ● 先頭の行の取得
#--------------------------------------------------------------------------
def top_row
return self.oy / DRAW_SIZE
end
#--------------------------------------------------------------------------
# ● 先頭の行の設定
# row : 先頭に表示する行
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * DRAW_SIZE
end
#--------------------------------------------------------------------------
# ● 1 ページに表示できる行数の取得
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / DRAW_SIZE
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得
# index : 項目番号
#--------------------------------------------------------------------------
def item_rect(index)
rect = super(index)
rect.width = DRAW_SIZE
rect.height = DRAW_SIZE
rect.y = index / @column_max * DRAW_SIZE
return rect
end
#--------------------------------------------------------------------------
# ○ 選択アクター取得
#--------------------------------------------------------------------------
def actor
return @actors
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
restore_member_list
draw_member
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
def draw_member
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_empty_actor(index)
# 継承先で定義
end
#--------------------------------------------------------------------------
# ○ 固定キャラ背景描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_fixed_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
end
#--------------------------------------------------------------------------
# ○ 選択中キャラ背景描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_selected_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_PartyFormBattleMember
#------------------------------------------------------------------------------
#  パーティ編成画面で戦闘メンバーを表示するウィンドウです。
#==============================================================================

class Window_PartyFormBattleMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :selected_index # 選択済みインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, DRAW_SIZE + 32)
column_width = DRAW_SIZE + @spacing
nw = .min
self.width = nw

@item_max = $game_party.max_battle_member_count
@column_max = width / column_width
@selected_index = nil
create_contents
refresh
self.active = true
self.index = 0
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
@actors = $game_party.battle_members
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
def draw_member
@item_max.times { |i|
actor = @actors
if actor == nil
draw_empty_actor(i)
else
if i == @selected_index
draw_selected_back(i)
elsif $game_party.actor_fixed?(actor.id)
draw_fixed_back(i)
end
rect = item_rect(i)
draw_actor_graphic(actor,
rect.x + DRAW_SIZE / 2,
rect.y + DRAW_SIZE - 4)
end
}
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_empty_actor(index)
rect = item_rect(index)
self.contents.font.color = system_color
self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1)
self.contents.font.color = normal_color
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_PartyFormAllMember
#------------------------------------------------------------------------------
#  パーティ編成画面で全メンバーを表示するウィンドウです。
#==============================================================================

class Window_PartyFormAllMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, 64)
restore_member_list
@item_max = $game_party.all_members.size

# 各種サイズ計算
column_width = DRAW_SIZE + @spacing
sw = .min
@column_max = (sw - 32) / column_width
sh = (.max / @column_max + 1) * DRAW_SIZE + 32
sh = [sh, DRAW_SIZE * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min

# 座標・サイズ調整
self.y += DRAW_SIZE + 32
self.width = sw
self.height = sh

create_contents
refresh
self.active = false
self.index = 0
end
#--------------------------------------------------------------------------
# ○ 選択しているアクターのインデックス取得
#--------------------------------------------------------------------------
def actor_index
return @index_offset + self.index
end
#--------------------------------------------------------------------------
# ○ メンバーリスト修復
#--------------------------------------------------------------------------
def restore_member_list
if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY
@actors = $game_party.all_members
@index_offset = 0
else
@actors = $game_party.stand_by_members
@index_offset = $game_party.battle_members.size
end
end
#--------------------------------------------------------------------------
# ○ メンバー描画
#--------------------------------------------------------------------------
def draw_member
@item_max.times { |i|
actor = @actors
if actor == nil
draw_empty_actor(i)
next
end

if $game_party.actor_fixed?(actor.id)
draw_fixed_back(i)
end
rect = item_rect(i)
opacity = ($game_party.battle_members.include?(actor) ? 96 : 255)
draw_actor_graphic(actor,
rect.x + DRAW_SIZE / 2,
rect.y + DRAW_SIZE - 4,
opacity)
}
end
#--------------------------------------------------------------------------
# ● アクターの歩行グラフィック描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# opacity : 不透明度
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y, opacity = 255)
draw_character(actor.character_name, actor.character_index, x, y, opacity)
end
#--------------------------------------------------------------------------
# ● 歩行グラフィックの描画
# character_name : 歩行グラフィック ファイル名
# character_index : 歩行グラフィック インデックス
# x : 描画先 X 座標
# y : 描画先 Y 座標
# opacity : 不透明度
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y, opacity = 255)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
# ○ 空欄アクター描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_empty_actor(index)
rect = item_rect(index)
self.contents.font.color = system_color
self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1)
self.contents.font.color = normal_color
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_PartyFormStatus
#------------------------------------------------------------------------------
#  パーティ編成画面でアクターのステータスを表示するウィンドウです。
#==============================================================================

class Window_PartyFormStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 384, 128)
self.z = 1000
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# ○ アクター設定
#--------------------------------------------------------------------------
def set_actor(actor)
if @actor != actor
@actor = actor
refresh
end
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @actor == nil
return
end

draw_actor_face(@actor, 0, 0)
dx = 104
draw_actor_name(@actor, dx, 0)
draw_actor_level(@actor, dx, WLH * 1)
draw_actor_hp(@actor, dx, WLH * 2)
draw_actor_mp(@actor, dx, WLH * 3)
4.times { |i|
draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120)
}
end
#--------------------------------------------------------------------------
# ● 能力値の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# type : 能力値の種類 (0~3)
# width : 描画幅
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type, width = 156)
case type
when 0
parameter_name = Vocab::atk
parameter_value = actor.atk
when 1
parameter_name = Vocab::def
parameter_value = actor.def
when 2
parameter_name = Vocab::spi
parameter_value = actor.spi
when 3
parameter_name = Vocab::agi
parameter_value = actor.agi
end
nw = width - 36
self.contents.font.color = system_color
self.contents.draw_text(x, y, nw, WLH, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
=begin
#==============================================================================
# □ Window_PartyFormControl
#------------------------------------------------------------------------------
#  パーティ編成画面で操作方法を表示するウィンドウです。
#==============================================================================

class Window_PartyFormControl < Window_Base
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
MODE_BATTLE_MEMBER = 0
MODE_SHIFT_CHANGE = 1
MODE_PARTY_MEMBER = 2
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width - 384, 128)
self.z = 1000
@mode = MODE_BATTLE_MEMBER
refresh
end
#--------------------------------------------------------------------------
# ○ モード変更
#--------------------------------------------------------------------------
def mode=(value)
@mode = value
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_BATTLE_MEMBER # 戦闘メンバー
buttons =
when MODE_SHIFT_CHANGE # 並び替え
buttons =
when MODE_PARTY_MEMBER # パーティメンバー
buttons =
else
return
end

buttons.each_with_index { |c, i|
self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
}
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
=end
#==============================================================================
# ■ Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 各種ゲームオブジェクトの作成
#--------------------------------------------------------------------------
alias create_game_objects_KGC_LargeParty create_game_objects
def create_game_objects
create_game_objects_KGC_LargeParty

if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
$game_switches = true
$game_switches = true
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 画面切り替えの実行
#--------------------------------------------------------------------------
alias update_scene_change_KGC_LargeParty update_scene_change
def update_scene_change
return if $game_player.moving? # プレイヤーの移動中?

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

update_scene_change_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ パーティ編成画面への切り替え
#--------------------------------------------------------------------------
def call_partyform
$game_temp.next_scene = nil
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

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

class Scene_Menu < Scene_Base
if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_LargeParty create_command_window
def create_command_window
create_command_window_KGC_LargeParty

return if $imported

@__command_partyform_index =
@command_window.add_command(Vocab.partyform)
@command_window.draw_item(@__command_partyform_index,
$game_party.partyform_enable?)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
alias update_command_selection_KGC_LargeParty update_command_selection
def update_command_selection
current_menu_index = @__command_partyform_index
call_partyform_flag = false

if Input.trigger?(Input::C)
case @command_window.index
when @__command_partyform_index # パーティ編成
call_partyform_flag = true
end
# パーティ編成ボタン押下
elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
call_partyform_flag = true
current_menu_index = @command_window.index if current_menu_index == nil
end

# パーティ編成画面に移行
if call_partyform_flag
if $game_party.members.size == 0 || !$game_party.partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
$scene = Scene_PartyForm.new(current_menu_index)
return
end

update_command_selection_KGC_LargeParty
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Shop
#==============================================================================

unless $imported
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias udpate_KGC_LargeParty update
def update
# スクロール判定
if !@command_window.active &&
KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil &&
Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON)
super
update_menu_background
update_scroll_status
return
else
@status_window.cursor_rect.empty
end

udpate_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ ステータスウィンドウのスクロール処理
#--------------------------------------------------------------------------
def update_scroll_status
# ステータスウィンドウにカーソルを表示
@status_window.cursor_rect.width = @status_window.contents.width
@status_window.cursor_rect.height = @status_window.height - 32
@status_window.update

if Input.press?(Input::UP)
@status_window.oy = .max
elsif Input.press?(Input::DOWN)
max_pos = .max
@status_window.oy = .min
end
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Scene_PartyForm
#------------------------------------------------------------------------------
#  パーティ編成画面の処理を行うクラスです。
#==============================================================================

class Scene_PartyForm < Scene_Base
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
CAPTION_OFFSET = 40 # キャプションウィンドウの位置補正
HOST_MENU = 0 # 呼び出し元 : メニュー
HOST_MAP = 1 # 呼び出し元 : マップ
HOST_BATTLE = 2 # 呼び出し元 : 戦闘
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# menu_index : コマンドのカーソル初期位置
# host_scene : 呼び出し元 (0..メニュー 1..マップ 2..戦闘)
#--------------------------------------------------------------------------
def initialize(menu_index = 0, host_scene = HOST_MENU)
@menu_index = menu_index
@host_scene = host_scene
end
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background

create_windows
create_confirm_window
adjust_window_location

# 編成前のパーティを保存
@battle_actors = $game_party.battle_members.dup
@party_actors = $game_party.all_members.dup
end
#--------------------------------------------------------------------------
# ○ ウィンドウの作成
#--------------------------------------------------------------------------
def create_windows
# 編成用ウィンドウを作成
@battle_member_window = Window_PartyFormBattleMember.new
@party_member_window = Window_PartyFormAllMember.new
@status_window = Window_PartyFormStatus.new
@status_window.set_actor(@battle_member_window.actor)

# その他のウィンドウを作成
@battle_member_caption_window =
Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION)
@party_member_caption_window =
Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION)
#@control_window = Window_PartyFormControl.new
end
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの作成
#--------------------------------------------------------------------------
def create_confirm_window
commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS
@confirm_window =
Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands)
@confirm_window.index = 0
@confirm_window.x = (Graphics.width - @confirm_window.width) / 2
@confirm_window.y = (Graphics.height - @confirm_window.height) / 2
@confirm_window.z = 2000
@confirm_window.openness = 0
@confirm_window.active = false
end
#--------------------------------------------------------------------------
# ○ ウィンドウの座標調整
#--------------------------------------------------------------------------
def adjust_window_location
# 基準座標を計算
base_x = .max
base_x = .max
base_y = @battle_member_window.height + @party_member_window.height +
@status_window.height + CAPTION_OFFSET * 2
base_y = .max


# 編成用ウィンドウの座標をセット
@battle_member_window.x = base_x
@battle_member_window.y = base_y + CAPTION_OFFSET
@party_member_window.x = base_x
@party_member_window.y = @battle_member_window.y +
@battle_member_window.height + CAPTION_OFFSET
@status_window.x = 83
@status_window.y = @party_member_window.y + @party_member_window.height

# その他のウィンドウの座標をセット
@battle_member_caption_window.x = .max
@battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
@party_member_caption_window.x = .max
@party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
#@control_window.x = @status_window.width
# @control_window.y = @status_window.y
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@battle_member_window.dispose
@party_member_window.dispose
@status_window.dispose
@battle_member_caption_window.dispose
@party_member_caption_window.dispose
# @control_window.dispose
@confirm_window.dispose
end
#--------------------------------------------------------------------------
# ● メニュー画面系の背景作成
#--------------------------------------------------------------------------
def create_menu_background
super
@menuback_sprite.z = 500
end
#--------------------------------------------------------------------------
# ● 元の画面へ戻る
#--------------------------------------------------------------------------
def return_scene
case @host_scene
when HOST_MENU
$scene = Scene_Menu.new(@menu_index)
when HOST_MAP
$scene = Scene_Map.new
when HOST_BATTLE
$scene = Scene_Battle.new
end
$game_player.refresh
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
update_window
if @battle_member_window.active
update_battle_member
elsif @party_member_window.active
update_party_member
elsif @confirm_window.active
update_confirm
end
end
#--------------------------------------------------------------------------
# ○ ウィンドウ更新
#--------------------------------------------------------------------------
def update_window
@battle_member_window.update
@party_member_window.update
@status_window.update
@battle_member_caption_window.update
@party_member_caption_window.update
# @control_window.update
@confirm_window.update
end
#--------------------------------------------------------------------------
# ○ ウィンドウ再描画
#--------------------------------------------------------------------------
def refresh_window
@battle_member_window.refresh
@party_member_window.refresh
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (戦闘メンバーウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_battle_member
@status_window.set_actor(@battle_member_window.actor)
if Input.trigger?(Input::A)
if @battle_member_window.selected_index == nil # 並び替え中でない
actor = @battle_member_window.actor
# アクターを外せない場合
if actor == nil || $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# アクターを外す
Sound.play_decision
actors = $game_party.battle_members
actors.delete_at(@battle_member_window.index)
$game_party.set_battle_member(actors)
refresh_window
end
elsif Input.trigger?(Input::B)
if @battle_member_window.selected_index == nil # 並び替え中でない
# 確認ウィンドウに切り替え
Sound.play_cancel
show_confirm_window
else # 並び替え中
# 並び替え解除
Sound.play_cancel
@battle_member_window.selected_index = nil
@battle_member_window.refresh
#@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
elsif Input.trigger?(Input::C)
if @battle_member_window.selected_index == nil # 並び替え中でない
actor = @battle_member_window.actor
# アクターを外せない場合
if actor != nil && $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# パーティメンバーウィンドウに切り替え
Sound.play_decision
@battle_member_window.active = false
@party_member_window.active = true
#@control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
else # 並び替え中
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
# 並び替え実行
Sound.play_decision
index1 = @battle_member_window.selected_index
index2 = @battle_member_window.index
change_shift(index1, index2)
#@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
elsif Input.trigger?(Input::X)
# 並び替え不可能な場合
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
if @battle_member_window.selected_index == nil # 並び替え中でない
# 並び替え開始
Sound.play_decision
@battle_member_window.selected_index = @battle_member_window.index
@battle_member_window.refresh
#@control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE
else # 並び替え中
# 並び替え実行
Sound.play_decision
index1 = @battle_member_window.selected_index
index2 = @battle_member_window.index
change_shift(index1, index2)
#@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
end
#--------------------------------------------------------------------------
# ○ 並び替え可否判定
#--------------------------------------------------------------------------
def can_change_shift?(actor)
# 選択したアクターが存在しない、または並び替え不能な場合
if actor == nil ||
(KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
$game_party.actor_fixed?(actor.id))
return false
end
return true
end
#--------------------------------------------------------------------------
# ○ 並び替え
#--------------------------------------------------------------------------
def change_shift(index1, index2)
# 位置を入れ替え
$game_party.change_shift(index1, index2)
# 選択済みインデックスをクリア
@battle_member_window.selected_index = nil
refresh_window
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (パーティウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_party_member
@status_window.set_actor(@party_member_window.actor)
if Input.trigger?(Input::B)
Sound.play_cancel
# 戦闘メンバーウィンドウに切り替え
@battle_member_window.active = true
@party_member_window.active = false
#@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
elsif Input.trigger?(Input::C)
actor = @party_member_window.actor
# アクターが戦闘メンバーに含まれる場合
if $game_party.battle_members.include?(actor)
Sound.play_buzzer
return
end
# アクターを入れ替え
Sound.play_decision
actors = $game_party.all_members
battle_actors = $game_party.battle_members
if @battle_member_window.actor != nil
actors = @battle_member_window.actor
actors = actor
$game_party.set_member(actors.compact)
end
battle_actors = actor
$game_party.set_battle_member(battle_actors.compact)
refresh_window
# 戦闘メンバーウィンドウに切り替え
@battle_member_window.active = true
@party_member_window.active = false
#@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
#--------------------------------------------------------------------------
# ○ フレーム更新 (確認ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_confirm
if Input.trigger?(Input::B)
Sound.play_cancel
hide_confirm_window
elsif Input.trigger?(Input::C)
case @confirm_window.index
when 0 # 編成完了
# パーティが無効の場合
unless battle_member_valid?
Sound.play_buzzer
return
end
Sound.play_decision
return_scene
when 1 # 編成中断
Sound.play_decision
# パーティを編成前の状態に戻す
$game_party.set_member(@party_actors)
$game_party.set_battle_member(@battle_actors)
return_scene
when 2 # キャンセル
Sound.play_cancel
hide_confirm_window
end
end
end
#--------------------------------------------------------------------------
# ○ 戦闘メンバー有効判定
#--------------------------------------------------------------------------
def battle_member_valid?
return false if $game_party.battle_members.size == 0 # 戦闘メンバーが空
$game_party.battle_members.each { |actor|
return true if actor.exist? # 生存者がいればOK
}
return false
end
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの表示
#--------------------------------------------------------------------------
def show_confirm_window
if @battle_member_window.active
@last_active_window = @battle_member_window
else
@last_active_window = @party_member_window
end
@battle_member_window.active = false
@party_member_window.active = false

@confirm_window.draw_item(0, battle_member_valid?)
@confirm_window.open
@confirm_window.active = true
end
#--------------------------------------------------------------------------
# ○ 確認ウィンドウの非表示
#--------------------------------------------------------------------------
def hide_confirm_window
@confirm_window.active = false
@confirm_window.close
@last_active_window.active = true
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● メッセージ表示が終わるまでウェイト
#--------------------------------------------------------------------------
alias wait_for_message_KGC_LargeParty wait_for_message
def wait_for_message
return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視

wait_for_message_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ● レベルアップの表示
#--------------------------------------------------------------------------
alias display_level_up_KGC_LargeParty display_level_up
def display_level_up
@ignore_wait_for_message = true

display_level_up_KGC_LargeParty

exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
$game_party.stand_by_members.each { |actor|
if actor.exist?
actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
end
}
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の開始
#--------------------------------------------------------------------------
alias start_party_command_selection_KGC_LargeParty start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@status_window.index = 0
end

start_party_command_selection_KGC_LargeParty
end

if KGC::LargeParty::USE_BATTLE_PARTYFORM
#--------------------------------------------------------------------------
# ● 情報表示ビューポートの作成
#--------------------------------------------------------------------------
alias create_info_viewport_KGC_LargeParty create_info_viewport
def create_info_viewport
create_info_viewport_KGC_LargeParty

@__command_partyform_index =
@party_command_window.add_command(Vocab.partyform_battle)
@party_command_window.draw_item(@__command_partyform_index,
$game_party.battle_partyform_enable?)
end
#--------------------------------------------------------------------------
# ● パーティコマンド選択の更新
#--------------------------------------------------------------------------
alias update_party_command_selection_KGC_LargeParty update_party_command_selection
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.index
when @__command_partyform_index # パーティ編成
unless $game_party.battle_partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
process_partyform
return
end
end

update_party_command_selection_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ○ パーティ編成の処理
#--------------------------------------------------------------------------
def process_partyform
Graphics.freeze
snapshot_for_background
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
$scene.main
$scene = self
@status_window.refresh
perform_transition
end
end
end

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/special_system&tech=large_party
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_



The Spin Battle Side Script I'm using.
# ★ change BATORUREIAUTO
# SUTETOAIKON material, the use of animation, recommended
# Edited by: Aranarther (Credit Ziifee)
#================================================= =============================
# ■ Ziifee
#================================================= =============================

module Zii
# ▼ icon (� 16 + vertical side - 1)
ATTACK = 1 # attack (basic)
GUARD = 1591 # defense
SKILL = 3407 # skills
ITEM = 144 # item
ESCAPE = 48 # escape
Party = 49 #Party

# ▼ rotation (a "positive" or "reverse" Cart)
TURN = "reverse"

#------------------------------------------------- -------------------------
# ● normal rotation of judgement
#------------------------------------------------- -------------------------
def self.turn_normal?
return false if TURN == "reverse"
return true if TURN == "positive"
return true
end
end

#==============================================================================
# �� Window_SpinCommand
#------------------------------------------------------------------------------
# �@���]�p�R�}���h�I�����s���E�B���h�E�����B
#==============================================================================

class Window_SpinCommand < Window_Base
#--------------------------------------------------------------------------
# �� ���J�C���X�^���X����
#--------------------------------------------------------------------------
attr_reader :index # �J�[�\�����u
attr_reader :help_window # �w���v�E�B���h�E
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g������
# cx / cy : ���S�� X���W / Y���W
# commands : �R�}���h�z�� (���e �� )
# setting : �����n�b�V�� ("R"=>���a "S"=>���� "G"=>�w�i "L"=>����)
#--------------------------------------------------------------------------
def initialize(cx, cy, commands, setting = {})
@radius = setting.has_key?("R") ? setting : 40 # �`�����a
@speed = setting.has_key?("S") ? setting : 36 # ���]����
@spin_back = setting.has_key?("G") ? setting : "" # �w�i����
@spin_line = setting.has_key?("L") ? setting : nil # �������u
x, y = cx - @radius - 28, cy - @radius - 28
width = height = @radius * 2 + 56
super(x, y, width, height)
self.opacity = 0
@index = 0
@commands = commands # �R�}���h
@spin_right = true
@spin_count = 0
update_cursor
end
#--------------------------------------------------------------------------
# �� �X�s���������`������ (�`�����e �����p)
# i : �C���f�b�N�X
# cx : �\�� ���S���u X���W
# cy : �\�� ���S���u Y���W
#--------------------------------------------------------------------------
def draw_spin_graphic(i, cx, cy)
case command_kind(i)
when "icon"
draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
end
end
#--------------------------------------------------------------------------
# �� ���t���b�V�� �o�O�����p
#--------------------------------------------------------------------------
def refresh
set_spin
end
#--------------------------------------------------------------------------
# �� �������`�� �o�O�����p
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
@commands = enabled
set_spin
end
#--------------------------------------------------------------------------
# �� �������R�}���h������������
#--------------------------------------------------------------------------
def command_name(index = @index)
return "" if index < 0
name = @commands
return name != nil ? name : ""
end
#--------------------------------------------------------------------------
# �� �R�}���h������������
#--------------------------------------------------------------------------
def command_kind(index)
result = @commands
return result != nil ? result : ""
end
#--------------------------------------------------------------------------
# �� �R�}���h������ ������
#--------------------------------------------------------------------------
def command_pull(index)
result = @commands
return result != nil ? result : ""
end
#--------------------------------------------------------------------------
# �� �R�}���h���L���t���O������
#--------------------------------------------------------------------------
def command_enabled?(index)
result = @commands
return result != nil ? result : true
end
#--------------------------------------------------------------------------
# �� ���O�����u�� index ����������
#--------------------------------------------------------------------------
def set_index(name)
n = -1
for i in 0...@commands.size
n = i if @commands == name
end
@index = n if n >= 0
update_cursor
call_update_help
set_spin
end
#--------------------------------------------------------------------------
# �� �J�[�\�����u������
# index : �V�����J������J�E���g ����������
#--------------------------------------------------------------------------
def set_spin_count
@spin_count = angle_size * 360 / @speed
set_spin(true)
end
#--------------------------------------------------------------------------
# �� �X�s������ �����s
# spin : ���]�t���O (true �������]��)
#--------------------------------------------------------------------------
def set_spin(spin = false)
self.contents.clear
set_background
angle = spin ? @speed * @spin_count / 360 : 0
angle = @spin_right ? angle : -angle
for i in 0...item_max
n = (i - @index) * angle_size + angle
cx = @radius * Math.sin(n) + center_x
cy = - @radius * Math.cos(n) + center_y
draw_spin_graphic(i, cx, cy)
end
set_text
end
#--------------------------------------------------------------------------
# �� �t���
set.push()
set.push()
set.push()
set.push()
if $game_troop.can_escape
set.push()end
super(72, 356, set, {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12})
self.active = false
set_spin
end
#--------------------------------------------------------------------------
# �� �Z�b�g�A�b�v
# actor : �A�N�^�[
#--------------------------------------------------------------------------
def setup(actor)
@commands = Zii::ATTACK
@commands = Vocab::skill
if actor.weapons != nil
n = actor.weapons.icon_index
@commands = n if n > 0
end
@commands = actor.class.skill_name if actor.class.skill_name_valid
self.index = 0
set_spin
end
end
#==============================================================================
# �� Scene_Battle
#------------------------------------------------------------------------------
# �@�o�g���������������s���N���X�����B
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# �� �����\���r���[�|�

PortFiria.png

This is the very last town with a red roof. Firia = red roofs. Hard to show the variety I want with only one Chapter.

PaleEchoesScreenshot2.jpg

This is a cool screenshot. I like what you have done with the ladder-stairs.

Screenshot Survival 20XX

author=ExtremeDevelopment
@captainregal-I like it but what's that coffin doing at the edge of the cliff? Also there are a bit too many rocks at the bottom.
Oh ya its just there as a stand in. I was thinking about changing the graphic and using it as a ledge to jump down from.

Screenshot Survival 20XX

This is an area that is a work in progress. It is near the beginning of Chapter Two. It is my first time making maps based all on elevation. Took about 20 hours to concept and design. Looking for any and all feedback to improve.

Oh those plants are a stand in for the on touch battlers, They will be a Baby Gargoyle, Baby Griffin and a Mountain Orc. It randoms the pack, pack leader, and location and it only turns on 1/3 of them per map.