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metaldrack

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Posts posted by metaldrack

  1. io non riesco a copiarlo lo script mi esce solo su un rigo... potete postarlo "meglio"...

    scusa ma non stò al pc da moooolto tempo.....e quindi non sono entrato più su rpg2s....

    comunque scusate,pensavo di averlo separato bene....

    l'errore del rigo a me non lo dà..ma quando carico la partita mi dà uno strano errore.....

  2. Mog Basic Menu Plus

    Descrizione

    questo script è stato creato da Moghunter e aggiunge voci extra al menu tipo il nome della mappa

     

    Autore

    Moghunter

     

    Istruzioni per l'uso

     

     

    ##################################################
    # Mog Basic Menu Plus V 1.0                      #
    ##################################################
    # By Moghunter
    # [url="http://www.atelier-rgss.com"]http://www.atelier-rgss.com[/url]
    ##################################################
    #Menu padrão VX com adição de alguns extras, neste 
    #script você poderá trabalhar em cima dele e adaptá-lo 
    #facilmente ao seu jogo.
    #-------------------------------------------------
    ##############
    # Game_Actor #
    ##############
    class Game_Actor < Game_Battler
    def now_exp
    return @exp - @exp_list[@level]
    end
    def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    end
    end
    ###############
    # Window_Base #
    ###############
    class Window_Base < Window  
     def draw_actor_level_menu(actor, x, y)
       self.contents.font.color = system_color
       self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
       self.contents.font.color = normal_color
       self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
     end  
     def draw_actor_class_menu(actor, x, y)
       self.contents.font.color = normal_color
       self.contents.draw_text(x, y, 85, WLH, actor.class.name)
     end    
    def exp_gauge_color1
       return text_color(30)
     end
     def exp_gauge_color2
       return text_color(31)
     end  
    def draw_actor_exp_meter(actor, x, y, width = 100)  
     if actor.next_exp != 0
     exp = actor.now_exp
     else
     exp = 1
     end
       gw = width * exp / [actor.next_exp, 1].max
       gc1 = exp_gauge_color1
       gc2 = exp_gauge_color2
       self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
       self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
       self.contents.font.color = system_color
       self.contents.draw_text(x, y, 30, WLH, "Exp")    
       self.contents.font.color = normal_color
       xr = x + width
       self.contents.draw_text(xr - 60, y, 60, WLH,  actor.next_rest_exp_s, 2)    
    end
    end
    #####################
    # Window_MenuStatus #
    #####################
    class Window_MenuStatus < Window_Selectable
     def initialize(x, y)
       super(x, y, 384, 416)
       refresh
       self.active = false
       self.index = -1
     end
     def refresh
       self.contents.clear
       @item_max = $game_party.members.size
       for actor in $game_party.members
         draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
         x = 104
         y = actor.index * 96 + WLH / 2
         draw_actor_name(actor, x, y)
         draw_actor_class_menu(actor, x + 120, y)
         draw_actor_level_menu(actor, x + 200, y)
         draw_actor_state(actor, x, y + WLH * 2)
         draw_actor_hp(actor, x + 120, y + WLH * 1)
         draw_actor_mp(actor, x + 120, y + WLH * 2)
         draw_actor_exp_meter(actor, x , y + WLH * 1)
       end
     end
     def update_cursor
       if @index < 0               
         self.cursor_rect.empty
       elsif @index < @item_max   
         self.cursor_rect.set(0, @index * 96, contents.width, 96)
       elsif @index >= 100         
         self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
       else                     
         self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
       end
     end
    end
    ############
    # Game_Map #
    ############
    class Game_Map
    attr_reader   :map_id  
    def mpname
    $mpname = load_data("Data/MapInfos.rvdata") 
    $mpname[@map_id].name
    end
    end
    ###############
    # Window_Time #
    ###############
    class Window_Mapname < Window_Base
     def initialize(x, y)
       super(x, y, 160, WLH + 64)
       refresh
     end  
    def refresh
       self.contents.clear
       self.contents.font.color = system_color
       self.contents.draw_text(4, 0, 120, 32, "Location")
       self.contents.font.color = normal_color
       self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2)
    end
    end
    ###############
    # Window_Time #
    ###############
    class Window_Time < Window_Base
     def initialize(x, y)
       super(x, y, 160, WLH + 64)
       refresh
     end
     def refresh
       self.contents.clear
       self.contents.font.color = system_color
       self.contents.draw_text(4, 0, 120, 32, "Play Time")
       @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 = normal_color
       self.contents.draw_text(4, 32, 120, 32, text, 2)
    end
     def update
       super
       if Graphics.frame_count / Graphics.frame_rate != @total_sec
         refresh
       end
     end
    end
    ##############
    # Scene_Menu #
    ##############
    class Scene_Menu   
     def main
       start                         
       perform_transition            
       Input.update                 
       loop do
         Graphics.update            
         Input.update              
         update                      
         break if $scene != self      
       end
       Graphics.update
       pre_terminate             
       Graphics.freeze               
       terminate                   
     end  
     def initialize(menu_index = 0)
       @menu_index = menu_index
     end  
     def create_menu_background
       @menuback_sprite = Sprite.new
       @menuback_sprite.bitmap = $game_temp.background_bitmap
       @menuback_sprite.color.set(16, 16, 16, 128)
       update_menu_background
     end  
     def create_menu_background
       @menuback_sprite = Sprite.new
       @menuback_sprite.bitmap = $game_temp.background_bitmap
       @menuback_sprite.color.set(16, 16, 16, 128)
       update_menu_background
     end
     def dispose_menu_background
       @menuback_sprite.dispose
     end
     def update_menu_background
     end  
     def perform_transition
        Graphics.transition(10)
     end
     def start
       create_menu_background
       create_command_window
       @gold_window = Window_Gold.new(0, 360)
       @status_window = Window_MenuStatus.new(160, 0)
       @playtime_window = Window_Time .new(0, 270)
       @mapname_window = Window_Mapname.new(0, 178)
       @status_window.openness = 0
       @playtime_window.openness = 0
       @mapname_window.openness = 0
       @gold_window.openness = 0
       @status_window.open
       @playtime_window.open
       @mapname_window.open
       @gold_window.open
     end
     def pre_terminate
       @status_window.close
       @playtime_window.close
       @mapname_window.close
       @gold_window.close
       @command_window.close
       begin
       @status_window.update
       @playtime_window.update
       @mapname_window.update
       @gold_window.update
       @command_window.update
       Graphics.update
       end until @status_window.openness == 0
     end  
     def terminate
       dispose_menu_background
       @command_window.dispose
       @gold_window.dispose
       @status_window.dispose
       @playtime_window.dispose
       @mapname_window.dispose
     end
     def update
       update_menu_background
       @command_window.update
       @gold_window.update
       @status_window.update
       @mapname_window.update
       @playtime_window.update
       if @command_window.active
         update_command_selection
       elsif @status_window.active
         update_actor_selection
       end
     end
     def create_command_window
       s1 = Vocab::item
       s2 = Vocab::skill
       s3 = Vocab::equip
       s4 = Vocab::status
       s5 = Vocab::save
       s6 = Vocab::game_end
       @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
       @command_window.index = @menu_index
       @command_window.openness = 0
       @command_window.open
       if $game_party.members.size == 0           
         @command_window.draw_item(0, false)     
         @command_window.draw_item(1, false)     
         @command_window.draw_item(2, false)      
         @command_window.draw_item(3, false)    
       end
       if $game_system.save_disabled              
         @command_window.draw_item(4, false)     
       end
     end
     def update_command_selection
       if Input.trigger?(Input::B)
         Sound.play_cancel
         $scene = Scene_Map.new
       elsif Input.trigger?(Input::C)
         if $game_party.members.size == 0 and @command_window.index < 4
           Sound.play_buzzer
           return
         elsif $game_system.save_disabled and @command_window.index == 4
           Sound.play_buzzer
           return
         end
         Sound.play_decision
         case @command_window.index
         when 0      
           $scene = Scene_Item.new
         when 1,2,3   
           start_actor_selection
         when 4       
           $scene = Scene_File.new(true, false, false)
         when 5     
           $scene = Scene_End.new
         end
       end
     end
     def start_actor_selection
       @command_window.active = false
       @status_window.active = true
       if $game_party.last_actor_index < @status_window.item_max
         @status_window.index = $game_party.last_actor_index
       else
         @status_window.index = 0
       end
     end
     def end_actor_selection
       @command_window.active = true
       @status_window.active = false
       @status_window.index = -1
     end
     def update_actor_selection
       if Input.trigger?(Input::B)
         Sound.play_cancel
         end_actor_selection
       elsif Input.trigger?(Input::C)
         $game_party.last_actor_index = @status_window.index
         Sound.play_decision
         case @command_window.index
         when 1 
           $scene = Scene_Skill.new(@status_window.index)
         when 2   
           $scene = Scene_Equip.new(@status_window.index)
         when 3  
           $scene = Scene_Status.new(@status_window.index)
         end
       end
     end
    end
    $mogscript = {} if $mogscript == nil
    $mogscript["basic_menu_plus"] = true
    

     
  3. Caterpillar

    Descrizione

    questo è il caterpillar per rpg maker vx...a me non funziona(mi dà errore quando carico la partita)

    ah,inoltre l'adattamento non è fatto da me(ma no???già è tanto se stò imparando il c e il c#)ma probabilmente da Diedrupo(non ne sono sicuro...quindi ditemelo se sbaglio)inoltre lo ha postato male(io lo script lo ho cancellato,l'ho preso da un sito,ma penso ke sia spoiler se lo dico...)quindi dovete fare copia e incolla con word ovviamente dovete creare una classe sopra main e chiamarla come vi pare

    EDIT:ho proveduto io al risistemamento dello script quindi prendetelo e mettetelo direttamente su rpg maker vx

    Ecco qui il caterpillar corretto

     

    Autore

    creato da: Trickster's

    adattato da: Diedrupo

     

     

    class Game_Player
    #--------------------------------------------------------------------------
    # * Move Down
    # turn_enabled : a flag permits direction change on that spot
    #--------------------------------------------------------------------------
    def move_down(turn_enabled = true)
    super(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move Left
    # turn_enabled : a flag permits direction change on that spot
    #--------------------------------------------------------------------------
    def move_left(turn_enabled = true)
    super(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move Right
    # turn_enabled : a flag permits direction change on that spot
    #--------------------------------------------------------------------------
    def move_right(turn_enabled = true)
    super(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move up
    # turn_enabled : a flag permits direction change on that spot
    #--------------------------------------------------------------------------
    def move_up(turn_enabled = true)
    super(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move Lower Left
    #--------------------------------------------------------------------------
    def move_lower_left
    super
    end
    #--------------------------------------------------------------------------
    # * Move Lower Right
    #--------------------------------------------------------------------------
    def move_lower_right
    super
    end
    #--------------------------------------------------------------------------
    # * Move Upper Left
    #--------------------------------------------------------------------------
    def move_upper_left
    super
    end
    #--------------------------------------------------------------------------
    # * Move Upper Right
    #--------------------------------------------------------------------------
    def move_upper_right
    super
    end
    end
    
    class Game_Follower < Game_Character
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader :actor
    attr_accessor :move_speed
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(actor)
    super()
    @through = true
    @actor = actor
    end
    #--------------------------------------------------------------------------
    # * Set Actor
    #--------------------------------------------------------------------------
    def actor=(actor)
    @actor = actor
    setup
    end
    #--------------------------------------------------------------------------
    # * Setup
    #--------------------------------------------------------------------------
    def setup
    if @actor != nil
    @character_name = $game_actors[@actor].character_name
    @character_index = $game_actors[@actor].character_index
    else
    @character_name = ""
    @character_index = 0
    end
    @opacity = 255
    @blend_type = 0
    @priority_type = 0
    end
    
    #--------------------------------------------------------------------------
    # * Screen Z
    #--------------------------------------------------------------------------
    def screen_z
    if $game_player.x == @x and $game_player.y == @y
    return $game_player.screen_z - 1
    end
    super
    end
    #--------------------------------------------------------------------------
    # * Same Position Starting Determinant (Disabled)
    #--------------------------------------------------------------------------
    def check_event_trigger_here(triggers)
    result = false
    return result
    end
    #--------------------------------------------------------------------------
    # * Front Envent Starting Determinant (Disabled)
    #--------------------------------------------------------------------------
    def check_event_trigger_there(triggers)
    result = false
    return result
    end
    #--------------------------------------------------------------------------
    # * Touch Event Starting Determinant (Disabled)
    #--------------------------------------------------------------------------
    def check_event_trigger_touch(x, y)
    result = false
    return result
    end
    end
    
    class Spriteset_Map
    alias_method :spriteset_map_create_characters, :create_characters
    def create_characters
    spriteset_map_create_characters
    $game_party.followers.each do |char|
    @character_sprites << Sprite_Character.new(@viewport1, char)
    end
    end
    end
    
    class Game_Party
    #--------------------------------------------------------------------------
    # * Constants
    #--------------------------------------------------------------------------
    MAX_SIZE = 8
    CATERPILLAR = 2
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader :followers
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_party_initialize, :initialize
    def initialize
    trick_caterpillar_party_initialize
    @followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)}
    @move_list = []
    end
    #--------------------------------------------------------------------------
    # * Update Followers
    #--------------------------------------------------------------------------
    def update_followers
    flag = $game_player.transparent || $game_switches[CATERPILLAR]
    @followers.each_with_index do |char, i|
    char.actor = @actors[i + 1]
    char.move_speed = $game_player.move_speed
    if $game_player.dash?
    char.move_speed += 1
    end
    char.update
    char.transparent = flag
    end
    end
    #--------------------------------------------------------------------------
    # * Move To Party
    #--------------------------------------------------------------------------
    def moveto_party(x, y)
    @followers.each {|char| char.moveto(x, y)}
    @move_list.clear
    end
    #--------------------------------------------------------------------------
    # * Move Party
    #--------------------------------------------------------------------------
    def move_party
    @move_list.each_index do |i|
    if @followers[i] == nil
    @move_list[i...@move_list.size] = nil
    next
    end
    case @move_list[i].type
    when 2
    @followers[i].move_down(*@move_list[i].args)
    when 4
    @followers[i].move_left(*@move_list[i].args)
    when 6
    @followers[i].move_right(*@move_list[i].args)
    when 8
    @followers[i].move_up(*@move_list[i].args)
    when 1
    @followers[i].move_lower_left
    when 3
    @followers[i].move_lower_right
    when 7
    @followers[i].move_upper_left
    when 9
    @followers[i].move_upper_right
    when 5
    @followers[i].jump(*@move_list[i].args)
    end
    end
    end
    #--------------------------------------------------------------------------
    # * Add Move List
    #--------------------------------------------------------------------------
    def update_move(type, *args)
    move_party
    @move_list.unshift(Game_MoveListElement.new(type, args))
    end
    end
    
    class Game_MoveListElement
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(type, args)
    @type = type
    @args = args
    end
    #--------------------------------------------------------------------------
    # * Type
    #--------------------------------------------------------------------------
    def type
    return @type
    end
    #--------------------------------------------------------------------------
    # * Args
    #--------------------------------------------------------------------------
    def args
    return @args
    end
    end
    
    class Game_Player
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader :move_speed
    
    #--------------------------------------------------------------------------
    # * Update
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_update, :update
    def update
    $game_party.update_followers
    trick_caterpillar_player_update
    end
    #--------------------------------------------------------------------------
    # * Moveto
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_moveto, :moveto
    def moveto(x, y)
    $game_party.moveto_party(x, y)
    trick_caterpillar_player_moveto(x, y)
    end
    #--------------------------------------------------------------------------
    # * Move Down
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_down, :move_down
    def move_down(turn_enabled = true)
    if passable?(@x, @y+1)
    $game_party.update_move(2, turn_enabled)
    end
    trick_caterpillar_player_move_down(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move Left
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_left, :move_left
    def move_left(turn_enabled = true)
    if passable?(@x-1, @y)
    $game_party.update_move(4, turn_enabled)
    end
    trick_caterpillar_player_move_left(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move Right
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_right, :move_right
    def move_right(turn_enabled = true)
    if passable?(@x+1, @y)
    $game_party.update_move(6, turn_enabled)
    end
    trick_caterpillar_player_move_right(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move Up
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_up, :move_up
    def move_up(turn_enabled = true)
    if passable?(@x, @y-1)
    $game_party.update_move(8, turn_enabled)
    end
    trick_caterpillar_player_move_up(turn_enabled)
    end
    #--------------------------------------------------------------------------
    # * Move Lower Left
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left
    def move_lower_left
    if passable?(@x - 1, @y) and passable?(@x, @y + 1)
    $game_party.update_move(1)
    end
    trick_caterpillar_player_move_lower_left
    end
    #--------------------------------------------------------------------------
    # * Move Lower Right
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right
    def move_lower_right
    if passable?(@x + 1, @y) and passable?(@x, @y + 1)
    $game_party.update_move(3)
    end
    trick_caterpillar_player_move_lower_right
    end
    #--------------------------------------------------------------------------
    # * Move Upper Left
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left
    def move_upper_left
    if passable?(@x - 1, @y) and passable?(@x, @y - 1)
    $game_party.update_move(7)
    end
    trick_caterpillar_player_move_upper_left
    end
    #--------------------------------------------------------------------------
    # * Move Upper Right
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right
    def move_upper_right
    if passable?(@x + 1, @y) and passable?(@x, @y - 1)
    $game_party.update_move(9)
    end
    trick_caterpillar_player_move_upper_right
    end
    #--------------------------------------------------------------------------
    # * Jump
    #--------------------------------------------------------------------------
    alias_method :trick_caterpillar_player_jump, :jump
    def jump(x_plus, y_plus)
    new_x = @x + x_plus
    new_y = @y + y_plus
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y)
    $game_party.update_move(5, x_plus, y_plus)
    end
    trick_caterpillar_player_jump(x_plus, y_plus)
    end
    end

    Nuovo_Documento_di_Microsoft_Word.doc

  4. Cambio Party

    Descrizione

    sò che questo script non interesserà a nessuno,poichè si può fare la stessa cosa ad eventi,comunque ho trovato questo script per vx e lo posto se ho sbagliato qualcosa ditemelo che è il primo script che posto

     

    Autore

    Blizzard

     

    Istruzioni per l'uso

    creare una nuova classe sopra main e chiamarla come vi pare

     

     

    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    =:=:=:=:=
    :=:=:=:=
    # Easy Party Switcher by Blizzard
    # Version 2.11b
    # Type: Party Changing System
    # Date: 21.05.2006
    # Date v1.1: 25.05.2006
    # Date v1.2b: 27.05.2006
    # Date v1.5b: 3.11.2006
    # Date v1.51b: 29.11.2006
    # Date v1.52b: 6.12.2006
    # Date v1.7b: 23.2.2007
    # Date v1.8b: 30.4.2007
    # Date v2.0b: 7.8.2007
    # Date v2.1b: 24.8.2007
    # Date v2.11b: 24.9.2007
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    # 
    # Special Thanks to:
    # 
    #   Zeriab for pointing out a few glitches and shortening the code in an
    #   earlier version. =D
    # 
    # 
    # IMPORTANT NOTE:
    # 
    #   Be sure to set the MAX_PARTY to the maximum size of your party. There is
    #   already a preconfiguration of 4.
    # 
    # 
    # Compatibility:
    # 
    #   98% compatible with SDK v1.x. 90% compatible with SDK 2.x. Can cause
    #   incompatibility issued with other Party Change Systems. WILL corrupt your
    #   old savegames. 
    # 
    # 
    # Features:
    # 
    #   - set party members for "not _available" (shown transparent in the reserve)
    #   - remove party members from the reserve list ("disabled_for_party")
    #   - set party members, who MUST be in the party (shown transparent in the
    #     current party, "must_be_in_party")
    #   - set up forced positions for party members
    #   - set up forced party size
    #   - option either to wipe the party (for multi-party use) or only remove
    #     every member (except 1) from the party.
    #   - easy to use and easy to switch party members
    #   - also supports small parties (2 or 3 members) and large parties (5 or
    #     more)
    #   - uses facesets optionally
    # 
    # v1.5b:
    #   - better, shorter and more efficient code (less memory use, less CPU use)
    #   - fixed potential bugs
    # 
    # v1.7b:
    #   - improved coding
    #   - facesets now optional
    #   - no extra bitmap files needed anymore
    #   - works now with Tons of Add-ons
    # 
    # v1.8b:
    #   - added "forced position"
    #   - added "forced party size"
    # 
    # v2.0b:
    #   - fixed the bug where you could empty the party... again...
    #   - fixed the bug that appeared when you pressed SHIFT
    #   - added option to allow an empty party
    #   - added "EXP for party members in reserve" option
    #   - made the forced_size for party work more convenient
    #   - improved coding
    #   - slightly decreased lag
    # 
    # v2.1b:
    #   - fixed a bug
    #   - improved coding
    #   - rewritten conditions using classic syntax to avoid RGSS conditioning bug
    #   - now can serve as enhancement for CP Debug System
    # 
    # v2.11b:
    #   - improved coding and performance
    # 
    # 
    # How to use:
    # 
    #   To call this script, make a "Call script" command in an event.
    # 
    #   1. Syntax: $scene = Scene_PartySwitcher.new
    #      No extra feature will be applied and you can switch the party as you
    #      wish.
    # 
    #   2. Syntax: $scene = Scene_PartySwitcher.new(XXX)
    #      You can replace XXX for 1 to remove all party members except one (either
    #      one, who must be in the party or a random one), or replace XXX with 2,
    #      to cause a wipe party. Wiping a party will disable the of the current
    #      members and a NEW party of the remaining members must be formed. If you
    #      replace it with 3, the current party configuration will be stored for a
    #      later fast switch-back. If XXX is 10, all actors will be available for
    #      party switching no matter if the are "not_available" or
    #      "disabled_for_party". This feature if used by the CP Debug System. No
    #      faceset will be used in this case for a more convenient working.
    # 
    #   3. Syntax: $scene = Scene_PartySwitcher.new(XXX, 1)
    #      You can use the XXX as described above or just set it to 0 to disable
    #      it. Also the "1" in the syntax will reset any disabled_for_party and is
    #      made to be used after multi-party use.
    # 
    #   4. Syntax: $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
    #      You can replace ZZZ with 1 to replace the party with a stored one AND
    #      store the current or replace it with 2 to replace the party with a
    #      stored one, but without storing the current. USE THIS ONLY IF YOU ASSUME
    #      TO HAVE A STORED PARTY READY! You can simply test if there is a store
    #      party by putting this code into the conditional branch script:
    # 
    #      $game_system.stored_party != nil
    # 
    #      This syntax will not open the Party Switcher and it will override the
    #      commands XXX and YYY, so you can replace these with any number.
    # 
    #   Character faces go into the "Characters" folder and they have the same name
    #   as the character spritesets have with _face added
    # 
    #   Example:
    # 
    #     sprite - Marlen.png
    #     face   - Marlen_face.png
    # 
    #   Other syntaxes:
    #     $game_actors[iD].not_available = true/false
    #     $game_actors[iD].disabled_for_party = true/false
    #     $game_actors[iD].must_be_in_party = true/false
    #     $game_actors[iD].forced_position = nil/0/1/2/...
    #   OR
    #     $game_party.actors[POS].not_available = true/false
    #     $game_party.actors[POS].disabled_for_party = true/false
    #     $game_party.actors[POS].must_be_in_party = true/false
    #     $game_party.actors[POS].forced_position = nil/0/1/2/...
    # 
    #   ID  - the actor's ID in the database
    #   POS - the actor's position in the party (STARTS FROM 0, not 1!)
    # 
    #   not_available
    #   - will disable the possibility of an already unlocked character to be in
    #     the current party
    # 
    #   disabled_for_party
    #   - will cause the character NOT to appear in the party switch screen at all
    # 
    #   must_be_in_party
    #   - will cause the character to be automatically moved into the current party
    #     and he also cannot be put in the reserve
    # 
    #   forced_position
    #   - will enforce the player to be at a specific position in the party, set
    #     this value to nil to disable this feature, use it in combination with
    #     must_be_in_party and $game_party.forced_size or you might experience
    #     bugs,
    # 
    #   $game_party.forced_size = nil/0/1/2/...
    # 
    #   Using this syntax will enforce a specific party size. The EPS won't exit
    #   until this size is filled up or there are no more in the reserve. EPS will
    #   automatically "correct" this number if there are not enough characters in
    #   the reserve to fill up a party of forced_size. Set this value to nil to
    #   disable the size requirement. Note that the actor DO NOT HAVE TO be set in
    #   normal order without any empty position like in version 1.x.
    # 
    # 
    # Additional note:
    # 
    #   For your own sake, do not apply the attribute "must_be_in_party" to a
    #   character at the same time with "not_available" or "disabled_for_party" as
    #   this WILL disrupt your party and party switch system. Use "forced_position"
    #   together with "must_be_in_party" to avoid bugs. Be careful when using
    #   "forced_position" with "$game_party.forced_size". Add actors at the very
    #   end to be sure the player can't put others after them if the "forced_size"
    #   is smaller than the maximum party size.
    # 
    # 
    # If you find any bugs, please report them here:
    # [url="http://www.chaosproject.co.nr"]http://www.chaosproject.co.nr[/url]
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # START Conficuration
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    
    # how many party members do you use
    MAX_PARTY = 4
    # set to true to use facesets instead of spritesets
    FACESETS = false
    # allows a party with 0 members
    ALLOW_EMPTY_PARTY = false
    # gives all other characters EXP (specify in %)
    EXP_RESERVE = 50
    # gives "not available" characters EXP (specify in %)
    EXP_NOT_AVAILABLE = 0
    # gives "disabled for party" characters EXP (specify in %)
    EXP_DISABLED_FOR_PARTY = 0
    
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # END Conficuration
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    
    # recognition variable for plug-ins
    $easy_party_switcher = true
    
    #==============================================================================
    # Game_Actor
    #==============================================================================
    
    class Game_Actor < Game_Battler
    
    attr_accessor :must_be_in_party
    attr_accessor :disabled_for_party
    attr_accessor :not_available
    attr_accessor :forced_position
    
    alias setup_eps_later setup
    def setup(actor_id)
      setup_eps_later(actor_id)
      @must_be_in_party = @disabled_for_party = @not_available = false
    end
    
    end
    
    #==============================================================================
    # Game_System
    #==============================================================================
    
    class Game_System
    
    attr_accessor :stored_party
    
    end
    
    #==============================================================================
    # Game_Party
    #==============================================================================
    
    class Game_Party
    
    attr_accessor :actors
    attr_accessor :forced_size
    
    def any_forced_position
      return (@actors.any? {|actor| actor != nil && actor.forced_position != nil})
    end
    
    end
    
    #==============================================================================
    # Window_Base
    #==============================================================================
    
    class Window_Base
    
    alias draw_actor_graphic_eps_later draw_actor_graphic
    def draw_actor_graphic(actor, x, y)
      if actor != nil && actor.character_name != ''
        classes = [Window_Current, Window_Reserve, Window_HelpStatus]
        if FACESETS && !$all_available && classes.include?(self.class)
          draw_actor_face_eps(actor, x, y)
        else
          if classes.include?(self.class)
            bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
            x += bitmap.width / 8 + 24
            y += bitmap.height / 4 + 16
          end
          draw_actor_graphic_eps_later(actor, x, y)
        end
      end
    end
    
    def draw_actor_face_eps(actor, x, y)
      if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
        hue = 0
      else
        hue = actor.character_hue
      end
      bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
      src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
      if actor.not_available || actor.must_be_in_party
        self.contents.blt(x, y, bitmap, src_rect, 128)
      else
        self.contents.blt(x, y, bitmap, src_rect)
      end
    end
    
    end
    
    #==============================================================================
    # Window_BattleResult
    #==============================================================================
    
    class Window_BattleResult
    
    attr_reader :exp
    
    end
    
    #==============================================================================
    # Window_Current
    #==============================================================================
    
    class Window_Current < Window_Selectable
    
    def initialize
      super(0, 0, 240 + 32, (MAX_PARTY > 4 ? 480 : MAX_PARTY * 120))
      self.contents = Bitmap.new(width - 32, 448 + (MAX_PARTY-4) * 120)
      @item_max = MAX_PARTY
      if $fontface != nil
        self.contents.font.name = $fontface
      elsif $defaultfonttype != nil
        self.contents.font.name = $defaultfonttype
      end
      self.contents.font.size = 24
      refresh
      self.active, self.index = false, -1
    end
    
    def refresh
      self.contents.clear
      $game_party.actors.each_index {|i|
          if $game_party.actors[i] != nil
            draw_actor_graphic($game_party.actors[i], 4, i*120+4)
            draw_actor_name($game_party.actors[i], 152, i*120-4)
            draw_actor_level($game_party.actors[i], 88, i*120-4)
            draw_actor_hp($game_party.actors[i], 88, i*120+28)
            draw_actor_sp($game_party.actors[i], 88, i*120+60)
          end}
    end
    
    def setactor(index_1, index_2)
      $game_party.actors[index_2], $game_party.actors[index_1] =
          $game_party.actors[index_1], $game_party.actors[index_2]
      refresh
    end
    
    def getactor(index)
      return $game_party.actors[index]
    end
    
    def update_cursor_rect
      if @index < 0
        self.cursor_rect.empty
        return
      end
      row = @index / @column_max
      self.top_row = row if row < self.top_row
      self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
      y = (@index / @column_max) * 120 - self.oy
      self.cursor_rect.set(0, y, self.width - 32, 88)
    end
    
    def clone_cursor
      row = @index / @column_max
      self.top_row = row if row < self.top_row
      self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
      y = (@index / @column_max) * 120
      src_rect = Rect.new(0, 0, self.width, 88)
      bitmap = Bitmap.new(self.width-32, 88)
      bitmap.fill_rect(0, 0, self.width-32, 88, Color.new(255, 255, 255, 192))
      bitmap.fill_rect(2, 2, self.width-36, 84, Color.new(255, 255, 255, 80))
      self.contents.blt(0, y, bitmap, src_rect, 192)
    end
    
    def top_row
      return self.oy / 116
    end
    
    def top_row=(row)
      self.oy = (row % row_max) * 120
    end
    
    def page_row_max
      return (self.height / 120)
    end
    
    end
    
    #==============================================================================
    # Window_Reserve
    #==============================================================================
    
    class Window_Reserve < Window_Selectable
    
    attr_reader :actors
    
    def initialize
      super(0, 0, 368, 320)
      setup
      @column_max, rows = 3, @item_max / @column_max
      self.contents = Bitmap.new(width - 32, (rows >= 3 ? rows * 96 : height - 32))
      if $fontface != nil
        self.contents.font.name = $fontface
      elsif $defaultfonttype != nil
        self.contents.font.name = $defaultfonttype
      end
      self.contents.font.size = 24
      self.active, self.index = false, -1
      refresh
    end
    
    def setup
      @actors = []
      (1...$data_actors.size).each {|i|
          unless $game_party.actors.include?($game_actors[i]) ||
              $game_actors[i].disabled_for_party && !$all_available
            @actors.push($game_actors[i])
          end}
      @item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
    end
    
    def refresh
      self.contents.clear
      @actors.each_index {|i| draw_actor_graphic(@actors[i], i%3*112+16, i/3*96+8)}
    end
    
    def getactor(index)
      return @actors[index]
    end
    
    def get_number
      return (@actors.find_all {|actor| actor != nil}).size if $all_available
      return (@actors.find_all {|actor| actor != nil && !actor.not_available}).size
    end
    
    def setactor(index_1, index_2)
      @actors[index_1], @actors[index_2] = @actors[index_2], @actors[index_1]
      refresh
    end
    
    def setparty(index_1, index_2)
      @actors[index_1], $game_party.actors[index_2] =
          $game_party.actors[index_2], @actors[index_1]
      refresh
    end
    
    def update_cursor_rect
      if @index < 0
        self.cursor_rect.empty
        return
      end
      row = @index / @column_max
      self.top_row = row if row < self.top_row
      self.top_row = row - (page_row_max-1) if row > top_row + (page_row_max-1)
      x, y = (@index % @column_max)*112 + 8, (@index / @column_max)*96 - self.oy
      self.cursor_rect.set(x, y, 96, 96)
    end
    
    def clone_cursor
      row = @index / @column_max
      self.top_row = row if row < self.top_row
      self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
      x, y = (@index % @column_max) * 112 + 8, (@index / @column_max) * 96
      src_rect = Rect.new(0, 0, 96, 96)
      bitmap = Bitmap.new(96, 96)
      bitmap.fill_rect(0, 0, 96, 96, Color.new(255, 255, 255, 192))
      bitmap.fill_rect(2, 2, 92, 92, Color.new(255, 255, 255, 80))
      self.contents.blt(x, y, bitmap, src_rect, 192)
    end
    
    def top_row
      return self.oy / 96
    end
    
    def top_row=(row)
      row = row % row_max
      self.oy = row * 96
    end
    
    def page_row_max
      return (self.height - 32) / 96
    end
    
    end
    
    #==============================================================================
    # Window_HelpStatus
    #==============================================================================
    
    class Window_HelpStatus < Window_Base
    
    def initialize(gotactor)
      super(0, 0, 400 - 32, 160)
      self.contents = Bitmap.new(width - 32, height - 32)
      if $fontface != nil
        self.contents.font.name = $fontface
      elsif $defaultfonttype != nil
        self.contents.font.name = $defaultfonttype
      end
      self.contents.font.size = 24
      refresh(gotactor)
      self.active = false
    end
    
    def refresh(actor)
      self.contents.clear
      if actor != nil
        self.contents.font.color = normal_color
        if actor.not_available && !$all_available
          self.contents.draw_text(8, 0, 160, 32, 'not available', 0)
        end
        draw_actor_graphic(actor, 0, 40)
        draw_actor_name(actor, 160, 32)
        draw_actor_level(actor, 96, 32)
        draw_actor_hp(actor, 96, 64)
        draw_actor_sp(actor, 96, 96)
      end
    end
    
    end
    
    #==============================================================================
    # Window_Warning
    #==============================================================================
    
    class Window_Warning < Window_Base
    
    def initialize(mode, members)
      super(0, 0, 320, 96)
      self.contents = Bitmap.new(width - 32, height - 32)
      if $fontface != nil
        self.contents.font.name = $fontface
      elsif $defaultfonttype != nil
        self.contents.font.name = $defaultfonttype
      end
      self.contents.font.size = 24
      self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
      self.contents.font.color = normal_color
      if mode
        self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
        num = [$game_party.forced_size, members + $game_party.actors.nitems].min
        self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
      else
        self.contents.draw_text(0, 0, 288, 32, 'You cannot remove', 1)
        self.contents.draw_text(0, 32, 288, 32, 'the last party member!', 1)
      end
    end
    
    end
    
    #==============================================================================
    # Scene_PartySwitcher
    #==============================================================================
    
    class Scene_PartySwitcher
    
    def initialize(wipe_party = 0, reset = 0, store = 0)
      @wipe_party, @store, @reset = store, reset, wipe_party
      @current_window_temp = @reserve_window_temp = 0
      @scene_flag, @temp_window = false, ''
    end
    
    def main
      if @store != 0
        swap_parties
        $scene = Scene_Map.new
        $game_player.refresh
        return
      end
      case @wipe_party
      when 1 then setup_forced_party
      when 2 then wipe_party
      when 3
        $game_system.stored_party = $game_party.actors
        wipe_party
      when 10 then $all_available = true
      end
      if @reset == 1
        (1...$data_actors.size).each {|i| $game_actors[i].not_available = false}
      end
      @current_window = Window_Current.new
      @current_window.index, @current_window.active = 0, true
      @reserve_window = Window_Reserve.new
      @reserve_window.x, @reserve_window.y = 272, 160
      @help_window = Window_HelpStatus.new(@reserve_window.getactor(0))
      @help_window.x = 240 + 32
      Graphics.transition
      loop do
        Graphics.update
        Input.update
        update
        break if $scene != self
      end
      Graphics.freeze
      [@current_window, @reserve_window, @help_window].each {|win| win.dispose}
      $game_party.actors.compact!
      $game_player.refresh
      $all_available = nil
    end
    
    def update
      check = @reserve_window.index
      if @reserve_window.active
        reserve_update
        @reserve_window.update
      end
      if check != @reserve_window.index
        if @reserve_window.active
          actor = @reserve_window.getactor(@reserve_window.index)
        elsif @current_window.active 
          actor = @reserve_window.getactor(@reserve_window_temp)
        end
        @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
      end
      current_update if @current_window.active
      if Input.trigger?(Input::B)
        if @scene_flag
          $game_system.se_play($data_system.cancel_se)
          @scene_flag, @temp_window = false, ''
          if @reserve_window.active
            actor = @reserve_window.getactor(@reserve_window.index)
          elsif @current_window.active
            actor = @reserve_window.getactor(@reserve_window_temp)
          end
          @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
          [@current_window, @reserve_window].each {|win| win.refresh}
          return
        end
        if $game_party.forced_size != nil &&
            ($game_party.forced_size < $game_party.actors.nitems ||
            ($game_party.forced_size > $game_party.actors.nitems &&
            @reserve_window.get_number != 0))
          $game_system.se_play($data_system.buzzer_se)
          warning(true)
          return
        end
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
      elsif Input.trigger?(Input::A)
        if $game_party.any_forced_position
          $game_system.se_play($data_system.buzzer_se)
        else
          $game_system.se_play($data_system.decision_se)
          $game_party.actors.compact! 
          @current_window.refresh
        end
      end
    end
      
    def current_update
      @current_window.update
      if Input.trigger?(Input::C)
        actor = @current_window.getactor(@current_window.index)
        if actor != nil && actor.forced_position != nil
          $game_system.se_play($data_system.buzzer_se)
        else
          if @scene_flag
            switch_members
          else
            $game_system.se_play($data_system.decision_se)
            @scene_flag, @temp_window = true, 'Current'
            @temp_actor_index = @current_window.index
            @current_window.clone_cursor
          end
        end
      elsif Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)
        @current_window.active = false
        @reserve_window.active = true
        @current_window_temp = @current_window.index
        actor = @reserve_window.getactor(@reserve_window_temp)
        @current_window.index = -1
        @reserve_window.index = @reserve_window_temp
        @help_window.refresh(actor) unless @scene_flag
      end
    end
    
    def reserve_update
      if Input.trigger?(Input::C)
        if @scene_flag
          switch_members
        else
          $game_system.se_play($data_system.decision_se)
          @scene_flag, @temp_window = true, 'Reserve'
          @temp_actor_index = @reserve_window.index
          @reserve_window.clone_cursor
        end
      elsif @reserve_window.index % 3 == 0 && Input.repeat?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)
        @reserve_window.active = false
        @current_window.active = true
        @reserve_window_temp = @reserve_window.index
        @reserve_window.index = -1
        @current_window.index = @current_window_temp
      end
    end
    
    def switch_members
      if @temp_window == 'Reserve' && @reserve_window.active
        @reserve_window.setactor(@temp_actor_index, @reserve_window.index)
        actor = @reserve_window.getactor(@reserve_window.index)
        @help_window.refresh(actor)
      end
      if @temp_window == 'Current' && @current_window.active
        @current_window.setactor(@temp_actor_index, @current_window.index)
      end
      if @temp_window == 'Reserve' && @current_window.active
        actor1 = @current_window.getactor(@current_window.index)
        actor2 = @reserve_window.getactor(@temp_actor_index)
        if call_warning?(@current_window.index, actor2)
          if actor1 != nil && actor1.must_be_in_party
            $game_system.se_play($data_system.buzzer_se)
            @scene_flag, @temp_window = false, ''
            actor = @reserve_window.getactor(@reserve_window_temp)
            [@current_window, @reserve_window].each {|win| win.refresh}
            @help_window.refresh(actor)
            return
          end
          if actor2 != nil && actor2.not_available && !$all_available
            $game_system.se_play($data_system.buzzer_se)
            @scene_flag, @temp_window = false, ''
            actor = @reserve_window.getactor(@reserve_window_temp)
            [@current_window, @reserve_window].each {|win| win.refresh}
            @help_window.refresh(actor)
            return
          end
          @reserve_window.setparty(@temp_actor_index, @current_window.index)
          @current_window.refresh
          actor = @reserve_window.getactor(@reserve_window_temp)
          @help_window.refresh(actor)
        else
          warning
        end
      end
      if @temp_window == 'Current' && @reserve_window.active
        actor1 = @current_window.getactor(@temp_actor_index)
        actor2 = @reserve_window.getactor(@reserve_window.index)
        if call_warning?(@temp_actor_index, actor2)
          if actor1 != nil && actor1.must_be_in_party
            $game_system.se_play($data_system.buzzer_se)
            @scene_flag, @temp_window = false, ''
            actor = @reserve_window.getactor(@reserve_window.index)
            [@current_window, @reserve_window].each {|win| win.refresh}
            @help_window.refresh(actor)
            return
          end
          if actor2 != nil && actor2.not_available && !$all_available
            $game_system.se_play($data_system.buzzer_se)
            @scene_flag, @temp_window = false, ''
            actor = @reserve_window.getactor(@reserve_window.index)
            [@current_window, @reserve_window].each {|win| win.refresh}
            @help_window.refresh(actor)
            return
          end
          @reserve_window.setparty(@reserve_window.index, @temp_actor_index)
          @current_window.refresh
          actor = @reserve_window.getactor(@reserve_window.index)
          @help_window.refresh(actor)
        else
          warning
        end
      end
      $game_system.se_play($data_system.decision_se)
      @scene_flag, @temp_window = false, ''
    end
      
    def wipe_party
      $game_party.actors.each {|actor| actor.not_available = true if actor != nil}
      setup_forced_party(true)
      if $game_party.actors == []
        (1...$data_actors.size).each {|i|
            unless $game_actors[i].not_available ||
                $game_actors[i].disabled_for_party
              $game_party.actors.push($game_actors[i])
              return
            end}
      end
    end
    
    def setup_forced_party(flag = false)
      $game_party.actors, party = [], []
      (1...$data_actors.size).each {|i|
          if $game_actors[i] != nil && $game_actors[i].must_be_in_party &&
               (!$game_actors[i].disabled_for_party || flag) &&
               !$game_actors[i].not_available
            party.push($game_actors[i])
          end}
      party.clone.each {|actor|
          if actor.forced_position != nil
            $game_party.actors[actor.forced_position] = actor
            party.delete(actor)
          end}
      $game_party.actors.each_index {|i|
          $game_party.actors[i] = party.shift if $game_party.actors[i] == nil}
      $game_party.actors += party.compact
    end  
    
    def swap_parties
      $game_party.actors.compact!
      temp_actors = $game_party.actors
      temp_actors.each {|actor| actor.not_available = true}
      $game_system.stored_party.compact!
      $game_system.stored_party.each {|actor| actor.not_available = false}
      $game_party.actors = $game_system.stored_party
      $game_system.stored_party = (@store == 1 ? temp_actors : nil)
    end
    
    def call_warning?(index, actor2)
      return (ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
          actor2 != nil || $game_party.actors.nitems > 1)
    end
    
    def warning(flag = false)
      $game_system.se_play($data_system.buzzer_se)
      @warning_window = Window_Warning.new(flag, @reserve_window.get_number)
      loop do
        Graphics.update
        Input.update
        if Input.trigger?(Input::C)
          $game_system.se_play($data_system.decision_se) if flag
          [@current_window, @reserve_window].each {|win| win.refresh}
          @warning_window.dispose
          @warning_window = nil
          break
        end
      end
    end
    
    end
    
    #==============================================================================
    # Scene_Battle
    #==============================================================================
    
    class Scene_Battle
    
    alias start_phase5_eps_later start_phase5
    def start_phase5
      start_phase5_eps_later
      (1...$data_actors.size).each {|i|
          unless $game_party.actors.include?($game_actors[i])
            if $game_actors[i].not_available
              $game_actors[i].exp += @result_window.exp * EXP_NOT_AVAILABLE/100
            elsif $game_actors[i].disabled_for_party
              $game_actors[i].exp += @result_window.exp * EXP_DISABLED_FOR_PARTY/100
            else
              $game_actors[i].exp += @result_window.exp * EXP_RESERVE/100
            end
          end}
    end
    
    end

     

     

    spero di averlo messo bene(l'ho messo su code box....o lo devo mettere su spoiler...hmm....vabbè in caso me lo di te che lo modifico)

  5. adesso mi evoca 1 personaggio....però il problema dll'evocazione che non fà niente rimane...succede solo a me o è un bug da correggere????

    ho tolto lo script delle barre hp mp e atb...e adesso funziona!!!grazie mille se riuscirò a finire il gioco ti crediterò(perchè è tutto un mistero....in 1 è un pò difficile finire un gioco)

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