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1

Freitag, 7. September 2007, 01:25

Scriptanfrage

So, hi leutz,
ich wollte ma um ein Script fragen mit dem man im standart cms bzw und im Sideview kampfsystem von Minkoff(also das Action Cost CBS) die Chars so wechseln kann wie in golden sun 2 da ich in meinem project 8 chars habe
schon ma danke im vorraus
greetz Black-Deathstar

2

Freitag, 7. September 2007, 19:36

Ich hab hier was zum wechseln, allerdings nur ausserhalb des Kampfes... Es hat noch mehrere Funktionen (siehe unter dem script)

Spoiler

Quellcode

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#==============================================================================
# Party & Class Changing System
#--------------------------------------------------------------------------
#   Created By SephirothSpawn (11.27.05)
#   Last Updated: 11.28.05
#==============================================================================
 
#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias' New Game Method
  #--------------------------------------------------------------------------
  alias new_game command_new_game
  #--------------------------------------------------------------------------
  # * Adds Base Stats For Enemies
  #--------------------------------------------------------------------------
  def command_new_game
    # Sets Class Requirements
    for i in 1...$data_classes.size
      $data_classes[i].set_reqirements
    end
    # Sets Characters Sex
    for i in 1...$data_actors.size
      $data_actors[i].set_sex
    end
    new_game
  end
end
 
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
  #===========================================================================
  # ** Class Actor
  #===========================================================================
  class Actor
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :sex
    #--------------------------------------------------------------------------
    # * Set Sex
    #--------------------------------------------------------------------------
    def set_sex
      if @name.include?('(')
        @sex = @name.slice!(@name.index('(')..@name.index(')')) == '(M)' ? 1 : 2
      else
        @sex = 1
      end
    end
  end
  #===========================================================================
  # ** Class Class
  #===========================================================================
  class Class
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :level_requirements
    attr_accessor :sex_requirements
    #--------------------------------------------------------------------------
    # * Set Requirements
    #--------------------------------------------------------------------------
    def set_reqirements
      # Sets Level Requirements
      @level_requirements = @name.include?('{') ?
        eval (@name.slice!(@name.index('{')..@name.index('}'))) : {}
      # Sets Sex Requirements
      if @name.include?('(')
        sex = @name.slice!(@name.index('(')..@name.index(')'))
        @sex_requirements = sex == '(M)' ? 1 : 2
      else
        @sex_requirements = 0
      end
    end
  end
end
 
#==============================================================================
# ** Class Window_Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # * Draw Item Name
  #     item : item
  #     x    : draw spot x-coordinate
  #     y    : draw spot y-coordinate
  #     width : draw text width
  #     align  : text align
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y, width = 212, align = 0, type = 0)
    if item == nil
      case type
      when 0  # Weapon
        bitmap = RPG::Cache.icon("001-Weapon01")
      when 1  # Shield
        bitmap = RPG::Cache.icon("009-Shield01")
      when 2  # Helmet
        bitmap = RPG::Cache.icon("010-Head01")
      when 3  # Armor
        bitmap = RPG::Cache.icon("014-Body02")
      when 4  # Accessory
        bitmap = RPG::Cache.icon("016-Accessory01")
      end
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), disabled_color.alpha)
      self.contents.font.color = disabled_color
      self.contents.draw_text(x + 28, y, width - 28, 32, "Nothing Equipped", align)
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, width - 28, 32, item.name, align)
  end
  #--------------------------------------------------------------------------
  # * Draw Sprite
  #--------------------------------------------------------------------------
  def draw_sprite(x, y, name, hue, pose, frame, actor_contents = true)
    bitmap = RPG::Cache.character(name, hue)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    # Facing Direction
    case pose
      when 0 ;a = 0 # Down
      when 1 ;a = ch # Left
      when 2 ;a = ch * 3 # Up
      when 3 ;a = ch * 2 # Right
    end
    # Current Animation Slide
    case frame
      when 0 ;b = 0
      when 1 ;b = cw
      when 2 ;b = cw * 2
      when 3 ;b = cw * 3
    end
    # Bitmap Rectange
    src_rect = Rect.new(b, a, cw, ch)
    # Draws Bitmap
    if actor_contents
      @sprite_contents.bitmap.blt(x - cw / 2, y - ch, bitmap, src_rect)
    else
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
  end
  #--------------------------------------------------------------------------
  # Draw Bar
  #   Credit Near Fantastica for Orginal Script
  #--------------------------------------------------------------------------
  def draw_bar(x, y, min, max, width = 152, height = 20)
    self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
    bar_color = Color.new(0, 0, 200, 255)
    for i in 0..(width * min / max)
      r = bar_color.red * (width - i) / width + 0 * i / width
      g = bar_color.green * (width - i) / width + 0 * i / width
      b = bar_color.blue * (width - i) / width + 0 * i / width
      a = bar_color.alpha * (width - i) / width + 255 * i / width
      self.contents.fill_rect(x + i, y, 1 , height, Color.new(r, g, b, a))
    end
  end
  #--------------------------------------------------------------------------
  # * Alias Update
  #--------------------------------------------------------------------------
  alias sprite_update update
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    sprite_update
    unless @sprite_contents == nil
      @sprite_contents.x = self.x + self.ox + 16
      @sprite_contents.y = self.y + self.oy + 16
    end
  end
  #--------------------------------------------------------------------------
  # * Alias Dispose
  #--------------------------------------------------------------------------
  alias sprite_dispose dispose
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    sprite_dispose
    unless @sprite_contents == nil
      @sprite_contents.dispose
      @sprite_contents.dispose
    end
  end
end
 
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor   :cursor_height
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias custom_int initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    custom_int(x, y, width, height)
    @cursor_height = 32
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of @cursor_height
    return self.oy / @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #     row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of @cursor_height
    return (self.height - 32) / @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * @cursor_height - self.oy
    if self.active == true
      # Update cursor rectangle
      self.cursor_rect.set(x, y, cursor_width, @cursor_height)
    end
  end
end
 
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # * Unisable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def undisable_item(index)
    draw_item(index, normal_color)
  end
end
 
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :class_levels
  attr_accessor :class_exp
  attr_accessor :class_skills
  attr_accessor :sex
  #--------------------------------------------------------------------------
  # * Alias Setup
  #--------------------------------------------------------------------------
  alias class_setup setup
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def setup(actor_id)
    class_setup(actor_id)
    @class_levels, @class_exp, @class_skills = [nil], [nil], [nil]
    for i in 0...$data_classes.size
      @class_levels.push(1)
      @class_exp.push(0)
      @class_skills.push([])
    end
    @sex = $data_actors[actor_id].sex
  end
  #--------------------------------------------------------------------------
  # * Switch Class
  #--------------------------------------------------------------------------
  def switch_class(class_id)
    # Updates Class Arrays
    @class_levels[@class_id ] = @level
    @class_exp[@class_id] = @exp
    @class_skills[@class_id] = @skills
    # Loads New Class ID
    @class_id = class_id
    # Loads Class Level & Exp Count
    @level = @class_levels[class_id]
    @exp = @class_exp[class_id]
    @skills = @class_skills[class_id]
  end
  #--------------------------------------------------------------------------
  # * Update Levels & Exp
  #--------------------------------------------------------------------------
  def update_classes
    # Updates Class Arrays
    @class_levels[@class_id ] = @level
    @class_exp[@class_id] = @exp
    @class_skills[@class_id] = @skills
  end
end
 
#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :reserve_actors
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias reserve_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    reserve_initialize
    @reserve_actors = []
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    # If the party has less than 4 members and this actor is not in the party
    if @actors.size < 4 and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
      # Add actor
      @reserve_actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Move To Reserve
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def move_to_reserve(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    if @actors.include?(actor)
      @actors.delete(actor)
      @reserve_actors.push(actor)
    end
    # Refresh player
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Move To Party
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def move_to_party(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    if @reserve_actors.include?(actor)
      @reserve_actors.delete(actor)
      @actors.push(actor)
    end
    # Refresh player
    $game_player.refresh
  end
end
 
#==============================================================================
# ** Window_Member_Sprites
#==============================================================================
class Window_Member_Sprites < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x = 0, y = 384, width = 160)
    super(x, y, width, 96)
      self.z = 500
    # Creates Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    @sprite_contents = Sprite.new
      @sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
      @sprite_contents.z = 505
    self.contents.font.size = 10
    # Animation Varaibles
    @pose, @frame = 0, 0
    # Updates Window
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     actors : $game_party.actors or $game_party.reserve_actors
  #--------------------------------------------------------------------------
  def refresh(actors)
    # Clears Contents
    contents.clear
    @sprite_contents.bitmap.clear
    # Stores Actors
    @actors = actors.dup
    # Adds Blank Actors
    max = @actors == $game_party.actors ? 3 : 14
    @actors.push(nil) until @actors.size > max
    # Draw Sprites
    draw_sprites
    # Draws Info
    draw_info
  end
  #--------------------------------------------------------------------------
  # Draw Sprites
  #--------------------------------------------------------------------------
  def draw_sprites
    @sprite_contents.bitmap.clear
    for i in 0...@actors.size
      actor = @actors[i]
      if actor == nil
        draw_sprite(i * 32 + 16, 64, "Empty", 0, @pose, @frame)
      else
        draw_sprite(i * 32 + 16, 64, actor.character_name, actor.character_hue , @pose, @frame)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Draw Information
  #--------------------------------------------------------------------------
  def draw_info
    contents.clear
    for i in 0...@actors.size
      actor = @actors[i]
      if actor == nil
        contents.font.color = disabled_color
        contents.draw_text(i * 32, 0, 32, 12, "Empty", 1)
      else
        contents.font.color = normal_color
        contents.draw_text(i * 32, 0, 32, 12, actor.name, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    draw_sprites
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect(index)
    self.cursor_rect.set(index * 32, 0, 32, 64)
  end
  #--------------------------------------------------------------------------
  # Update Pose
  #   direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
     @pose == 0 ? @pose = 3 : @pose -= 1
   else
     @pose == 3 ? @pose = 0 : @pose += 1
   end
   draw_sprites
  end
end
 
#==============================================================================
# ** Window_Party_Changing
#==============================================================================
class Window_Party_Changing < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 288)
    # Sets Cursor Height
    self.cursor_height = 64
    # Sets Index
    self.index = 0
    # Animated Sprite Counters
    @pose, @frame = 0, 0
    # Sets Up Window Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Sprite Contents
    @sprite_contents = Sprite.new
      @sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
      @sprite_contents.z = 500
    # Updates Window
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     actors : $game_party.actors or $game_party.reserve_actors
  #--------------------------------------------------------------------------
  def refresh(actors)
    # Clears Contents
    contents.clear
    @sprite_contents.bitmap.clear
    # Duplicates Actors
    @actors = actors.dup
    # Checks Actors List
    max = @actors == $game_party.actors ? 3 : 0
    @actors.push(nil) until @actors.size > max
    # Sets Up Item Max
    @item_max = @actors.size
    # Draw Sprites
    draw_sprites
    # Draws Info
    draw_info
  end
  #--------------------------------------------------------------------------
  # Draws Sprites
  #--------------------------------------------------------------------------
  def draw_sprites
    @sprite_contents.bitmap.clear
    # Draws actors
    for i in 0...@actors.size
      actor = @actors[i]
      y = i * 64 + 8
      if actor == nil
        draw_sprite(20, y + 48, "Empty", 0, @pose, @frame)
      else
        draw_sprite(20, y + 48, actor.character_name, actor.character_hue , @pose, @frame)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Draws Information
  #--------------------------------------------------------------------------
  def draw_info
    contents.clear
    # Draws actors
    for i in 0...@actors.size
      actor = @actors[i]
      y = i * 64 + 8
      if actor == nil
        contents.font.size = 40
        contents.font.color = disabled_color
        contents.draw_text(60, y - 8, contents.width, 64, "Empty Position")
      else
        contents.font.size = 22
        # Draws Name
        contents.font.color = normal_color
        contents.draw_text(60, y, 90, 24, actor.name)
        # Draws Class
        contents.draw_text(60, y + 24, 90, 24, $data_classes[actor.class_id].name)
        # Draws Level
        contents.font.color = system_color
        contents.draw_text(160, y, 100, 24, "Level")
        contents.font.color = normal_color
        contents.draw_text(160, y, 100, 24, actor.level.to_s, 2)
        # Draws State
        state = make_battler_state_text(actor, 112, true)
        contents.font.color = actor.hp == 0 ? knockout_color : normal_color
        contents.draw_text(160, y + 24, 100, 24, state)
        # Draws Experience
        contents.font.color = system_color
        contents.draw_text(274, y, 160, 24, "Exp")
        contents.font.color = normal_color
        contents.draw_text(274, y, 160, 24, actor.exp.to_s, 2)
        # Draws Next Level Bar
        draw_bar(270, y + 26, actor.exp, actor.next_exp_s.to_i, 168)
        # Draws Next Level
        contents.font.color = system_color
        contents.draw_text(274, y + 24, 160, 24, "Next Level")
        contents.font.color = normal_color
        contents.draw_text(274, y + 24, 160, 24, actor.next_rest_exp_s.to_s, 2)
        # Draw HP Bar
        draw_bar(446, y + 2, actor.hp, actor.maxhp)
        # Draw MP Bar
        draw_bar(446, y + 26, actor.sp, actor.maxsp)
        # Draws HP
        contents.font.size = 22
        contents.font.color = system_color
        contents.draw_text(452, y, 160, 24, $data_system.words.hp)
        contents.font.size = 16
        contents.font.color = actor.hp == 0 ? knockout_color : normal_color
        contents.draw_text(452, y, 140, 24, "#{actor.hp} / #{actor.maxhp}", 2)
        # Draws SP
        contents.font.size = 22
        contents.font.color = system_color
        contents.draw_text(452, y + 24, 160, 24, $data_system.words.sp)
        contents.font.size = 16
        contents.font.color = actor.sp == 0 ? knockout_color : normal_color
        contents.draw_text(452, y + 24, 140, 24, "#{actor.sp} / #{actor.maxsp}", 2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    draw_sprites
  end
  #--------------------------------------------------------------------------
  # * Update Pose
  #     direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
      @pose == 0 ? @pose = 3 : @pose -= 1
    else
      @pose == 3 ? @pose = 0 : @pose += 1
    end
    draw_sprites
  end
end
 
#==============================================================================
# ** Window Class Changing
#==============================================================================
class Window_Class_Changing < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 160, 320)
    # Sets Cursor Height
    self.cursor_height = 72
    # Sets Index
    self.index = 0
    # Animated Sprite Counters
    @pose, @frame = 0, 0
    # Window Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Refreshes Window Contents
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Clears Contents
    contents.clear
    # Duplicates Actors
    @actors = $game_party.actors.dup
    # Checks Actors List
    @actors.push(nil) until @actors.size > 3
    # Sets Up Item Max
    @item_max = @actors.size
    # Draw Actors Info
    contents.clear
    for i in 0...@item_max
      actor = @actors[i]
      y = i * 72
      # Draws Animated Sprite
      if actor == nil
        draw_sprite(20, y + 66, "Empty", 0, @pose, @frame, false)
        contents.font.color = disabled_color
        contents.draw_text(32, y + 2, contents.width - 40, 24, "", 2)
        contents.draw_text(32, y + 24, contents.width - 40, 24, "Empty", 2)
        contents.draw_text(32, y + 46, contents.width - 40, 24, "", 2)
      else
        draw_sprite(20, y + 66, actor.character_name, actor.character_hue , @pose, @frame, false)
        contents.font.color = normal_color
        # Draws Name
        contents.draw_text(32, y + 2, contents.width - 40, 24, actor.name, 2)
        # Draws Class
        contents.draw_text(32, y + 24, contents.width - 40, 24, $data_classes[actor.class_id].name, 2)
        # Draws Level
        contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2)
      end
    end
  end
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    refresh
  end
  #--------------------------------------------------------------------------
  # Update Pose
  #   direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
     @pose == 0 ? @pose = 3 : @pose -= 1
   else
     @pose == 3 ? @pose = 0 : @pose += 1
   end
   refresh
 end
end
 
#==============================================================================
# ** Window Character Status
#==============================================================================
class Window_Character_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize
    super(160, 64, 480, 416)
    # Animation Varaibles
    @pose, @frame = 0, 0
    # Window Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Refreshes Contents
    refresh($game_party.actors[0])
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actor)
    # Clears Contents
    contents.clear
    # Stores Actor
    @actor = actor
    if actor == nil
      draw_sprite(contents.width / 2, contents.height / 2, "Empty", 0, @pose, @frame, false)
      # Draws Empty Text
      contents.font.size = 48
      contents.font.color = system_color
      contents.font.color.alpha = disabled_color.alpha
      contents.draw_text(0, contents.height / 2, contents.width, 48, "Empty Position", 1)
    else
      draw_sprite(40, 80, actor.character_name, actor.character_hue , @pose, @frame, false)
      contents.font.size = 22
      contents.font.color = normal_color
      # Draws Name
      contents.draw_text(-8, 4, 96, 24, actor.name, 1)
      # Draws State
      state = make_battler_state_text(actor, 112, true)
      contents.font.color = actor.hp == 0 ? knockout_color : normal_color
      contents.draw_text(96, 8, 96, 24, state, 1)
      # Draws Class
      contents.font.color = system_color
      contents.draw_text(96, 32, 96, 24, actor.class_name, 1)
      # Draws Level
      contents.font.color = system_color
      contents.draw_text(96, 56, 96, 24, "Level :")
      contents.font.color = normal_color
      contents.draw_text(96, 56, 96, 24, actor.level.to_s, 2)
      # Draws Experience
      contents.font.color = system_color
      contents.draw_text(224, 8, 224, 24, "Experience :")
      contents.font.color = normal_color
      contents.draw_text(216, 8, 224, 24, actor.exp_s, 2)
      # Next Level Experience
      contents.font.color = system_color
      contents.draw_text(224, 32, 224, 24, "Next Level :")
      contents.font.color = normal_color
      contents.draw_text(216, 32, 224, 24, actor.next_rest_exp_s, 2)
      # Draws Next Level Bar
      draw_bar(224, 58, actor.exp, actor.next_exp_s.to_i, 216)
      # Draws HP Bar
      draw_bar(32, 126, actor.hp, actor.maxhp, 228, 24)
      # Draws HP
      contents.font.color = system_color
      contents.draw_text(40, 126, 224, 24, "HP")
      contents.font.color = normal_color
      contents.draw_text(32, 126, 224, 24, "#{actor.hp} / #{actor.maxhp}", 2)
      # Draws SP Bar
      draw_bar(32, 158, actor.sp, actor.maxsp, 228, 24)
      # Draws SP
      contents.font.color = system_color
      contents.draw_text(40, 158, 224, 24, "SP")
      contents.font.color = normal_color
      contents.draw_text(32, 158, 224, 24, "#{actor.sp} / #{actor.maxsp}", 2)
      # Draws Equiped Items
      draw_item_name($data_weapons[actor.weapon_id], 36, 190, 224, 2, 0)
      draw_item_name($data_armors[actor.armor1_id], 36, 222, 224, 2, 1)
      draw_item_name($data_armors[actor.armor2_id], 36, 254, 224, 2, 2)
      draw_item_name($data_armors[actor.armor3_id], 36, 286, 224, 2, 3)
      draw_item_name($data_armors[actor.armor4_id], 36, 318, 224, 2, 4)
      # Draws Stats
      stat_names = [$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
        $data_system.words.int, $data_system.words.atk, $data_system.words.pdef, $data_system.words.mdef, "Evasion"]
      stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva]
      for i in 0...stats.size
        contents.font.color = system_color
        contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i])
        contents.font.color = normal_color
        contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    refresh(@actor)
  end
  #--------------------------------------------------------------------------
  # Update Pose
  #   direction   : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
     @pose == 0 ? @pose = 3 : @pose -= 1
   else
     @pose == 3 ? @pose = 0 : @pose += 1
   end
   refresh(@actor)
  end
end
 
#==============================================================================
# ** Window_Class_Status
#==============================================================================
class Window_Class_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 64, 480, 416)
    # Creates Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Animation Varaibles
    @pose, @frame = 0, 0
    # Refreshes Contents
    refresh($game_party.actors[0], $data_classes[1])
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actor, current_class)
    # Clears Contents
    contents.clear
    # Requirements Met (For Return)
    @requirements_met = true
    # Stores Variables for Refreshing
    @actor = actor
    @current_class = current_class
    # Draws Actors Info
    contents.font.size = 22
    contents.font.color = normal_color
    # Draws Name of Actor
    contents.draw_text(0, 4, contents.width / 3, 24, actor.name, 1)
    # Draws Actor Sprite
    draw_sprite(contents.width / 6, 82, actor.character_name, actor.character_hue , @pose, @frame, false)
    # Current Class
    contents.font.color = system_color
    contents.draw_text(contents.width / 3 + 4, 4, contents.width / 3, 24, actor.class_name, 1)
    # Current Level
    contents.draw_text(contents.width / 3 + 4, 30, contents.width / 3, 24, "Level :")
    contents.font.color = normal_color
    contents.draw_text(contents.width / 3 - 4, 30, contents.width / 3, 24, actor.level.to_s, 2)
    # Current Experience
    contents.font.color = system_color
    contents.draw_text(contents.width / 3 + 4, 56, contents.width / 3, 24, "Experience :")
    contents.font.color = normal_color
    contents.draw_text(contents.width / 3 - 4, 56, contents.width / 3, 24, actor.exp_s, 2)
    # Checks to Make Sure Current Class isn't Nil
    if current_class == nil
      contents.font.size = 32
      contents.font.color = system_color
      contents.draw_text(0, contents.width / 2 - 18, contents.width, 36, "Return to Actors", 1)
    else
      contents.font.size = 22
      contents.font.color = normal_color
      # Next Class
      contents.font.color = system_color
      contents.draw_text(contents.width / 3 * 2 + 4 , 4, contents.width / 3, 26, current_class.name, 1)
      # Next Level
      contents.draw_text(contents.width / 3 * 2 + 4, 30, contents.width / 3, 26, "Level :")
      contents.font.color = normal_color
      contents.draw_text(contents.width / 3 * 2 - 4, 30, contents.width / 3, 26, actor.class_levels[current_class.id].to_s, 2)
      # Next Experience
      contents.font.color = system_color
      contents.draw_text(contents.width / 3 * 2 + 4, 56, contents.width / 3, 26, "Experience :")
      contents.font.color = normal_color
      contents.draw_text(contents.width / 3 * 2 - 4, 56, contents.width / 3, 26, actor.class_exp[current_class.id].to_s, 2)
      pos = current_class.position == 0 ? "Front Row" : current_class.position == 1 ? "Middle Row" : "Back Row"
      contents.draw_text(0, 96, contents.width, 24, "#{current_class.name}:  #{pos}", 1)
      contents.font.color = system_color
      # Draws Class Requirements
      contents.draw_text(0, 120, contents.width, 24, "Requirements", 1)
      contents.draw_text(4, 144, contents.width, 24, "Sex Requirement:")
      # Sex Requirements
      contents.font.color = normal_color
      sex_req = current_class.sex_requirements
      if sex_req == 0 or sex_req == actor.sex
        contents.font.color = normal_color
      else
        contents.font.color = disabled_color
      end
      contents.draw_text(32, 168, contents.width, 24, sex_req == 0 ? "None" : sex_req == 1 ? "Male" : "Female")
      contents.draw_text(- 8, 168, contents.width, 24, actor.sex == 1 ? "Male" : "Female", 2)
      # Checks if Requirements met
      @requirements_met = false unless sex_req == 0 or sex_req == actor.sex
      # Class Level Requirements
      contents.font.color = system_color
      contents.draw_text(4, 192, contents.width, 24, "Class Requirement:")
      contents.draw_text(32, 216, contents.width, 24, "Class")
      contents.draw_text(160, 216, contents.width, 24, "Req. Level")
      contents.draw_text(-8, 216, contents.width, 24, "Current Level", 2)
      contents.font.color = normal_color
      # Class Requirement Arrays
      classes, level_reqs, levels = [], [], []
      current_class.level_requirements.each_key { |key|
        classes.push($data_classes[key].name)
        level_reqs.push(current_class.level_requirements[key])
        levels.push(actor.class_levels[$data_classes[key].id]) }
      for i in 0...classes.size
        if levels[i] >= level_reqs[i]
          contents.font.color = normal_color
        else
          contents.font.color = disabled_color
          @requirements_met = false
        end
        contents.draw_text(32, 240 + i * 24, contents.width, 24, classes[i])
        contents.draw_text(160, 240 + i * 24, contents.width, 24, level_reqs[i].to_s)
        contents.draw_text(-8, 240 + i * 24, contents.width, 24, levels[i].to_s, 2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    refresh(@actor, @current_class)
  end
  #--------------------------------------------------------------------------
  # Check Requirements
  #--------------------------------------------------------------------------
  def check
    return @requirements_met
  end
end
 
#==============================================================================
# ** Scene Party Changer
#==============================================================================
class Scene_Party_Changer
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Current Phase
    @phase = 0
    # Frame Update (For Sprite Animations)
    @update_frame = 0
    # Help Window
    @help_window = Window_Help.new
      @help_window.set_text("Select Member To Transfer to Reserves", 1)
      @help_window.z = 9999
    # Active Party Window
    @active_actors_window = Window_Party_Changing.new
      @active_actors_window.refresh($game_party.actors)
      @active_actors_window.y = 64
    # Reserve Party Window
    @reserver_actors_window = Window_Party_Changing.new
      @reserver_actors_window.refresh($game_party.reserve_actors)
      @reserver_actors_window.y = 352
      @reserver_actors_window.active = false
    # Active Party Sprites
    @active_actors_sprites = Window_Member_Sprites.new
      @active_actors_sprites.refresh($game_party.actors)
      @active_actors_sprites.update_cursor_rect(0)
    # Reserve Party Sprites
    @reserve_actors_sprites = Window_Member_Sprites.new(160, 384, 480)
      @reserve_actors_sprites.refresh($game_party.reserve_actors)
      @reserve_actors_sprites.update_cursor_rect(0)
    # Scene Objects
    @objects = [@help_window, @active_actors_window, @reserver_actors_window, 
                       @active_actors_sprites, @reserve_actors_sprites]
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Objects Update
      @objects.each {|x| x.update}
      # Animated Sprites Update
      @update_frame += 1
      if @update_frame == 10
        @update_frame = 0
        @objects.each {|x| x.frame_update unless x == @help_window}
      end
      # Updates Poses
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)
        @objects.each {|x| x.update_pose(0) unless x == @help_window}
      elsif Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)
        @objects.each {|x| x.update_pose(1) unless x == @help_window}
      end
      # Frame update
      @phase == 0 ? active_update : reserve_update
    end
    # Prepare for transition
    Graphics.freeze
    # Disposes Objects
    @objects.each {|x| x.dispose}
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def active_update
    # Slides Windows
    @active_actors_window.y += 8 if @active_actors_window.y < 64
    @reserver_actors_window.y += 8 if @reserver_actors_window.y < 352
    # Updates Cursor Rectangles
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @active_actors_sprites.update_cursor_rect(@active_actors_window.index)
    # Exits Scene
    elsif Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    # Selects Party Spot to Switch Spot With
    elsif Input.trigger?(Input::C)
      actor = $game_party.actors[@active_actors_window.index]
      if $game_party.reserve_actors.size == 0
        $game_system.se_play($data_system.buzzer_se)
        @help_window.set_text("No Reserve Actors to Switch With", 1)
      else
        $game_system.se_play($data_system.decision_se)
        @active_actors_window.active = false
        @reserver_actors_window.active = true
        text = actor == nil ? 
          "Select Member to Add to Party" : "Select Member to Switch Spots with #{actor.name}"
        @help_window.set_text(text, 1)
        @phase = 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def reserve_update
    # Slides Windows
    @active_actors_window.y -= 8 if @active_actors_window.y > -192
    @reserver_actors_window.y -= 8 if @reserver_actors_window.y > 96
    # Updates Cursor Rectangles
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @reserve_actors_sprites.update_cursor_rect(@reserver_actors_window.index)
    # Returns to Main Phase
    elsif Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @help_window.set_text("Select Member To Transfer to Reserves", 1)
      @active_actors_window.active = true
      @reserver_actors_window.active = false
      @phase = 0
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      active_member = $game_party.actors[@active_actors_window.index]
      reserve_member = $game_party.reserve_actors[@reserver_actors_window.index]
      $game_party.move_to_reserve(active_member.id) unless active_member == nil
      $game_party.move_to_party(reserve_member.id)
      [@active_actors_window, @active_actors_sprites].each {|x| x.refresh($game_party.actors)}
      [@reserver_actors_window, @reserve_actors_sprites].each {|x| x.refresh($game_party.reserve_actors)}
      @active_actors_window.active = true
      @reserver_actors_window.active = false
      @phase = 0
    end
  end
end
 
#==============================================================================
# ** Scene Class Changer
#==============================================================================
class Scene_Class_Changer
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Updates Actors Class Arrays
    for actor in $game_party.actors
      actor.update_classes
    end
    # Frame Update (For Sprite Animations)
    @update_frame = 0
    # Help Window
    @help_window = Window_Help.new
      @help_window.set_text("Select Actor to Change Class", 1)
    # Actors Window
    @actors_window = Window_Class_Changing.new
    # Class Window
    commands = ["Back"]
    for job in $data_classes
      commands.push(job.name) unless job == nil
    end
    @class_window = Window_Command.new(160, commands)
      @class_window.y = 64
      @class_window.height = 320
      @class_window.active = @class_window.visible = false
    # Sprites Window
    @sprites_window = Window_Member_Sprites.new
      @sprites_window.refresh($game_party.actors)
      @sprites_window.frame_update
      @sprites_window.update_cursor_rect(0)
    # Character Window
    @character_status_window = Window_Character_Status.new
    # Class Window
    @class_status_window = Window_Class_Status.new
      @class_status_window.visible = false
    # Scene Objects
    @objects = [@help_window, @actors_window, @class_window, @sprites_window, 
      @character_status_window, @class_status_window]
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Objects Update
      @objects.each {|x| x.update}
      # Animated Sprites Update
      @update_frame += 1
      if @update_frame == 5
        @update_frame = 0
        [@actors_window, @sprites_window, @character_status_window, @class_status_window].each {|x| x.frame_update unless x.visible == false}
      end
      # Frame update
      update
    end
    # Prepare for transition
    Graphics.freeze
    # Disposes Objects
    @objects.each {|x| x.dispose}
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Sets Disabled and Undisabled Items
    if @class_window.active
      for i in 1...$data_classes.size
        if check_class($game_party.actors[@actors_window.index], $data_classes[i])
          @class_window.undisable_item(i)
        else
          @class_window.disable_item(i)
        end
      end
    end
    # Updates Actor Cursor Rectangle
    @sprites_window.update_cursor_rect(@actors_window.index)
    # ~ Input Processing ~
    if Input.trigger?(Input::RIGHT)
      for actor in $game_party.actors
        actor.exp += 100
      end
    end
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      if @character_status_window.visible
        @character_status_window.refresh($game_party.actors[@actors_window.index])
      else
        @class_status_window.refresh($game_party.actors[@actors_window.index], $data_classes[@class_window.index])
      end
    elsif Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if @actors_window.active
        $scene = Scene_Map.new
      else
        @class_window.index = 0
        @actors_window.visible = @actors_window.active = true
        @class_window.visible = @class_window.active = false
        @character_status_window.visible = true
        @class_status_window.visible = false
        @character_status_window.refresh($game_party.actors[@actors_window.index])
      end
    elsif Input.trigger?(Input::C)
      if @actors_window.active
        if $game_party.actors[@actors_window.index] == nil
          $game_system.se_play($data_system.buzzer_se)
        else
          $game_system.se_play($data_system.decision_se)
          @actors_window.visible = @actors_window.active = false
          @class_window.visible = @class_window.active = true
          @index = @actors_window.index
          @class_status_window.refresh($game_party.actors[@index], $data_classes[@class_window.index])
          @character_status_window.visible = false
          @class_status_window.visible = true
          @help_window.set_text("Select Class to Change #{$game_party.actors[@index].name} To", 1)
        end
      else
        if @class_window.index == 0
          $game_system.se_play($data_system.decision_se)
          @actors_window.visible = @actors_window.active = true
          @class_window.visible = @class_window.active = false
          @character_status_window.refresh($game_party.actors[@actors_window.index])
          @character_status_window.visible = true
          @class_status_window.visible = false
          @help_window.set_text("Select Actor to Change Class", 1)
        else
          if @class_status_window.check
            $game_system.se_play($data_system.decision_se)
            class_ = $data_classes[@class_window.index]
            $game_party.actors[@index].switch_class(class_.id)
            @help_window.set_text("#{$game_party.actors[@index].name} Changed to a #{class_.name}", 1)
          else
            $game_system.se_play($data_system.buzzer_se)
            @help_window.set_text("Class Requirements Not Met", 1)
          end
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Check Class
  #--------------------------------------------------------------------------
  def check_class(actor, job)
    requirements_met = true
    sex_req = job.sex_requirements
    requirements_met = false unless sex_req == 0 or sex_req == actor.sex
    classes, level_reqs, levels = [], [], []
    job.level_requirements.each_key { |key|
      classes.push($data_classes[key].name)
      level_reqs.push(job.level_requirements[key])
      levels.push(actor.class_levels[$data_classes[key].id]) }
    for i in 0...classes.size
      unless levels[i] >= level_reqs[i]
        requirements_met = false
      end
    end
    return requirements_met
  end
end
zum Lesen den Text mit der Maus markieren


Zitat

Partychange aufrufen:
$scene = Scene_Party_Changer.new

Classchange aufrufen:
$scene = Scene_Class_Changer.new

Bei Helden kann jetzt zusätzlich das Geschlecht eines Helden angegeben werden. Dazu muss hinter den Heldennamen ein (M) bzw. (F).
Das Skript funktioniert nicht wenn das 'Monsterbuch' verwendet wird!


[offtopic]--> ähm wie macht man im spoiler dass die Schriftfarbe lesbar, also nicht weiss ist?[/offtopic]

mfG;
Bild

3

Freitag, 7. September 2007, 20:14

Danke für die hilfe

Diesen Script kenn ich schon, der hat mir nich so gefallen, darum hab ich ihn nich verwendet ^^

edit:
Hat sich erledigt, hab ein Menü gefunden in das geht! aber danke
;)
falls jemand das menü script will, einfach eine pn an mich
hier kann geschlossen werden

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Black-Deathstar« (8. September 2007, 11:42)


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