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Everything posted by zahraa
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Here they're : Doctor : http://www.gdunlimited.net/media/uploads/manager/doctor-23287.png Doctor with jacket : http://www.gdunlimited.net/media/uploads/manager/doctorjacket-23287.png Insane man faceset : http://www.gdunlimited.net/media/uploads/manager/insanemanfaceset-23287.png Insane man char : http://www.gdunlimited.net/media/uploads/manager/insane-man-char-23287.png That's all I can do for now,I hope you like them. :cute: BTW welcome to GDU :)Have fun!
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I think it's solved now,Good luck with your tutorial.
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Whoa,I didn't want to be rude I was just kidding also if you want to make a enjoyable game you should spend a lot of time on it.
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Welcome.I'm sure you'll find what you want here,I was like you when I entered this site and now I'm much more advanced.Feel free to ask your questions in forum and PM me every time you need help ;) I'll do my best to answer ya.
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Welcome!Have a nice time here! :) Also don't forget RMXP,I'm a RMXP script hunter. Don't be sad.I'm sure you'll meet friendly people here :thumbsup:
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Welcome Renato :) It'll be so good if you do some coding for RMXP too.Anyway I really like to know you more,I have some free time before 24th,So please tell me what time can you come for a chat? ;)(According to USA time.I'm not in USA so don't worry if you choose something like 4 AM :grin: )
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I agree with Marked.The first way is more logical.I know it needs more coding but don't be lazy bigace ;) :yo: :yo: :yo: :yo: :yo: :yo: :yo: :yo: So what?!Why are you looking like that?!! I just like this emo...
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Welcome Metaclaw ;) Good luck with your game.
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Ya don't need to be sorry,It's OK :thumbsup: Thanks.
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Thanks.They're so cute and lovely :cute:
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It'll be very good if you could add some Emos too.They aren't enough for a emotional girl like me :blush:
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Hmmm...It hides folders but the game can't find them again.I don't know why,Maybe I'm doing it wrong.I put DREAM.dll and DREAM_ext.rb and DREAM Readme in Data folder then added DREAM_ext controller to script editor as a new script and added the version line to Game_Temp,Then Compressed the game data and done! Also another problem with this script is that it won't hide database information like Actors and Armors so anyone can change them. :( Thank you anyway.
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Heya! I hope everything goes good with you,Though troubles are screwing me here :angry:... Ahhh I have many thing to say but let's stick to the subject. Well,as you read in the title,I want to hide "Graphics" and "Data" folders as many commercial games did.I used a software (I can't remember its name) to encrypt them but when I did it,The game itself couldn't find them any longer. That's it. Thanks.
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Yay!Updates again!I just have a question,What are donate points? :huh2:
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C++ Microsoft Visual Studio 2008 FATAL PROBLEM
zahraa replied to zahraa's topic in Programming & Web Development
Thanks a lot.Of course I'm going to experiment.Maybe when I complete my under developing project.Thanks again for your helps :heart: -
C++ Microsoft Visual Studio 2008 FATAL PROBLEM
zahraa replied to zahraa's topic in Programming & Web Development
Oh,That's really interesting for me.Could you please tell me exactly which line tells the program to stop?Should I put that line in the end of all programs that I write? -
Well...How did you come to this conclusion? :huh2:
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It's good to see we have a scripter back,have a good time! Also I like to chat with you time by time,I want to find a friend here. ;)
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C++ Microsoft Visual Studio 2008 FATAL PROBLEM
zahraa replied to zahraa's topic in Programming & Web Development
Oh,I totally forgot about it,I can't believe that someone found a solution for this.It worked.Thank you soooooooo much :heart: :heart: :heart: I love you :grin: Do you know why my codes don't work?It's so strange for me...I really need to know why some codes works and some of them don't.I can't see any problem in those codes. I wish I could appreciate you twice :) -
Hi! I found this site when i was bored a few days ago.Hope it helps you if you're bored! http://www.answerbuddy.com It was fun for me,I took a quiz called How Will I Die? and it was the answer: February 23, 2017: Exhaustion due to non-stop gaming.You really got into playing a MMORPG and have been consumed by it. You hardly sleep and your diet consists of nothing more than energy drinks and chips. Your friends are all worried about you and try to get you to stop. You finally see that this has gotten way out of hand and promise to stop... just as soon as you finish this last game. You die of exhaustion and heart failure 30 minutes later. :grin: I took another too!this one named Which of the 7 Deadly Sins Are You?And I was: Vanity :P Feel Free to share your answers!I like to see them.
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Thanks :) I'll take a look at it too,but i don't think i can find anything since I'm not very good at scripting.
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It's not what I mean.I can have more than 4 people in battle at the same time (Because I use ENU SBS) but I can't add more than 4 party members to the party when I set its size to 6.You'll understand want i mean when you try it.make a new project and set the max party members to 4 then make an event that calls Party Switcher ($scene = Scene_PartySwitcher.new) then make another event that calls $game_party.forced_size = 6.play the project and active the first event.you'll see what it look likes then go and active the second event,now your max party size is 6.go and call the screen of party switcher again.you'll see that you can't more than 4 party members.Sorry if it's a little confusing :annoyed: Please tell me if you didn't understand a word I said. I guess the cause of problem is the screen of party switcher.
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It doesn't work for me.in my game,the normal size of party members is 4 but i want to change it to 6 only for final battle.You can try it by yourself in a new project and you'll see why it won't work
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Hi everybody! I was disappeared for 3 days,I traveled to a new city which has a nice beach.I really enjoyed the sea and the beach.anyway i back to work again and got a new problem. I use this script for party switching during the battle : #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Easy Party Switcher by Blizzard # Version 2.51b # 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 # Date v2.3b: 26.1.2008 # Date v2.32b: 28.1.2008 # Date v2.4b: 29.1.2008 # Date v2.41b: 6.8.2008 # Date v2.42b: 14.10.2008 # Date v2.43b: 20.10.2008 # Date v2.5b: 4.10.2012 # Date v2.51b: 22.10.2012 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # This work is protected by the following license: # #---------------------------------------------------------------------------- # # # # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported # # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ ) # # # # You are free: # # # # to Share - to copy, distribute and transmit the work # # to Remix - to adapt the work # # # # Under the following conditions: # # # # Attribution. You must attribute the work in the manner specified by the # # author or licensor (but not in any way that suggests that they endorse you # # or your use of the work). # # # # Noncommercial. You may not use this work for commercial purposes. # # # # Share alike. If you alter, transform, or build upon this work, you may # # distribute the resulting work only under the same or similar license to # # this one. # # # # - For any reuse or distribution, you must make clear to others the license # # terms of this work. The best way to do this is with a link to this web # # page. # # # # - Any of the above conditions can be waived if you get permission from the # # copyright holder. # # # # - Nothing in this license impairs or restricts the author's moral rights. # # # #---------------------------------------------------------------------------- # #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Special Thanks to: # # - Zeriab for pointing out a few glitches and shortening the code in an # earlier version. # - KK20 for finding two bugs. # # # 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. Can cause problems # with CBS-es if you use the battle switch feature. 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 # # v2.3b: # - optional feature to call the Party Switcher during battle # # v2.32b: # - fixed crash problem with SDK 2.x when using the BATTLE_SWITCH option # - fixed SP display glitch when using BARS from Tons of Add-ons # # v2.4b: # - now you can activate party order change only in the party switcher # - add option for automatic party order change only in battle # # v2.41b: # - fixed problem where you could put together a party where everybody is # dead # # v2.42b: # - added possibility to change the BATTLE_SWITCH setting during the game # # v2.43b: # - fixed a problem with SDK 2.x # # v2.5b: # - fixed a problem caused by other scripts that remove the result window # # v2.51b: # - fixed two bugs regarding actor visibility/availability # - improved some of the code # # # 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(X) # You can replace X for 1 to remove all party members except one (either # one, who must be in the party or a random one), or replace X with 2, to # cause a party wipe. 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 X is 10, all actors will be available for # party switching no matter if the are "not_available" or # "disabled_for_party". This feature is 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(X, 1) # You can use the X 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(X, Y, Z) # You can replace Z 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 X and Y, so you can replace these with any number. # # 5. To activate/deactivate the option of order change only, simply use the # event command "Call Script" with following syntax: # # $game_system.order_only = true/false # # If the setting is set to true, the switcher will allow only party order # change. The same goes for battle change (if you are using the # BATTLE_SWITCH option), but the syntax is different: # # $game_system.battle_order_only = true/false # # The BATTLE_SWITCH option can be changed during the game by using # following syntax: # # $game_system.battle_switch = true/false # # This option is intially set to the same setting as BATTLE_SWITCH is. # # 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: # http://forum.chaos-project.com #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= #============================================================================== # module BlizzCFG #============================================================================== module BlizzCFG #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # 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 # allows switching the party in battle BATTLE_SWITCH = true # name of the call command in the party menu in battle SWITCH_COMMAND = 'Switch' # 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 #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: end # recognition variable for plug-ins $easy_party_switcher = 2.51 #============================================================================== # Game_Actor #============================================================================== class Game_Actor < Game_Battler attr_accessor :must_be_in_party attr_accessor :disabled_for_party attr_accessor :not_available attr_accessor :forced_position alias setup_eps_later setup def setup(actor_id) setup_eps_later(actor_id) @must_be_in_party = @disabled_for_party = @not_available = false end end #============================================================================== # Game_System #============================================================================== class Game_System attr_accessor :stored_party attr_accessor :order_only attr_accessor :battle_order_only attr_accessor :battle_switch alias init_eps_later initialize def initialize init_eps_later @order_only = @battle_order_only = false @battle_switch = BlizzCFG::BATTLE_SWITCH end end #============================================================================== # Game_Party #============================================================================== class Game_Party attr_accessor :actors attr_accessor :forced_size def any_forced_position return (@actors.any? {|actor| actor != nil && actor.forced_position != nil}) end end #============================================================================== # Window_Base #============================================================================== class Window_Base alias draw_actor_graphic_eps_later draw_actor_graphic def draw_actor_graphic(actor, x, y) if actor != nil && actor.character_name != '' classes = [Window_Current, Window_Reserve, Window_HelpStatus] if BlizzCFG::FACESETS && !$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 # this may need changing when using a custom draw_actor_graphic method if actor.not_available || actor.must_be_in_party bitmap = RPG::Cache.character(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, 128) else draw_actor_graphic_eps_later(actor, x, y) end 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, BlizzCFG::MAX_PARTY > 4 ? 480 : BlizzCFG::MAX_PARTY * 120) self.contents = Bitmap.new(width - 32, 448 + (BlizzCFG::MAX_PARTY - 4) * 120) @item_max = BlizzCFG::MAX_PARTY if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end self.contents.font.size = 24 refresh self.active, self.index, self.z = false, -1, 5000 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($game_party.actors[i], 88, i * 120 + 24) draw_actor_sp($game_party.actors[i], 88, i * 120 + 52) 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 if row > top_row + (page_row_max - 1) self.top_row = row - (page_row_max - 1) end 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 if row > top_row + (page_row_max - 1) self.top_row = row - (page_row_max - 1) end 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(scene) super(0, 0, 368, 320) setup @column_max = 3 rows = @item_max / @column_max self.contents = Bitmap.new(width - 32, rows > 3 ? rows * 96 : height - 32) if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end self.contents.font.size = 24 self.active, self.index, self.z = false, -1, 5000 refresh if scene == Scene_Map && $game_system.order_only || scene == Scene_Battle && $game_system.battle_order_only self.opacity = 128 end end def setup @actors = [] (1...$data_actors.size).each {|i| if !$game_party.actors.include?($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 + 2) / 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 = (@index % @column_max) * 112 + 8 y = (@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 if row > top_row + (page_row_max - 1) self.top_row = row - (page_row_max - 1) end 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, scene) super(0, 0, 400 - 32, 160) self.contents = Bitmap.new(width - 32, height - 32) if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end self.contents.font.size = 24 refresh(gotactor) self.active, self.z = false, 5000 if scene == Scene_Map && $game_system.order_only || scene == Scene_Battle && $game_system.battle_order_only self.opacity = 128 end end def refresh(actor) self.contents.clear if actor != nil self.contents.font.color = normal_color if actor.not_available && !$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 self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize 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 case mode when 0 self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1) num = members + $game_party.actors.nitems if $game_party.forced_size != nil && $game_party.forced_size < num num = $game_party.forced_size end self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1) when 1 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) when 2 self.contents.draw_text(0, 0, 288, 32, 'At least one member', 1) self.contents.draw_text(0, 32, 288, 32, 'has to be alive!', 1) end end end #============================================================================== # Window_PartyCommand #============================================================================== class Window_PartyCommand alias init_eps_later initialize def initialize if $game_system.battle_switch if defined?(SDK) && self.is_a?(Window_HorizCommand) s1 = SDK::Scene_Commands::Scene_Battle::Fight s2 = SDK::Scene_Commands::Scene_Battle::Escape s3 = BlizzCFG::SWITCH_COMMAND super(640, [s1, s2, s3]) disable_item(1) if !$game_temp.battle_can_escape else super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) @commands = ['Fight', 'Escape', BlizzCFG::SWITCH_COMMAND] @item_max = @column_max = 3 draw_item(0, normal_color) draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color) draw_item(2, normal_color) end self.active, self.visible, self.index = false, false, 0 self.back_opacity = 160 else init_eps_later end end alias draw_item_eps_later draw_item def draw_item(index, color) if $game_system.battle_switch self.contents.font.color = color rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index], 1) else draw_item_eps_later(index, color) end end alias update_cursor_rect_eps_later update_cursor_rect def update_cursor_rect if $game_system.battle_switch self.cursor_rect.set(80 + index * 160, 0, 128, 32) else update_cursor_rect_eps_later end end def command(index = self.index) return @commands[index] end end #============================================================================== # Scene_PartySwitcher #============================================================================== class Scene_PartySwitcher def initialize(wipe_party = 0, reset = 0, store = 0) @wipe_party, @reset, @store = wipe_party, reset, store @current_window_temp = @reserve_window_temp = 0 @scene_flag, @temp_window = false, '' @scene = $scene.class 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(@scene) @reserve_window.x, @reserve_window.y = 272, 160 @help_window = Window_HelpStatus.new(@reserve_window.getactor(0), @scene) @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 = false 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(1) return end if $game_party.actors.all? {|actor| actor == nil || actor != nil && actor.dead?} $game_system.se_play($data_system.buzzer_se) warning(2) 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) if @scene == Scene_Map && $game_system.order_only || @scene == Scene_Battle && $game_system.battle_order_only $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($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) if !@scene_flag end 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) elsif $game_party.forced_size != nil warning(0) else warning(1) 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) elsif $game_party.forced_size != nil warning(0) else warning(1) 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| if !$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 (BlizzCFG::ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil || actor2 != nil || $game_party.actors.nitems > 1) end def warning(type) $game_system.se_play($data_system.buzzer_se) @warning_window = Window_Warning.new(type, @reserve_window.get_number) loop do Graphics.update Input.update if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if type > 0 [@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 update_phase2_eps_later update_phase2 def update_phase2 update_phase2_eps_later if Input.trigger?(Input::C) && @party_command_window.index == 2 $game_system.se_play($data_system.decision_se) @spriteset.dispose $scene = Scene_PartySwitcher.new $scene.main $scene = self @spriteset = Spriteset_Battle.new 15.times {@spriteset.update} @status_window.refresh Graphics.transition(0) end end alias start_phase5_eps_later start_phase5 def start_phase5 exp = 0 oldexp = 0 if $game_party.actors.size > 0 oldexp = $game_party.actors[0].exp start_phase5_eps_later exp = $game_party.actors[0].exp - oldexp if $game_party.actors.size > 0 else start_phase5_eps_later end exp = @result_window.exp if exp == 0 && @result_window != nil exp = @exp if exp == 0 && @exp != nil if exp > 0 (1...$data_actors.size).each {|i| if !$game_party.actors.include?($game_actors[i]) if $game_actors[i].not_available addexp = exp * BlizzCFG::EXP_NOT_AVAILABLE / 100 elsif $game_actors[i].disabled_for_party addexp = exp * BlizzCFG::EXP_DISABLED_FOR_PARTY / 100 else addexp = exp * BlizzCFG::EXP_RESERVE / 100 end $game_actors[i].exp += addexp end} end end end I want to change the max party members via variable.how can i do it? Thank you so much
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