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1

Sonntag, 20. September 2009, 21:44

Party Change - Skriptfehler?

Moin,
ich hab ein Problem mit dem Party Changer.
Undzwar, wenn man mehr als 5 Member zum auswechseln hat, sollte die Liste mit den Figuren links daneben nach oben verschoben werden, aber bei mir gehen die Figuren nach unten:
Bild
Bild

Ist das nur bei mir so? und wenn nicht, kann mir dann jemand sagen, was ich an dem skript ändern muss, damit das normal funktioniert?

Danke für schnelle antowrt,
mfg

effeff

Schlitzohr

Motto: Man muss nicht alles mit RGSS machen, Eventtechnik for the world!

  • Nachricht senden

2

Sonntag, 20. September 2009, 21:50

Ich finde in der scriptdatenbank dieses script nicht, kannst du es bitte mal hier einfügen?

3

Sonntag, 27. September 2009, 20:32

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], $data_classes[i])
      	@class_window.undisable_item(i)
    	else
      	@class_window.disable_item(i)
    	end
  	end
	end
	# Updates Actor Cursor Rectangle
	@sprites_window.update_cursor_rect(@actors_window.index)
	# ~ Input Processing ~
	if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
  	if @character_status_window.visible
    	@character_status_window.refresh($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
	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

effeff

Schlitzohr

Motto: Man muss nicht alles mit RGSS machen, Eventtechnik for the world!

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4

Sonntag, 27. September 2009, 20:50

Hab den Originalthread bei Creationasylum gefunden, da ist auch ein Demospiel dabei.. kann leider nicht ziehen weil ich kein gereggter user bin...registrier dich dort mal und teste ob dein Problem sich dort auch ergibt. da ist übrigens auch eine PNG welche in dein chara-ordner reinmuss

Creation Asylum Animated Party & Class Changing System

5

Mittwoch, 30. September 2009, 15:13

hab mir das runter geladen - aber hier befindet sich der fehler immernoch: Sobald man mehr als 8 Partymitglieder hat, kann man nach unten scrollen, wobei sich die Figuren dann in die falsche Richtung bewegen...

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