Robertx1991 Posted September 14, 2010 Share Posted September 14, 2010 Raga è possibile integrare questo scripts nel menu ? cioe quello che intendo dire quando apri il meno e scorri le scritte prima di Esci dal gioco posso mettere un nuovo comando che faccia partire questo scripts ? ===================================# Party Changing System by Leon_Westbrooke# -v 1.2#----------------------------------------------------------------------# Instructions: Place above main, but below all other default scripts.# # Features: # -Allows the player to make a party from the minimum to maximum size.# -Extra members are limitless.# -You can remove a person from the party and put it into reserve using:# $game_party.remove_actor_to_party(actor_id)# -You can remove a person from the reserve if they exist, and them into# the party:# $game_party.add_actor_to_party(actor_id)# -You can lock a character in reserve or active party by using:# $game_party.locked.push(actor_id)# -You can set the maximum and minimum number of the party in-game using:# $game_party.min_size = x# $game_party.max_size = x# (NOTE: Do NOT make the max size lower than the minimum size.)# -Allows you to use the default add/remove actors command.# (NOTE: If you remove an actor with this method, he is gone from both# the party and the reserve members.)## Credits:# This setup uses SephirothSpawn's coding to simplify the cursor's position.## # Command Quick-list:# $game_party.remove_actor_from_party(actor_id)# -Removes an actor from the party, and puts them in reserve.# $game_party.add_actor_to_party(actor_id)# -Replaces the last actor in the party with the actor in reserve.# $game_party.locked.push(actor_id)# -Locks the actor in place.# $game_party.min_size = x# $game_party.max_size = x# -Sets the minimum and maximum party size.### Notes:# This script rewrites these methods from Game_Party:# add_actor# remove_actor#=================================== #==================================================# Game_Party#==================================================class Game_Party attr_accessor :party_members attr_accessor :move attr_accessor :locked attr_accessor :min_size attr_accessor :max_size alias leon_partyswitch_gameactor_initialize initialize def initialize leon_partyswitch_gameactor_initialize @party_members = [] # Edit :This is to change if an actor is locked or not. To lock them, add # their id to the array below. @locked = [1] @min_size = 1 @max_size = 4 end def add_actor(actor_id) actor = $game_actors[actor_id] if @actors.size < @max_size unless @actors.include?(actor) unless @party_members.include?(actor.id) @actors.push(actor) $game_player.refresh end end else unless @party_members.include?(actor.id) unless @actors.include?(actor) @party_members.push(actor.id) $game_player.refresh end end end end def remove_actor(actor_id) @actors.delete($game_actors[actor_id]) @party_members.delete(actor_id) $game_player.refresh end def remove_actor_from_party(actor_id) if @actors.include?($game_actors[actor_id]) unless @party_members.include?(actor_id) @party_members.push(actor_id) @party_members.sort! end end @actors.delete($game_actors[actor_id]) $game_player.refresh end def add_actor_to_party(actor_id) if @party_members.include?(actor_id) if @actors[@max_size - 1] != nil @party_members.push(@actors[@max_size - 1].id) @actors.delete_at(@max_size - 1) end @actors.push($game_actors[actor_id]) @party_members.delete(actor_id) end endend#==================================================# END Game_Party#================================================== #==============================================================================# ** 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 endend #==============================================================================# ** Window_Command#==============================================================================class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Unisable Item # index : item number #-------------------------------------------------------------------------- def undisable_item(index) draw_item(index, normal_color) endend#============================================================ #==================================================# Window_Party_Info#==================================================class Window_Party_Info < Window_Base def initialize super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0, 614, 32, "Please make a party of #{$game_party.min_size.to_s} to #{$game_party.max_size.to_s} members.", 1) endend#==================================================# END Window_Party_Info#================================================== #==================================================# Window_Party_Slots#==================================================class Window_Party_Slots < Window_Selectable def initialize super(0, 64, 320, 416) @item_max = 4 self.contents = Bitmap.new(width - 32, height - 32) self.index = 0 self.active = true refresh end def actors if @data[index] != nil return @data[index] end end def refresh @data = [] if self.contents != nil self.contents.dispose self.contents = nil end for i in 0...$game_party.actors.size @data.push($game_party.actors) end @item_max = (@data.size + 1) if @item_max > 0 if @item_max > 4 @item_max = 4 end self.contents = Bitmap.new(width - 32, row_max * 96) for i in 0...@item_max draw_item(i) end end end def draw_item(index) @actor = @data[index] y = index * 96 x = 4 if $game_party.locked.include?(@actor.id) self.contents.font.color = disabled_color opacity = 128 else self.contents.font.color = normal_color opacity = 255 end if @actor != nil self.contents.draw_text(x + 100, y, 192, 32, @actor.name) draw_actor_hp(@actor, x + 100, y + 32) draw_actor_sp(@actor, x + 100, y + 64) bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 facing = 0 src_rect = Rect.new(0, facing * ch, cw, ch) self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity) end end def update_cursor_rect if @index > -1 x = 0 y = index * 96 self.cursor_rect.set(x, y, (self.width - 32), 96) else self.cursor_rect.empty end end end#==================================================# END Window_Party_Slots#================================================== #==================================================# Window_Party_Extras#==================================================class Window_Party_Extras < Window_Selectable def initialize super(320, 64, 320, 416) self.cursor_height = 96 self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 self.active = false refresh end def actors if @data != nil return @data[index] end end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...$game_party.party_members.size @data.push($game_actors[$game_party.party_members]) end @data.push(nil) @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 96) for i in 0...@item_max draw_item(i) end end end def draw_item(index) @actor = @data[index] y = index * 96 x = 4 if $game_party.locked.include?(@actor.id) self.contents.font.color = disabled_color opacity = 128 else self.contents.font.color = normal_color opacity = 255 end if @actor != nil self.contents.draw_text(x + 100, y, 192, 32, @actor.name) draw_actor_hp(@actor, x + 100, y + 32) draw_actor_sp(@actor, x + 100, y + 64) bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 facing = 0 src_rect = Rect.new(0, facing * ch, cw, ch) self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity) end end end#===================================# END Window_Party_Extras#=================================== #===================================# Scene_Party_Change#===================================class Scene_Party_Change def main @info_window = Window_Party_Info.new @slot_window = Window_Party_Slots.new @extra_window = Window_Party_Extras.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @info_window.dispose @slot_window.dispose @extra_window.dispose end def update @slot_window.update if @slot_window.active update_slot return end if @extra_window.active update_extra return end end def update_slot if Input.trigger?(Input::B) if $game_party.actors.size >= $game_party.min_size and $game_party.actors.size <= $game_party.max_size $game_player.refresh $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new else $game_system.se_play($data_system.buzzer_se) end end if Input.trigger?(Input::C) if $game_party.locked.include?(@slot_window.actors.id) == true $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) @slot_window.active = false @extra_window.active = true @extra_window.index = 0 end end end def update_extra @extra_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @slot_window.active = true @extra_window.active = false @extra_window.index = -1 end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if $game_party.locked.include?(@extra_window.actors.id) $game_system.se_play($data_system.buzzer_se) return end if @extra_window.actors == nil if $game_party.actors[@slot_window.index] != nil $game_party.party_members.push($game_party.actors[@slot_window.index].id) $game_party.remove_actor_from_party($game_party.actors[@slot_window.index].id) $game_party.party_members.sort! @slot_window.refresh @extra_window.refresh @slot_window.active = true @extra_window.active = false @extra_window.index = -1 else @slot_window.active = true @extra_window.active = false @extra_window.index = -1 end else if $game_party.actors[@slot_window.index] != nil hold = @extra_window.actors $game_party.party_members.push($game_party.actors[@slot_window.index].id) $game_party.actors[@slot_window.index] = hold $game_party.party_members.delete_at(@extra_window.index) $game_party.party_members.sort! @slot_window.refresh @extra_window.refresh @slot_window.active = true @extra_window.active = false @extra_window.index = -1 else $game_party.actors[@slot_window.index] = @extra_window.actors $game_party.party_members.delete_at(@extra_window.index) $game_party.party_members.sort! @slot_window.refresh @extra_window.refresh @slot_window.active = true @extra_window.active = false @extra_window.index = -1 end end end end end Link to comment Share on other sites More sharing options...
0 Valentino Posted September 14, 2010 Share Posted September 14, 2010 (edited) Si la cosa è molto semplice mandami per MP il tuo menu e te lo modifico. :D Mi pareva di aver visto che nel post precedente il main del tuo menu fosse un po diverso dal normale... Così per evitare lavoro inutile è meglio se mi posti quello che hai gia in parte personalizzato. Edited September 14, 2010 by Valentino Targhette Rpg2s:http://img14.imageshack.us/img14/5421/contestsecondo.png Partecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: DREAMS http://img16.imageshack.us/img16/2121/dreamstitle2.png SKY's CRY!http://www.rpg2s.net...showtopic=12557 Lista di script creati da me: Support System FF9 Multiscope System Advanced Armor System Protection System Trance System FF2 Development System Scene Vittoria Animato Aperion System Elemosina System Valentino's Scene Shop Item Plus System Panorama Acceleration System Conversione da VX a XP, Vehicle System Sentinel System Scene Zoolab Valentino's Random System Oggetti Riutilizzabili Break Pictures Limit Gameover Animato Valentino's Gun Mode Valentino's Ally System Link to comment Share on other sites More sharing options...
0 lucasart Posted September 14, 2010 Share Posted September 14, 2010 per il futuro, evitiamo di aprire topic per ogni domanda singola, ci sono topic generali dove conoscere ed imparare ^^det tipo questo: http://www.rpg2s.net/forum/index.php?showtopic=4628 http://25.media.tumblr.com/tumblr_lodqprEyn91qkkkpko1_500.gif http://img393.imageshack.us/img393/9631/birthdaygifabcw9.jpghttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://img42.imageshack.us/img42/3015/terzoposto.png Picnic con Nono, by Test ^^ Link to comment Share on other sites More sharing options...
0 Robertx1991 Posted September 14, 2010 Author Share Posted September 14, 2010 @Lucasart scusami ^^' @Valentino ho fatto grazie per il tuo aiuto :) Link to comment Share on other sites More sharing options...
Question
Robertx1991
Raga è possibile integrare questo scripts nel menu ?
cioe quello che intendo dire quando apri il meno
e scorri le scritte prima di Esci dal gioco posso
mettere un nuovo comando che faccia
partire questo scripts ?
===================================
# Party Changing System by Leon_Westbrooke
# -v 1.2
#----------------------------------------------------------------------
# Instructions: Place above main, but below all other default scripts.
#
# Features:
# -Allows the player to make a party from the minimum to maximum size.
# -Extra members are limitless.
# -You can remove a person from the party and put it into reserve using:
# $game_party.remove_actor_to_party(actor_id)
# -You can remove a person from the reserve if they exist, and them into
# the party:
# $game_party.add_actor_to_party(actor_id)
# -You can lock a character in reserve or active party by using:
# $game_party.locked.push(actor_id)
# -You can set the maximum and minimum number of the party in-game using:
# $game_party.min_size = x
# $game_party.max_size = x
# (NOTE: Do NOT make the max size lower than the minimum size.)
# -Allows you to use the default add/remove actors command.
# (NOTE: If you remove an actor with this method, he is gone from both
# the party and the reserve members.)
#
# Credits:
# This setup uses SephirothSpawn's coding to simplify the cursor's position.
#
#
# Command Quick-list:
# $game_party.remove_actor_from_party(actor_id)
# -Removes an actor from the party, and puts them in reserve.
# $game_party.add_actor_to_party(actor_id)
# -Replaces the last actor in the party with the actor in reserve.
# $game_party.locked.push(actor_id)
# -Locks the actor in place.
# $game_party.min_size = x
# $game_party.max_size = x
# -Sets the minimum and maximum party size.
#
#
# Notes:
# This script rewrites these methods from Game_Party:
# add_actor
# remove_actor
#===================================
#==================================================
# Game_Party
#==================================================
class Game_Party
attr_accessor :party_members
attr_accessor :move
attr_accessor :locked
attr_accessor :min_size
attr_accessor :max_size
alias leon_partyswitch_gameactor_initialize initialize
def initialize
leon_partyswitch_gameactor_initialize
@party_members = []
# Edit :This is to change if an actor is locked or not. To lock them, add
# their id to the array below.
@locked = [1]
@min_size = 1
@max_size = 4
end
def add_actor(actor_id)
actor = $game_actors[actor_id]
if @actors.size < @max_size
unless @actors.include?(actor)
unless @party_members.include?(actor.id)
@actors.push(actor)
$game_player.refresh
end
end
else
unless @party_members.include?(actor.id)
unless @actors.include?(actor)
@party_members.push(actor.id)
$game_player.refresh
end
end
end
end
def remove_actor(actor_id)
@actors.delete($game_actors[actor_id])
@party_members.delete(actor_id)
$game_player.refresh
end
def remove_actor_from_party(actor_id)
if @actors.include?($game_actors[actor_id])
unless @party_members.include?(actor_id)
@party_members.push(actor_id)
@party_members.sort!
end
end
@actors.delete($game_actors[actor_id])
$game_player.refresh
end
def add_actor_to_party(actor_id)
if @party_members.include?(actor_id)
if @actors[@max_size - 1] != nil
@party_members.push(@actors[@max_size - 1].id)
@actors.delete_at(@max_size - 1)
end
@actors.push($game_actors[actor_id])
@party_members.delete(actor_id)
end
end
end
#==================================================
# END Game_Party
#==================================================
#==============================================================================
# ** 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
#============================================================
#==================================================
# Window_Party_Info
#==================================================
class Window_Party_Info < Window_Base
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 614, 32, "Please make a party of #{$game_party.min_size.to_s} to #{$game_party.max_size.to_s} members.", 1)
end
end
#==================================================
# END Window_Party_Info
#==================================================
#==================================================
# Window_Party_Slots
#==================================================
class Window_Party_Slots < Window_Selectable
def initialize
super(0, 64, 320, 416)
@item_max = 4
self.contents = Bitmap.new(width - 32, height - 32)
self.index = 0
self.active = true
refresh
end
def actors
if @data[index] != nil
return @data[index]
end
end
def refresh
@data = []
if self.contents != nil
self.contents.dispose
self.contents = nil
end
for i in 0...$game_party.actors.size
@data.push($game_party.actors)
end
@item_max = (@data.size + 1)
if @item_max > 0
if @item_max > 4
@item_max = 4
end
self.contents = Bitmap.new(width - 32, row_max * 96)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
@actor = @data[index]
y = index * 96
x = 4
if $game_party.locked.include?(@actor.id)
self.contents.font.color = disabled_color
opacity = 128
else
self.contents.font.color = normal_color
opacity = 255
end
if @actor != nil
self.contents.draw_text(x + 100, y, 192, 32, @actor.name)
draw_actor_hp(@actor, x + 100, y + 32)
draw_actor_sp(@actor, x + 100, y + 64)
bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
facing = 0
src_rect = Rect.new(0, facing * ch, cw, ch)
self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity)
end
end
def update_cursor_rect
if @index > -1
x = 0
y = index * 96
self.cursor_rect.set(x, y, (self.width - 32), 96)
else
self.cursor_rect.empty
end
end
end
#==================================================
# END Window_Party_Slots
#==================================================
#==================================================
# Window_Party_Extras
#==================================================
class Window_Party_Extras < Window_Selectable
def initialize
super(320, 64, 320, 416)
self.cursor_height = 96
self.contents = Bitmap.new(width - 32, height - 32)
self.index = -1
self.active = false
refresh
end
def actors
if @data != nil
return @data[index]
end
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$game_party.party_members.size
@data.push($game_actors[$game_party.party_members])
end
@data.push(nil)
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 96)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
@actor = @data[index]
y = index * 96
x = 4
if $game_party.locked.include?(@actor.id)
self.contents.font.color = disabled_color
opacity = 128
else
self.contents.font.color = normal_color
opacity = 255
end
if @actor != nil
self.contents.draw_text(x + 100, y, 192, 32, @actor.name)
draw_actor_hp(@actor, x + 100, y + 32)
draw_actor_sp(@actor, x + 100, y + 64)
bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
facing = 0
src_rect = Rect.new(0, facing * ch, cw, ch)
self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity)
end
end
end
#===================================
# END Window_Party_Extras
#===================================
#===================================
# Scene_Party_Change
#===================================
class Scene_Party_Change
def main
@info_window = Window_Party_Info.new
@slot_window = Window_Party_Slots.new
@extra_window = Window_Party_Extras.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@info_window.dispose
@slot_window.dispose
@extra_window.dispose
end
def update
@slot_window.update
if @slot_window.active
update_slot
return
end
if @extra_window.active
update_extra
return
end
end
def update_slot
if Input.trigger?(Input::B)
if $game_party.actors.size >= $game_party.min_size and $game_party.actors.size <= $game_party.max_size
$game_player.refresh
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
$game_system.se_play($data_system.buzzer_se)
end
end
if Input.trigger?(Input::C)
if $game_party.locked.include?(@slot_window.actors.id) == true
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
@slot_window.active = false
@extra_window.active = true
@extra_window.index = 0
end
end
end
def update_extra
@extra_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if $game_party.locked.include?(@extra_window.actors.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @extra_window.actors == nil
if $game_party.actors[@slot_window.index] != nil
$game_party.party_members.push($game_party.actors[@slot_window.index].id)
$game_party.remove_actor_from_party($game_party.actors[@slot_window.index].id)
$game_party.party_members.sort!
@slot_window.refresh
@extra_window.refresh
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
else
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
end
else
if $game_party.actors[@slot_window.index] != nil
hold = @extra_window.actors
$game_party.party_members.push($game_party.actors[@slot_window.index].id)
$game_party.actors[@slot_window.index] = hold
$game_party.party_members.delete_at(@extra_window.index)
$game_party.party_members.sort!
@slot_window.refresh
@extra_window.refresh
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
else
$game_party.actors[@slot_window.index] = @extra_window.actors
$game_party.party_members.delete_at(@extra_window.index)
$game_party.party_members.sort!
@slot_window.refresh
@extra_window.refresh
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
end
end
end
end
end
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