يا مليون مرحب بأحلى اعضاء على احلى منتدى......في البداية أحب أقول للمشرفين ان الموضوع ده باذن الله ما يكونش مخالف ممكن تظنوا انه مقلد....لكن هذا الموضوع مختلف نوعا ما....لأنه في هذا الموضوع أعرض اسكربتات بنماذج عن السكربت و معه السكربت لذلك أرجو من السادة المشرفين عدم اغلاق الموضوع,أعرف ان هذا ليس من شأني و اذا رأيتم أي مخالفة أو انه يجب التعديل في شئ ما فأفعلوه و اعذروني على أي الخطأ........و شكرا لكم...
أما الان الى الأعضاء أحب أقدم لكم هذا السكربت للتشجيع و هو يدعي
Easy Party Switcher
و اليكم النموذج
للتحميل اضغط هنا
و هذه صورة:
و الان للسكربت نفسه
أتمنى ان يعجبكم و أي سكربت باذن الله هجيبه بس أرجو كتابة أسمه بالانجليزي#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# 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:# http://www.chaosproject.co.nr#:=:=:=...:::::::::::::# START Conficuration#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# how many party members do you useMAX_PARTY = 4# set to true to use facesets instead of spritesetsFACESETS = false# allows a party with 0 membersALLOW_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#==============================================================================cl ass 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) endend#==============================================================================# 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 endend#==============================================================================# Window_HelpStatus#==============================================================================clas s 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 endend#==============================================================================# 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 endend#==============================================================================# Scene_PartySwitcher#==============================================================================cl ass 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