• Anmelden

1

Mittwoch, 28. Juni 2006, 14:32

Hallo erstma,

Ich versuche grad einen Change Party Script (die man aus dem Menü rufen kann) zu finden.
(Change Party = Mitglieder auswechseln)
Aber in diesem Forum fand ich keins. In rmxp.net (rmxp.org fand ich keins) komm ich nicht rein. Ist glaub ich down. Bei Dubealex's Forum hab ich auch nachgeschaut aber da war nur eins die wiederum nicht funtzt.

Hat jemand von euch vielleicht so ein Script?

2

Mittwoch, 28. Juni 2006, 15:31

Ich hab ein schönes auf die schnelle gefunden, aber @ doublealex Forum

[acht]Importiere dieses Charset in deinen Character Ordner
Bild
[/acht]
Dann der Code ein neues Skript über Main

[button="Skript"]

Quellcode

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
#==============================================================================
 
# Party & Class Changing System
 
#--------------------------------------------------------------------------
 
#   Created By SephirothSpawn (11.27.05)
 
#   Last Updated: 11.30.05
 
#==============================================================================
 
 
#==============================================================================
 
# 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
[/button]

[info]Aufrufbar ist es dann Ingame mit Call Skript[/info]

Für Party Change

Quellcode

1
$scene = Scene_Party_Changer.new

Für Class Change

Quellcode

1
$scene = Scene_Class_Changer.new


Demo Download

[acht]Zur Ergänzung 2 Screenshots auf Spoiler klicken![button="Screenshots"]Bild Bild[/button][/acht]

[stop]Link zum Originalthread hier (man muss im Forum angemeldet sein um es Lesen zu können) -> http://www.dubealex.com/asylum/index.php?showtopic=5182&hl=[/stop]


~MFG Kain~

[COLOR="green"][/COLOR]


3

Mittwoch, 28. Juni 2006, 15:46

Vielen Dank.
Ich probiers mal aus. :)

4

Dienstag, 15. August 2006, 15:17

Hallo, ich habe ein Problem mit dem Script (denke ich).

Ich habe zwar das Charset und den Script aus der Demo herausgenommen aber in meinem eingenen Demoversuch wird die Schrift in den Fenstern nicht angezeigt.
Damit meine ich die Schrift von den Eigenschaften des jeweiligen Helden, e.tc. - also nur die Hilfeleiste klappt.

Erbitte um Hilfe, damit ich dieses Problem bei meinem richtigen Game nicht auch habe.


M.f.G. XplayerX

PS: Vielen Dank falls ich nochmal hilfe bekomme! :)

Edit: Danke und Entschuldige Monsta

Bild

5

Dienstag, 15. August 2006, 15:44

Kann es sein, dass diese Frage hier täglich beantwortet wird???

http://scientia.rpgxp.de/wiki/index.php/Schriftdefinition

Also diesen Code ins Main einsetzen:

Quellcode

1
2
$defaultfontype = $fontface = Font.default_name = "Arial"
$defaultfontsize = $fontsize = Font.default_size = 24


Monsta

6

Sonntag, 10. September 2006, 10:35

Hallo, ich habe mich jetzt nochmal damit eine ganze Zeit beschäftigt und mir scheinen da zwei Fehler unterlaufen zu sein :-(

Der 1.: Wenn man 4 Player in der Gruppe hat und noch weitere 4 in dem Skript (macht ja 8) und dann noch ein Player in dem Sript dazukommt, wird keine Grafik des Players angezeigt (4 in der Gruppe, 5 'in' dem Skript).

Der 2.: Bei dem Classenchange kann ich durch drücken der rechten Pfeiltaste die EXP anheben und das Level der Klasse erhöhern - was nicht passieren soll.

Hoffe mir kann jemand Helfen (versteht das überhaubt was ich mein ^^).

M.f.G. Maci

Danke im Voraus!
Bild

7

Samstag, 16. September 2006, 22:59

*push*
Bild

8

Sonntag, 17. September 2006, 10:49

Hey Haku^^
Ich hab ein ganz nettes partymember script
klickst du hier --> http://forum.rpgxp.de/project/topic.php?…Party%20member&
Das ist ganz cool^^Sieht auch sehr schön im Menü aus!
für unendlich Partymembers°_°


Öhm ^^ ich würde gern nochmal drauf hinweisen, dass ich jemanden brauche, der mir dieses script modifiziert (dürfte schnell gehen^^).Wenn einer Lust hat -->
http://forum.rpgxp.de/project/topic.php?id=9142&

sry dass ich dein post ein bissl missbraucht habe._.
[button="Slogans"]

Bild

Bild
[/button]

9

Sonntag, 17. September 2006, 11:05

Guter Vorschlag, aber ich würde das gerne irgendwie mit dem FFX-2 Menü verbungen haben...

Kannst du das? xD

Oder ein anderer? ^^

Hier nochmal das Skript vom FF-Menü (umgearbeitet xD)





#=========================================================
#Costum Menü, umgearbeitet von XplayerX
#=========================================================

class Bitmap
def draw_text_shadow_rect(rect, text, align = 0)
self.font.size -= 2
old_col = self.font.color.clone
# Dark shadow
self.font.color = Color.new(0,0,0, 255)
draw_text(Rect.new(rect.x+1, rect.y+1, rect.width,
rect.height), text, align)
# Small outline
self.font.color = Color.new(96,96,96,96)
draw_text(Rect.new(rect.x+1, rect.y, rect.width,
rect.height), text, align)
draw_text(Rect.new(rect.x-1, rect.y, rect.width,
rect.height), text, align)
draw_text(Rect.new(rect.x, rect.y-1, rect.width,
rect.height), text, align)
draw_text(Rect.new(rect.x, rect.y+1, rect.width,
rect.height), text, align)
# Normal text
self.font.color = old_col
draw_text(rect, text, align)
self.font.size += 2
end
def draw_text_shadow(x, y, wid, hei, text, align = 0)
self.font.size -= 2
old_col = self.font.color.clone
# Dark shadow
self.font.color = Color.new(0,0,0, 255)
draw_text(x+1,y+1,wid,hei,text, align)
# Small outline
self.font.color = Color.new(96,96,96,96)
draw_text(x+1,y,wid,hei,text, align)
draw_text(x+2,y,wid,hei,text, align)
draw_text(x+2,y,wid,hei,text, align)
draw_text(x,y-1,wid,hei,text, align)
draw_text(x,y+1,wid,hei,text, align)
draw_text(x,y+2,wid,hei,text, align)
# Normal
self.font.color = old_col
draw_text(x,y,wid,hei,text, align)
self.font.size += 2
end
def draw_text_outline(x, y, wid, hei, text, align = 0)
self.font.color = Color.new(0, 0, 0, 255)
draw_text(x + 1,y + 1,wid,hei,text, align)
draw_text(x + 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y + 1,wid,hei,text, align)
self.font.color = Color.new(255, 255, 255, 255)
draw_text(x,y,wid,hei,text, align)
end
def draw_text_outline2(x, y, wid, hei, text, align = 0)
self.font.color = Color.new(0, 0, 0, 255)
draw_text(x + 1,y + 1,wid,hei,text, align)
draw_text(x + 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y + 1,wid,hei,text, align)
self.font.color = Color.new(255, 255, 255, 200)
draw_text(x,y,wid,hei,text, align)
end
def draw_text_outline3(x, y, wid, hei, text, align = 0)
self.font.color = Color.new(0, 0, 0, 255)
draw_text(x + 1,y + 1,wid,hei,text, align)
draw_text(x + 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y + 1,wid,hei,text, align)
self.font.color = Color.new(192, 224, 255, 255)
draw_text(x,y,wid,hei,text, align)
end
def draw_text_outline4(x, y, wid, hei, text, align = 0)
self.font.color = Color.new(0, 0, 0, 190)
draw_text(x + 1,y + 1,wid,hei,text, align)
draw_text(x + 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y - 1,wid,hei,text, align)
draw_text(x - 1,y + 1,wid,hei,text, align)
self.font.color = Color.new(255, 255, 255, 255)
draw_text(x,y,wid,hei,text, align)
end
end
class Window_Base < Window
#=====================================
# Gradient Bars , thanks to Acedent Prone
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(0, 0, 0, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
#=====================================
# New definitions
def draw_battlegraphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#======================================
def draw_actor_statuswindow(actor, x, y)
bitmap = RPG::Cache.picture(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#=====================================
def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
#=====================================
def draw_actor_name2(actor, x, y)
self.contents.font.name = $fontface
self.contents.font.color = outline_color
self.contents.draw_text(x - 1, y - 1, 120, 32, actor.name)
self.contents.draw_text(x + 1, y - 1, 120, 32, actor.name)
self.contents.draw_text(x + 1, y + 1, 120, 32, actor.name)
self.contents.draw_text(x - 1, y + 1, 120, 32, actor.name)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
#=====================================
def draw_actor_level2(actor, x, y)
self.contents.font.name = $fontface
self.contents.font.color = outline_color
self.contents.draw_text(x - 1, y - 1, 32, 32, "Lvl.")
self.contents.draw_text(x - 1, y + 1, 32, 32, "Lvl.")
self.contents.draw_text(x + 1, y - 1, 32, 32, "Lvl.")
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lvl.")
self.contents.font.color = Color.new(254, 230, 159, 255)
self.contents.draw_text(x, y, 32, 32, "Lvl.")
self.contents.font.color = outline_color
self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 2)
self.contents.draw_text(x + 31, y - 1, 24, 32, actor.level.to_s, 2)
self.contents.draw_text(x + 33, y + 1, 24, 32, actor.level.to_s, 2)
self.contents.draw_text(x + 33, y - 1, 24, 32, actor.level.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
#=====================================
def draw_actor_class2(actor, x, y)
self.contents.font.name = "Monotype Corsiva"
self.contents.font.color = outline_color
self.contents.draw_text(x + 1, y + 1, 100, 32, actor.class_name)
self.contents.draw_text(x + 1, y - 1, 100, 32, actor.class_name)
self.contents.draw_text(x - 1, y + 1, 100, 32, actor.class_name)
self.contents.draw_text(x - 1, y - 1, 100, 32, actor.class_name)
self.contents.font.color = Color.new(238, 139, 254, 255)
self.contents.draw_text(x, y, 100, 32, actor.class_name)
end
#======================================
def draw_actor_hp2(actor, x, y, width = 144)
self.contents.font.name = "Tahoma"
# &#25991;&#23383;&#21015; "HP" &#12434;&#25551;&#30011;
self.contents.font.size = 24
self.contents.font.color = outline_color
self.contents.draw_text(x + 1, y + 1, 32, 32, $data_system.words.hp)
self.contents.draw_text(x + 1, y - 1, 32, 32, $data_system.words.hp)
self.contents.draw_text(x - 1, y - 1, 32, 32, $data_system.words.hp)
self.contents.draw_text(x - 1, y + 1, 32, 32, $data_system.words.hp)
self.contents.font.color = Color.new(254, 238, 189, 255)
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# MaxHP &#12434;&#25551;&#30011;&#12377;&#12427;&#12473;&#12506;&#12540;&#12473;&#12364;&#12354;&#12427;&#12363;&#35336;&#31639;
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# HP &#12434;&#25551;&#30011;
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.font.color = outline_color
self.contents.draw_text(hp_x - 1, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.draw_text(hp_x - 1, y + 1, 48, 32, actor.hp.to_s, 2)
self.contents.draw_text(hp_x + 1, y + 1, 48, 32, actor.hp.to_s, 2)
self.contents.draw_text(hp_x + 1, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# MaxHP &#12434;&#25551;&#30011;
if flag
self.contents.font.color = outline_color
self.contents.draw_text(hp_x + 60 - 1, y - 1, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 60 - 1, y + 1, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 60 + 1, y - 1, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 60 + 1, y + 1, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 48 - 1, y - 1, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 48 + 1, y + 1, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 48 - 1, y + 1, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 48 + 1, y - 1, 12, 32, "/", 1)
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#============================================
def draw_actor_sp2(actor, x, y, width = 144)
self.contents.font.name = "Tahoma"
# &#25991;&#23383;&#21015; "MP" &#12434;&#25551;&#30011;
self.contents.font.size = 24
self.contents.font.color = outline_color
self.contents.draw_text(x + 1, y + 1, 32, 32, $data_system.words.sp)
self.contents.draw_text(x + 1, y - 1, 32, 32, $data_system.words.sp)
self.contents.draw_text(x - 1, y - 1, 32, 32, $data_system.words.sp)
self.contents.draw_text(x - 1, y + 1, 32, 32, $data_system.words.sp)
self.contents.font.color = Color.new(74, 230, 51, 225)
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# MaxMP &#12434;&#25551;&#30011;&#12377;&#12427;&#12473;&#12506;&#12540;&#12473;&#12364;&#12354;&#12427;&#12363;&#35336;&#31639;
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# MP &#12434;&#25551;&#30011;
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.font.color = outline_color
self.contents.draw_text(sp_x - 1, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.draw_text(sp_x - 1, y + 1, 48, 32, actor.sp.to_s, 2)
self.contents.draw_text(sp_x + 1, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.draw_text(sp_x + 1, y + 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# MaxMP &#12434;&#25551;&#30011;
if flag
self.contents.font.color = outline_color
self.contents.draw_text(sp_x + 60 - 1, y - 1, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(sp_x + 60 - 1, y + 1, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(sp_x + 60 + 1, y + 1, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(sp_x + 60 + 1, y - 1, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(sp_x + 48 - 1, y - 1, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 48 - 1, y - 1, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 48 + 1, y + 1, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 48 + 1, y + 1, 12, 32, "/", 1)
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
#=========================================
def draw_actor_state2(actor, x, y, width = 120)
self.contents.font.name = $fontface
text = make_battler_state_text(actor, width, true)
self.contents.font.color = outline_color
self.contents.draw_text(x - 1, y - 1, width, 32, text)
self.contents.draw_text(x - 1, y + 1, width, 32, text)
self.contents.draw_text(x + 1, y + 1, width, 32, text)
self.contents.draw_text(x + 1, y - 1, width, 32, text)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
end
#=====================================
def draw_actor_parameter2(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = "Geist"
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text_outline(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text_outline(x + 130, y, 36, 32, parameter_value.to_s, 2)
end
#=========================================
def draw_item_name2(item, x, y)
if item == nil
self.contents.draw_text_outline(x + 28, y, 212, 32, "-")
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text_outline(x + 28, y, 212, 32, item.name)
end
# New colour for outlining text - Black
def outline_color
return Color.new(0, 0, 0, 255)
end
end
#==============================================================================
# &#9632; Window_Selectable
#------------------------------------------------------------------------------
# &#12288;&#12459;&#12540;&#12477;&#12523;&#12398;&#31227;&#21205;&#12420;&#12473;&#12463;&#12525;&#12540;&#12523;&#12398;&#27231;&#33021;&#12434;&#25345;&#12388;&#12454;&#12451;&#12531;&#12489;&#12454;&#12463;&#12521;&#12473;&#12391;&#12377;&#12290;
#==============================================================================

class Window_Itemselectable < Window_Base
#--------------------------------------------------------------------------
# &#9679; &#20844;&#38283;&#12452;&#12531;&#12473;&#12479;&#12531;&#12473;&#22793;&#25968;
#--------------------------------------------------------------------------
attr_reader :index # &#12459;&#12540;&#12477;&#12523;&#20301;&#32622;
attr_reader :help_window # &#12504;&#12523;&#12503;&#12454;&#12451;&#12531;&#12489;&#12454;
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
# x : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398; X &#24231;&#27161;
# y : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398; Y &#24231;&#27161;
# width : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#24133;
# height : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#39640;&#12373;
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end
#--------------------------------------------------------------------------
# &#9679; &#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12398;&#35373;&#23450;
# index : &#26032;&#12375;&#12356;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;
#--------------------------------------------------------------------------
def index=(index)
@index = index
# &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#12434;&#26356;&#26032; (update_help &#12399;&#32153;&#25215;&#20808;&#12391;&#23450;&#32681;&#12373;&#12428;&#12427;)
if self.active and @help_window != nil
update_help
end
# &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#12434;&#26356;&#26032;
update_cursor_rect
end
#--------------------------------------------------------------------------
# &#9679; &#34892;&#25968;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def row_max
# &#38917;&#30446;&#25968;&#12392;&#21015;&#25968;&#12363;&#12425;&#34892;&#25968;&#12434;&#31639;&#20986;
return (@item_max + @column_max - 1) / @column_max
end
#--------------------------------------------------------------------------
# &#9679; &#20808;&#38957;&#12398;&#34892;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def top_row
# &#12454;&#12451;&#12531;&#12489;&#12454;&#20869;&#23481;&#12398;&#36578;&#36865;&#20803; Y &#24231;&#27161;&#12434;&#12289;1 &#34892;&#12398;&#39640;&#12373; 32 &#12391;&#21106;&#12427;
return self.oy / 32
end
#--------------------------------------------------------------------------
# &#9679; &#20808;&#38957;&#12398;&#34892;&#12398;&#35373;&#23450;
# row : &#20808;&#38957;&#12395;&#34920;&#31034;&#12377;&#12427;&#34892;
#--------------------------------------------------------------------------
def top_row=(row)
# row &#12364; 0 &#26410;&#28288;&#12398;&#22580;&#21512;&#12399; 0 &#12395;&#20462;&#27491;
if row < 0
row = 0
end
# row &#12364; row_max - 1 &#36229;&#12398;&#22580;&#21512;&#12399; row_max - 1 &#12395;&#20462;&#27491;
if row > row_max - 1
row = row_max - 1
end
# row &#12395; 1 &#34892;&#12398;&#39640;&#12373; 32 &#12434;&#25499;&#12369;&#12289;&#12454;&#12451;&#12531;&#12489;&#12454;&#20869;&#23481;&#12398;&#36578;&#36865;&#20803; Y &#24231;&#27161;&#12392;&#12377;&#12427;
self.oy = row * 32
end
#--------------------------------------------------------------------------
# &#9679; 1 &#12506;&#12540;&#12472;&#12395;&#34920;&#31034;&#12391;&#12365;&#12427;&#34892;&#25968;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def page_row_max
# &#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#39640;&#12373;&#12363;&#12425;&#12289;&#12501;&#12524;&#12540;&#12512;&#12398;&#39640;&#12373; 32 &#12434;&#24341;&#12365;&#12289;1 &#34892;&#12398;&#39640;&#12373; 32 &#12391;&#21106;&#12427;
return (self.height - 32) / 32
end
#--------------------------------------------------------------------------
# &#9679; 1 &#12506;&#12540;&#12472;&#12395;&#34920;&#31034;&#12391;&#12365;&#12427;&#38917;&#30446;&#25968;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def page_item_max
# &#34892;&#25968; page_row_max &#12395; &#21015;&#25968; @column_max &#12434;&#25499;&#12369;&#12427;
return page_row_max * @column_max
end
#--------------------------------------------------------------------------
# &#9679; &#12504;&#12523;&#12503;&#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#35373;&#23450;
# help_window : &#26032;&#12375;&#12356;&#12504;&#12523;&#12503;&#12454;&#12451;&#12531;&#12489;&#12454;
#--------------------------------------------------------------------------
def help_window=(help_window)
@help_window = help_window
# &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#12434;&#26356;&#26032; (update_help &#12399;&#32153;&#25215;&#20808;&#12391;&#23450;&#32681;&#12373;&#12428;&#12427;)
if self.active and @help_window != nil
update_help
end
end
#--------------------------------------------------------------------------
# &#9679; &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#26356;&#26032;
#--------------------------------------------------------------------------
def update_cursor_rect
# &#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364; 0 &#26410;&#28288;&#12398;&#22580;&#21512;
if @index < 0
self.cursor_rect.empty
return
end
# &#29694;&#22312;&#12398;&#34892;&#12434;&#21462;&#24471;
row = @index / @column_max
# &#29694;&#22312;&#12398;&#34892;&#12364;&#12289;&#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#20808;&#38957;&#12398;&#34892;&#12424;&#12426;&#21069;&#12398;&#22580;&#21512;
if row < self.top_row
# &#29694;&#22312;&#12398;&#34892;&#12364;&#20808;&#38957;&#12395;&#12394;&#12427;&#12424;&#12358;&#12395;&#12473;&#12463;&#12525;&#12540;&#12523;
self.top_row = row
end
# &#29694;&#22312;&#12398;&#34892;&#12364;&#12289;&#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#26368;&#24460;&#23614;&#12398;&#34892;&#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if row > self.top_row + (self.page_row_max - 1)
# &#29694;&#22312;&#12398;&#34892;&#12364;&#26368;&#24460;&#23614;&#12395;&#12394;&#12427;&#12424;&#12358;&#12395;&#12473;&#12463;&#12525;&#12540;&#12523;
self.top_row = row - (self.page_row_max - 1)
end
# &#12459;&#12540;&#12477;&#12523;&#12398;&#24133;&#12434;&#35336;&#31639;
cursor_width = self.width / @column_max - 32
# &#12459;&#12540;&#12477;&#12523;&#12398;&#24231;&#27161;&#12434;&#35336;&#31639;
x = @index % @column_max * (cursor_width + 6) + 10
y = @index / @column_max * 32 - self.oy
# &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#12434;&#26356;&#26032;
self.cursor_rect.set(x, y, cursor_width, 32)
end
#--------------------------------------------------------------------------
# &#9679; &#12501;&#12524;&#12540;&#12512;&#26356;&#26032;
#--------------------------------------------------------------------------
def update
super
# &#12459;&#12540;&#12477;&#12523;&#12398;&#31227;&#21205;&#12364;&#21487;&#33021;&#12394;&#29366;&#24907;&#12398;&#22580;&#21512;
if self.active and @item_max > 0 and @index >= 0
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19979;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::DOWN)
# &#21015;&#25968;&#12364; 1 &#12363;&#12388; &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19979;&#12398;&#25276;&#19979;&#29366;&#24907;&#12364;&#12522;&#12500;&#12540;&#12488;&#12391;&#12394;&#12356;&#22580;&#21512;&#12363;&#12289;
# &#12414;&#12383;&#12399;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364;(&#38917;&#30446;&#25968; - &#21015;&#25968;)&#12424;&#12426;&#21069;&#12398;&#22580;&#21512;
if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
@index < @item_max - @column_max
# &#12459;&#12540;&#12477;&#12523;&#12434;&#19979;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
end
end
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19978;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::UP)
# &#21015;&#25968;&#12364; 1 &#12363;&#12388; &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19978;&#12398;&#25276;&#19979;&#29366;&#24907;&#12364;&#12522;&#12500;&#12540;&#12488;&#12391;&#12394;&#12356;&#22580;&#21512;&#12363;&#12289;
# &#12414;&#12383;&#12399;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364;&#21015;&#25968;&#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if (@column_max == 1 and Input.trigger?(Input::UP)) or
@index >= @column_max
# &#12459;&#12540;&#12477;&#12523;&#12434;&#19978;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#21491;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::RIGHT)
# &#21015;&#25968;&#12364; 2 &#20197;&#19978;&#12391;&#12289;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364;(&#38917;&#30446;&#25968; - 1)&#12424;&#12426;&#21069;&#12398;&#22580;&#21512;
if @column_max >= 2 and @index < @item_max - 1
# &#12459;&#12540;&#12477;&#12523;&#12434;&#21491;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#24038;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::LEFT)
# &#21015;&#25968;&#12364; 2 &#20197;&#19978;&#12391;&#12289;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364; 0 &#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if @column_max >= 2 and @index > 0
# &#12459;&#12540;&#12477;&#12523;&#12434;&#24038;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
# R &#12508;&#12479;&#12531;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::R)
# &#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#26368;&#24460;&#23614;&#12398;&#34892;&#12364;&#12289;&#12487;&#12540;&#12479;&#19978;&#12398;&#26368;&#24460;&#12398;&#34892;&#12424;&#12426;&#12418;&#21069;&#12398;&#22580;&#21512;
if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
# &#12459;&#12540;&#12477;&#12523;&#12434; 1 &#12506;&#12540;&#12472;&#24460;&#12429;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = [@index + self.page_item_max, @item_max - 1].min
self.top_row += self.page_row_max
end
end
# L &#12508;&#12479;&#12531;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::L)
# &#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#20808;&#38957;&#12398;&#34892;&#12364; 0 &#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if self.top_row > 0
# &#12459;&#12540;&#12477;&#12523;&#12434; 1 &#12506;&#12540;&#12472;&#21069;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = [@index - self.page_item_max, 0].max
self.top_row -= self.page_row_max
end
end
end
# &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#12434;&#26356;&#26032; (update_help &#12399;&#32153;&#25215;&#20808;&#12391;&#23450;&#32681;&#12373;&#12428;&#12427;)
if self.active and @help_window != nil
update_help
end
# &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#12434;&#26356;&#26032;
update_cursor_rect
end
end
#==============================================================================
# &#9632; Window_Menuselectable
#------------------------------------------------------------------------------
# &#12288;&#12459;&#12540;&#12477;&#12523;&#12398;&#31227;&#21205;&#12420;&#12473;&#12463;&#12525;&#12540;&#12523;&#12398;&#27231;&#33021;&#12434;&#25345;&#12388;&#12454;&#12451;&#12531;&#12489;&#12454;&#12463;&#12521;&#12473;&#12391;&#12377;&#12290;
#==============================================================================

class Window_Menuselectable < Window_Base
#--------------------------------------------------------------------------
# &#9679; &#20844;&#38283;&#12452;&#12531;&#12473;&#12479;&#12531;&#12473;&#22793;&#25968;
#--------------------------------------------------------------------------
attr_reader :index # &#12459;&#12540;&#12477;&#12523;&#20301;&#32622;
attr_reader :help_window # &#12504;&#12523;&#12503;&#12454;&#12451;&#12531;&#12489;&#12454;
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
# x : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398; X &#24231;&#27161;
# y : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398; Y &#24231;&#27161;
# width : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#24133;
# height : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#39640;&#12373;
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end
#--------------------------------------------------------------------------
# &#9679; &#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12398;&#35373;&#23450;
# index : &#26032;&#12375;&#12356;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;
#--------------------------------------------------------------------------
def index=(index)
@index = index
# &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#12434;&#26356;&#26032; (update_help &#12399;&#32153;&#25215;&#20808;&#12391;&#23450;&#32681;&#12373;&#12428;&#12427;)
if self.active and @help_window != nil
update_help
end
# &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#12434;&#26356;&#26032;
update_cursor_rect
end
#--------------------------------------------------------------------------
# &#9679; &#34892;&#25968;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def row_max
# &#38917;&#30446;&#25968;&#12392;&#21015;&#25968;&#12363;&#12425;&#34892;&#25968;&#12434;&#31639;&#20986;
return (@item_max + @column_max - 1) / @column_max
end
#--------------------------------------------------------------------------
# &#9679; &#20808;&#38957;&#12398;&#34892;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def top_row
# &#12454;&#12451;&#12531;&#12489;&#12454;&#20869;&#23481;&#12398;&#36578;&#36865;&#20803; Y &#24231;&#27161;&#12434;&#12289;1 &#34892;&#12398;&#39640;&#12373; 32 &#12391;&#21106;&#12427;
return self.oy / 32
end
#--------------------------------------------------------------------------
# &#9679; &#20808;&#38957;&#12398;&#34892;&#12398;&#35373;&#23450;
# row : &#20808;&#38957;&#12395;&#34920;&#31034;&#12377;&#12427;&#34892;
#--------------------------------------------------------------------------
def top_row=(row)
# row &#12364; 0 &#26410;&#28288;&#12398;&#22580;&#21512;&#12399; 0 &#12395;&#20462;&#27491;
if row < 0
row = 0
end
# row &#12364; row_max - 1 &#36229;&#12398;&#22580;&#21512;&#12399; row_max - 1 &#12395;&#20462;&#27491;
if row > row_max - 1
row = row_max - 1
end
# row &#12395; 1 &#34892;&#12398;&#39640;&#12373; 32 &#12434;&#25499;&#12369;&#12289;&#12454;&#12451;&#12531;&#12489;&#12454;&#20869;&#23481;&#12398;&#36578;&#36865;&#20803; Y &#24231;&#27161;&#12392;&#12377;&#12427;
self.oy = row * 32
end
#--------------------------------------------------------------------------
# &#9679; 1 &#12506;&#12540;&#12472;&#12395;&#34920;&#31034;&#12391;&#12365;&#12427;&#34892;&#25968;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def page_row_max
# &#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#39640;&#12373;&#12363;&#12425;&#12289;&#12501;&#12524;&#12540;&#12512;&#12398;&#39640;&#12373; 32 &#12434;&#24341;&#12365;&#12289;1 &#34892;&#12398;&#39640;&#12373; 32 &#12391;&#21106;&#12427;
return (self.height - 32) / 32
end
#--------------------------------------------------------------------------
# &#9679; 1 &#12506;&#12540;&#12472;&#12395;&#34920;&#31034;&#12391;&#12365;&#12427;&#38917;&#30446;&#25968;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def page_item_max
# &#34892;&#25968; page_row_max &#12395; &#21015;&#25968; @column_max &#12434;&#25499;&#12369;&#12427;
return page_row_max * @column_max
end
#--------------------------------------------------------------------------
# &#9679; &#12504;&#12523;&#12503;&#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#35373;&#23450;
# help_window : &#26032;&#12375;&#12356;&#12504;&#12523;&#12503;&#12454;&#12451;&#12531;&#12489;&#12454;
#--------------------------------------------------------------------------
def help_window=(help_window)
@help_window = help_window
# &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#12434;&#26356;&#26032; (update_help &#12399;&#32153;&#25215;&#20808;&#12391;&#23450;&#32681;&#12373;&#12428;&#12427;)
if self.active and @help_window != nil
update_help
end
end
#--------------------------------------------------------------------------
# &#9679; &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#26356;&#26032;
#--------------------------------------------------------------------------
def update_cursor_rect
# &#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364; 0 &#26410;&#28288;&#12398;&#22580;&#21512;
if @index < 0
self.cursor_rect.empty
return
end
# &#29694;&#22312;&#12398;&#34892;&#12434;&#21462;&#24471;
row = @index / @column_max
# &#29694;&#22312;&#12398;&#34892;&#12364;&#12289;&#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#20808;&#38957;&#12398;&#34892;&#12424;&#12426;&#21069;&#12398;&#22580;&#21512;
if row < self.top_row
# &#29694;&#22312;&#12398;&#34892;&#12364;&#20808;&#38957;&#12395;&#12394;&#12427;&#12424;&#12358;&#12395;&#12473;&#12463;&#12525;&#12540;&#12523;
self.top_row = row
end
# &#29694;&#22312;&#12398;&#34892;&#12364;&#12289;&#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#26368;&#24460;&#23614;&#12398;&#34892;&#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if row > self.top_row + (self.page_row_max - 1)
# &#29694;&#22312;&#12398;&#34892;&#12364;&#26368;&#24460;&#23614;&#12395;&#12394;&#12427;&#12424;&#12358;&#12395;&#12473;&#12463;&#12525;&#12540;&#12523;
self.top_row = row - (self.page_row_max - 1)
end
# &#12459;&#12540;&#12477;&#12523;&#12398;&#24133;&#12434;&#35336;&#31639;
cursor_width = self.width / @column_max - 32
# &#12459;&#12540;&#12477;&#12523;&#12398;&#24231;&#27161;&#12434;&#35336;&#31639;
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 40 - self.oy
# &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#12434;&#26356;
end
#--------------------------------------------------------------------------
# &#9679; &#12501;&#12524;&#12540;&#12512;&#26356;&#26032;
#--------------------------------------------------------------------------
def update
super
# &#12459;&#12540;&#12477;&#12523;&#12398;&#31227;&#21205;&#12364;&#21487;&#33021;&#12394;&#29366;&#24907;&#12398;&#22580;&#21512;
if self.active and @item_max > 0 and @index >= 0
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19979;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::DOWN)
# &#21015;&#25968;&#12364; 1 &#12363;&#12388; &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19979;&#12398;&#25276;&#19979;&#29366;&#24907;&#12364;&#12522;&#12500;&#12540;&#12488;&#12391;&#12394;&#12356;&#22580;&#21512;&#12363;&#12289;
# &#12414;&#12383;&#12399;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364;(&#38917;&#30446;&#25968; - &#21015;&#25968;)&#12424;&#12426;&#21069;&#12398;&#22580;&#21512;
if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
@index < @item_max - @column_max
# &#12459;&#12540;&#12477;&#12523;&#12434;&#19979;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
end
end
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19978;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::UP)
# &#21015;&#25968;&#12364; 1 &#12363;&#12388; &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#19978;&#12398;&#25276;&#19979;&#29366;&#24907;&#12364;&#12522;&#12500;&#12540;&#12488;&#12391;&#12394;&#12356;&#22580;&#21512;&#12363;&#12289;
# &#12414;&#12383;&#12399;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364;&#21015;&#25968;&#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if (@column_max == 1 and Input.trigger?(Input::UP)) or
@index >= @column_max
# &#12459;&#12540;&#12477;&#12523;&#12434;&#19978;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#21491;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::RIGHT)
# &#21015;&#25968;&#12364; 2 &#20197;&#19978;&#12391;&#12289;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364;(&#38917;&#30446;&#25968; - 1)&#12424;&#12426;&#21069;&#12398;&#22580;&#21512;
if @column_max >= 2 and @index < @item_max - 1
# &#12459;&#12540;&#12477;&#12523;&#12434;&#21491;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
# &#26041;&#21521;&#12508;&#12479;&#12531;&#12398;&#24038;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::LEFT)
# &#21015;&#25968;&#12364; 2 &#20197;&#19978;&#12391;&#12289;&#12459;&#12540;&#12477;&#12523;&#20301;&#32622;&#12364; 0 &#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if @column_max >= 2 and @index > 0
# &#12459;&#12540;&#12477;&#12523;&#12434;&#24038;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
# R &#12508;&#12479;&#12531;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::R)
# &#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#26368;&#24460;&#23614;&#12398;&#34892;&#12364;&#12289;&#12487;&#12540;&#12479;&#19978;&#12398;&#26368;&#24460;&#12398;&#34892;&#12424;&#12426;&#12418;&#21069;&#12398;&#22580;&#21512;
if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
# &#12459;&#12540;&#12477;&#12523;&#12434; 1 &#12506;&#12540;&#12472;&#24460;&#12429;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = [@index + self.page_item_max, @item_max - 1].min
self.top_row += self.page_row_max
end
end
# L &#12508;&#12479;&#12531;&#12364;&#25276;&#12373;&#12428;&#12383;&#22580;&#21512;
if Input.repeat?(Input::L)
# &#34920;&#31034;&#12373;&#12428;&#12390;&#12356;&#12427;&#20808;&#38957;&#12398;&#34892;&#12364; 0 &#12424;&#12426;&#24460;&#12429;&#12398;&#22580;&#21512;
if self.top_row > 0
# &#12459;&#12540;&#12477;&#12523;&#12434; 1 &#12506;&#12540;&#12472;&#21069;&#12395;&#31227;&#21205;
$game_system.se_play($data_system.cursor_se)
@index = [@index - self.page_item_max, 0].max
self.top_row -= self.page_row_max
end
end
end
# &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#12434;&#26356;&#26032; (update_help &#12399;&#32153;&#25215;&#20808;&#12391;&#23450;&#32681;&#12373;&#12428;&#12427;)
if self.active and @help_window != nil
update_help
end
# &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#12434;&#26356;&#26032;
update_cursor_rect
end
end
#==============================================================================
# &#9632; Window_Menucommand
#------------------------------------------------------------------------------
# &#12288;&#19968;&#33324;&#30340;&#12394;&#12467;&#12510;&#12531;&#12489;&#36984;&#25246;&#12434;&#34892;&#12358;&#12454;&#12451;&#12531;&#12489;&#12454;&#12391;&#12377;&#12290;
#==============================================================================

class Window_Menucommand < Window_Menuselectable
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
# width : &#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#24133;
# commands : &#12467;&#12510;&#12531;&#12489;&#25991;&#23383;&#21015;&#12398;&#37197;&#21015;
#--------------------------------------------------------------------------
def initialize(width, commands)
# &#12467;&#12510;&#12531;&#12489;&#12398;&#20491;&#25968;&#12363;&#12425;&#12454;&#12451;&#12531;&#12489;&#12454;&#12398;&#39640;&#12373;&#12434;&#31639;&#20986;
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# &#9679; &#12522;&#12501;&#12524;&#12483;&#12471;&#12517;
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# &#9679; &#38917;&#30446;&#12398;&#25551;&#30011;
# index : &#38917;&#30446;&#30058;&#21495;
# color : &#25991;&#23383;&#33394;
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# &#9679; &#38917;&#30446;&#12398;&#28961;&#21177;&#21270;
# index : &#38917;&#30446;&#30058;&#21495;
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#==============================================================================
# &#9632; Window_Help
#------------------------------------------------------------------------------
# &#12288;&#12473;&#12461;&#12523;&#12420;&#12450;&#12452;&#12486;&#12512;&#12398;&#35500;&#26126;&#12289;&#12450;&#12463;&#12479;&#12540;&#12398;&#12473;&#12486;&#12540;&#12479;&#12473;&#12394;&#12393;&#12434;&#34920;&#31034;&#12377;&#12427;&#12454;&#12451;&#12531;&#12489;&#12454;&#12391;&#12377;&#12290;
#==============================================================================

class Window_Menuhelp < Window_Base
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
#--------------------------------------------------------------------------
def initialize
super(0, - 77, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 18
self.opacity = 0
end
#--------------------------------------------------------------------------
# &#9679; &#12486;&#12461;&#12473;&#12488;&#35373;&#23450;
# text : &#12454;&#12451;&#12531;&#12489;&#12454;&#12395;&#34920;&#31034;&#12377;&#12427;&#25991;&#23383;&#21015;
# align : &#12450;&#12521;&#12452;&#12531;&#12513;&#12531;&#12488; (0..&#24038;&#25539;&#12360;&#12289;1..&#20013;&#22830;&#25539;&#12360;&#12289;2..&#21491;&#25539;&#12360;)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
# &#12486;&#12461;&#12473;&#12488;&#12392;&#12450;&#12521;&#12452;&#12531;&#12513;&#12531;&#12488;&#12398;&#23569;&#12394;&#12367;&#12392;&#12418;&#19968;&#26041;&#12364;&#21069;&#22238;&#12392;&#36949;&#12387;&#12390;&#12356;&#12427;&#22580;&#21512;
if text != @text or align != @align
# &#12486;&#12461;&#12473;&#12488;&#12434;&#20877;&#25551;&#30011;
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
#--------------------------------------------------------------------------
# &#9679; &#12450;&#12463;&#12479;&#12540;&#35373;&#23450;
# actor : &#12473;&#12486;&#12540;&#12479;&#12473;&#12434;&#34920;&#31034;&#12377;&#12427;&#12450;&#12463;&#12479;&#12540;
#--------------------------------------------------------------------------
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# &#9679; &#12456;&#12493;&#12511;&#12540;&#35373;&#23450;
# enemy : &#21517;&#21069;&#12392;&#12473;&#12486;&#12540;&#12488;&#12434;&#34920;&#31034;&#12377;&#12427;&#12456;&#12493;&#12511;&#12540;
#--------------------------------------------------------------------------
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += "(" + state_text + ")"
end
set_text(text, 1)
end
end
#==============================================================================
# &#9632; Window_Gold
#------------------------------------------------------------------------------
# &#12288;&#12468;&#12540;&#12523;&#12489;&#12434;&#34920;&#31034;&#12377;&#12427;&#12454;&#12451;&#12531;&#12489;&#12454;&#12391;&#12377;&#12290;
#==============================================================================

class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
#--------------------------------------------------------------------------
def initialize
super(0, 0, 200, 64)
self.contents = Bitmap.new(width - 35, height - 35)
self.contents.font.name = $fontface
self.contents.font.size = 21
refresh
end
#--------------------------------------------------------------------------
# &#9679; &#12522;&#12501;&#12524;&#12483;&#12471;&#12517;
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size("Gil").width
self.contents.font.color = outline_color
self.contents.draw_text(81, - 1, 100-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.draw_text(81, 1, 100-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.draw_text(79, 1, 100-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.draw_text(79, - 1, 100-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(80, 0, 100-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = outline_color
self.contents.draw_text(- 1, - 1, cx, 32, "Gil", 2)
self.contents.draw_text(1, 1, cx, 32, "Gil", 2)
self.contents.draw_text(- 1, 1, cx, 32, "Gil", 2)
self.contents.draw_text(1, - 1, cx, 32, "Gil", 2)
self.contents.font.color = Color.new(254, 230, 159, 255)
self.contents.draw_text(0, 0, cx, 32, "Gil", 2)
end
end
#==============================================================================
# &#9632; Window_PlayTime
#------------------------------------------------------------------------------
# &#12288;&#12513;&#12491;&#12517;&#12540;&#30011;&#38754;&#12391;&#12503;&#12524;&#12452;&#26178;&#38291;&#12434;&#34920;&#31034;&#12377;&#12427;&#12454;&#12451;&#12531;&#12489;&#12454;&#12391;&#12377;&#12290;
#==============================================================================

class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
#--------------------------------------------------------------------------
def initialize
super(0, 0, 200, 70)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 21
self.opacity = 0
refresh
end
#--------------------------------------------------------------------------
# &#9679; &#12522;&#12501;&#12524;&#12483;&#12471;&#12517;
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = outline_color
self.contents.draw_text(1, - 1, 120, 32, "Spielzeit:")
self.contents.draw_text(1, 1, 120, 32, "Spielzeit:")
self.contents.draw_text(-1, - 1, 120, 32, "Spielzeit:")
self.contents.draw_text(-1, 1, 120, 32, "Spielzeit:")
self.contents.font.color = Color.new(254, 230, 159, 255)
self.contents.draw_text(0, 0, 120, 32, "Spielzeit:")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = outline_color
self.contents.draw_text(39, - 1, 120, 32, text, 2)
self.contents.draw_text(39, 1, 120, 32, text, 2)
self.contents.draw_text(41, 1, 120, 32, text, 2)
self.contents.draw_text(41, -1, 120, 32, text, 2)
self.contents.font.color = normal_color
self.contents.draw_text(40, 0, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# &#9679; &#12501;&#12524;&#12540;&#12512;&#26356;&#26032;
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# &#9632; Window_MenuStatus
#------------------------------------------------------------------------------
# &#12288;&#12513;&#12491;&#12517;&#12540;&#30011;&#38754;&#12391;&#12497;&#12540;&#12486;&#12451;&#12513;&#12531;&#12496;&#12540;&#12398;&#12473;&#12486;&#12540;&#12479;&#12473;&#12434;&#34920;&#31034;&#12377;&#12427;&#12454;&#12451;&#12531;&#12489;&#12454;&#12391;&#12377;&#12290;
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 430)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# &#9679; &#12522;&#12501;&#12524;&#12483;&#12471;&#12517;
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 100 - i * 18
y = i * 100
actor = $game_party.actors
draw_actor_face(actor, x - 40, y + 80)
draw_actor_name2(actor, x + 50, y)
draw_actor_class2(actor, x + 50, y + 50)
draw_actor_level2(actor, x + 50, y + 25)
draw_actor_state2(actor, x + 155, y + 50)
draw_actor_hp2(actor, x + 140, y )
draw_actor_sp2(actor, x + 140, y + 25)
draw_actor_barz(actor, x + 140, y + 25, "horizontal", 130, 1, actor.hp, actor.maxhp, Color.new(254, 238, 189, 255), Color.new(182, 137, 2, 255))
draw_actor_barz(actor, x + 140, y + 50, "horizontal", 130, 1, actor.sp, actor.maxsp, Color.new(74, 230, 51, 225), Color.new(35, 150, 19, 225))
end
end
#--------------------------------------------------------------------------
# &#9679; &#12459;&#12540;&#12477;&#12523;&#12398;&#30697;&#24418;&#26356;&#26032;
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.empty
end
end
#==============================================================================
# &#9632; Window_Item
#------------------------------------------------------------------------------
# &#12288;&#12450;&#12452;&#12486;&#12512;&#30011;&#38754;&#12289;&#12496;&#12488;&#12523;&#30011;&#38754;&#12391;&#12289;&#25152;&#25345;&#12450;&#12452;&#12486;&#12512;&#12398;&#19968;&#35239;&#12434;&#34920;&#31034;&#12377;&#12427;&#12454;&#12451;&#12531;&#12489;&#12454;&#12391;&#12377;&#12290;
#==============================================================================

class Window_Menuitem < Window_Itemselectable
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
#--------------------------------------------------------------------------
def initialize
super(0, 500, 640, 380)
@column_max = 2
refresh
self.index = 0
self.opacity = 0
# &#25126;&#38360;&#20013;&#12398;&#22580;&#21512;&#12399;&#12454;&#12451;&#12531;&#12489;&#12454;&#12434;&#30011;&#38754;&#20013;&#22830;&#12408;&#31227;&#21205;&#12375;&#12289;&#21322;&#36879;&#26126;&#12395;&#12377;&#12427;
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# &#9679; &#12450;&#12452;&#12486;&#12512;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# &#9679; &#12522;&#12501;&#12524;&#12483;&#12471;&#12517;
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# &#12450;&#12452;&#12486;&#12512;&#12434;&#36861;&#21152;
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
# &#25126;&#38360;&#20013;&#20197;&#22806;&#12394;&#12425;&#27494;&#22120;&#12392;&#38450;&#20855;&#12418;&#36861;&#21152;
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
# &#38917;&#30446;&#25968;&#12364; 0 &#12391;&#12394;&#12369;&#12428;&#12400;&#12499;&#12483;&#12488;&#12510;&#12483;&#12503;&#12434;&#20316;&#25104;&#12375;&#12289;&#20840;&#38917;&#30446;&#12434;&#25551;&#30011;
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# &#9679; &#38917;&#30446;&#12398;&#25551;&#30011;
# index : &#38917;&#30446;&#30058;&#21495;
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = Color.new(255, 255, 255, 200)
end
x = 4 + index % 2 * (270 + 25) + 12
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.draw_text_outline(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text_outline(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text_outline(x + 256, y, 24, 32, number.to_s, 2)
else
self.contents.draw_text_outline2(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text_outline2(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text_outline2(x + 256, y, 24, 32, number.to_s, 2)
end
end
#--------------------------------------------------------------------------
# &#9679; &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#26356;&#26032;
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# &#9632; Window_Menuskill
#------------------------------------------------------------------------------
#
#==============================================================================

class Window_Menuskill < Window_Itemselectable
#--------------------------------------------------------------------------
# &#9679; &#12458;&#12502;&#12472;&#12455;&#12463;&#12488;&#21021;&#26399;&#21270;
# actor : &#12450;&#12463;&#12479;&#12540;
#--------------------------------------------------------------------------
def initialize(actor)
super(- 3, 531, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# &#25126;&#38360;&#20013;&#12398;&#22580;&#21512;&#12399;&#12454;&#12451;&#12531;&#12489;&#12454;&#12434;&#30011;&#38754;&#20013;&#22830;&#12408;&#31227;&#21205;&#12375;&#12289;&#21322;&#36879;&#26126;&#12395;&#12377;&#12427;
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# &#9679; &#12473;&#12461;&#12523;&#12398;&#21462;&#24471;
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# &#9679; &#12522;&#12501;&#12524;&#12483;&#12471;&#12517;
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
# &#38917;&#30446;&#25968;&#12364; 0 &#12391;&#12394;&#12369;&#12428;&#12400;&#12499;&#12483;&#12488;&#12510;&#12483;&#12503;&#12434;&#20316;&#25104;&#12375;&#12289;&#20840;&#38917;&#30446;&#12434;&#25551;&#30011;
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# &#9679; &#38917;&#30446;&#12398;&#25551;&#30011;
# index : &#38917;&#30446;&#30058;&#21495;
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = Color.new(255, 255, 255, 200)
end
x = 4 + index % 2 * (270 + 25) + 12
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
if @actor.skill_can_use?(skill.id)
self.contents.draw_text_outline(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text_outline(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
else
self.contents.draw_text_outline2(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text_outline2(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
end
#--------------------------------------------------------------------------
# &#9679; &#12504;&#12523;&#12503;&#12486;&#12461;&#12473;&#12488;&#26356;&#26032;
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# &#9632; Window_SkillStatus
#------------------------------------------------------------------------------
# &#12288;&#12473;&#12461;&#12523;&#30011;&#38754;&#12391;&#12289;&#12473;&#12461;&#12523;&#20351;&#29992;&#32773;&#12398;&#12473;&#12486;&#12540;&#12479;&#12473;&#12434;&#34920;&#31034;&#12377;&#12427;&#12454;&#12451;&
Bild

10

Sonntag, 17. September 2006, 11:14

Ähmm wo muss ich dass denn einfügen^^
wenn ichs über main reinmache kommt nen syntax error in reihe 88
Oder muss ich irgendwas damit esetzen??°_°

wenn ich dass script ausprobiert habe kann ich gern ma ne internet suche starten^^
[button="Slogans"]

Bild

Bild
[/button]

11

Sonntag, 17. September 2006, 11:35

Mein fehler, dachte das verändern ginge auch ohne Bilder... ok, hier ein Pack..


Falls die Versionen nicht übereins stimmen, einfach rauskopieren e.t.c.

Maci
Bild

12

Sonntag, 24. September 2006, 08:39

*push*

Gibt es wohl leider nicht oder?
Bild

13

Sonntag, 24. September 2006, 10:16

1. wenn ich es richtig verstanden habe willst du einen neuen Menüpunkt wo man das Austauschscript aufrufen kann?

2. Tritt das auch im normalen Spiel auf oder nur im Testmodus?
:information: YAams
:rainbow: Random Signatur
Bild





Weitere Informationen | Download
Mit Support für RGSS Project 1!
Bild

14

Sonntag, 24. September 2006, 10:23

Vielen Dank für die schnelle Antwort, Abt.

Du hast das richtig verstanden, ich hätte gerne den Changebefehl in einem Menüpunkt.

Und dann am besten auch mit eigenen Hintergrundbildern..

Geht das? :s



Sry, aber leider kann ich dir mit Punkt 2 nicht folgen, bin warscheinlich zu dumm dafür xD
Bild

15

Sonntag, 24. September 2006, 10:56

1. Da man da einiges ändern muss nun die Frage ob du das Script dir nocxh irgendwie angepasst hast oder ob ich die version nehmen kann editieren und dir zuschicken kann?

2. Da sagtest du "Bei dem Classenchange kann ich durch drücken der rechten Pfeiltaste die EXP anheben und das Level der Klasse erhöhern - was nicht passieren soll."

Nun nun meine Frage tritt das nur auf wenn du das Spiel über den Editor startest oder auch wenn du die Game.exe über den Explorer startest?

Ave Abt
:information: YAams
:rainbow: Random Signatur
Bild





Weitere Informationen | Download
Mit Support für RGSS Project 1!
Bild

16

Sonntag, 24. September 2006, 10:59

Nun... das teste ich mal schnell... mom

...

Das funktioniert bei beiden Anwendungsmöglichkeiten...


Maci

Edit:

Also ich hatte die Bilder verändert, das weicht schonmal vom Standart FFMenü ab, und ich habe die sachen umbenannt die umzubenennen waren... falls du das meisnt.

Sonst habe ich nicths geändert.

Du kannst den Script ruhig ändern.
Bild

17

Sonntag, 24. September 2006, 16:56

Also wenn ich was anpassen soll bruachei ch shcon das Script was du auch benutzt. Sonst passt das nachher vielleicht nicht zusammen.

Ave Abt
:information: YAams
:rainbow: Random Signatur
Bild





Weitere Informationen | Download
Mit Support für RGSS Project 1!
Bild

18

Sonntag, 24. September 2006, 19:47

Das Script ist dem oben hochgeladenem Pack beigelegt sowie die Bilder.

Aber aufpassen, dieses alte Menü könnte umhauen.. :t
Bild

19

Montag, 25. September 2006, 14:56

Boah ist das ein tolles Script, sowas von Redunant.

Also ihm Anhang ist die editierte Version

In Der Zeile 1874 musst noch den Namen des Bidles festlegen und in 2660 noch wie die Scene der partychangig heißt.

Ave Abt
:information: YAams
:rainbow: Random Signatur
Bild





Weitere Informationen | Download
Mit Support für RGSS Project 1!
Bild

20

Montag, 25. September 2006, 17:36

Also ich hab das nun mal austesten können und ich muss leider sagen das da was nicht klappt da dort ein Fehler auftritt.

Es ist immer unterschiedlich (der Fehler).

Hier nochmal der Anhang mit provisorischem Bild des Buttons.

Edit: Scene habe ich Party benannt... falls das wichtig ist - wovon ich ausgehe.
Bild

Social Bookmarks