there is party switchin and summoning as one script which is this:
#==============================================================================
# Battle Switching & Summoning
#==============================================================================
# SephirothSpawn
# Version 2
# 20.12.05
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Battle Switching & Summoning", "SephirothSpawn", 2, "12.18.05")
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Battle Switching & Summoning") == true
#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :actors
attr_accessor :reserve_actors
attr_accessor :summon_actors
attr_accessor :reserve_summon_actors
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias seph_battleswitch_gameparty_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
seph_battleswitch_gameparty_initialize
@reserve_actors = []
@summon_actors = []
@reserve_summon_actors = []
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 4 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
# Add actor
@reserve_actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Move To Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_reserve(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @actors.include?(actor)
@actors.delete(actor)
@reserve_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Move To Party
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_party(actor_id, index = -1)
# Get actor
actor = $game_actors[actor_id]
if @reserve_actors.include?(actor)
@reserve_actors.delete(actor)
@actors.insert(index, actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Activate Summon
# actor_id : actor ID
#--------------------------------------------------------------------------
def summon_active(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @reserve_summon_actors.include?(actor)
@reserve_summon_actors.delete(actor)
@summon_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Deactivate Summon
# actor_id : actor ID
#--------------------------------------------------------------------------
def summon_deactive(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @summon_actors.include?(actor)
@summon_actors.delete(actor)
@reserve_summon_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
end
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :commands
#--------------------------------------------------------------------------
# * Refresh Contents
#--------------------------------------------------------------------------
def refresh_contents
self.contents.dispose
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
end
end
#==============================================================================
# ** Window_BattleSwitching
#==============================================================================
class Window_BattleSwitching < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(actors)
# Compute window height from command quantity
super(0, 0, 480, [actors.size * 32, 32].max + 32)
@item_max = actors.size
@actors = actors.dup
self.contents = Bitmap.new(width - 32, [@item_max * 32, 32].max)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
actor = @actors[index]
# Draws Name
contents.font.size = 22
contents.font.color = normal_color
contents.draw_text(4, index * 32, contents.width, 32, actor.name)
# Draws HP
contents.font.size = 16
color = actor.hp == 0 ? knockout_color : actor.hp < actor.maxhp / 2 ? crisis_color : normal_color
contents.font.color = color
contents.draw_text(140, index * 32, 140, 18, "#{actor.hp} / #{actor.maxhp}", 1)
draw_slant_bar(140, index * 32 + 22, actor.hp, actor.maxhp.to_f, 140)
# Draws SP
contents.font.size = 16
color = actor.sp == 0 ? knockout_color : actor.sp < actor.maxsp / 2 ? crisis_color : normal_color
contents.font.color = color
contents.draw_text(290, index * 32, 140, 18, "#{actor.sp} / #{actor.maxsp}", 1)
draw_slant_bar(290, index * 32 + 22, actor.sp, actor.maxsp.to_f, 140)
end
#--------------------------------------------------------------------------
# Draw Slant Bar
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(150, 0, 0, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Color Values
if min == max
bar_color = Color.new(200, 0, 0, 255)
end
# Draws Bar
for i in 1..( (min / max) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + 255 * i / width
g = bar_color.green * (width - i) / width + 255 * i / width
b = bar_color.blue * (width - i) / width + 60 * i / width
a = bar_color.alpha * (width - i) / width + 255 * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
#==============================================================================
# ** Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias seph_battleswitch_scenetitle_commandnewgame command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
# SDK Command: Command New Game
seph_battleswitch_scenetitle_commandnewgame
# Sets Summon Actors Requirements
for actor in $data_actors
unless actor == nil
$game_party.reserve_summon_actors.push($game_actors[actor.id]) if actor.name.delete!('*')
end
end
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_battleswitch_scenebattle_commandsinit commands_init
alias seph_battleswitch_scenebattle_updatesceneexit update_scene_exit
alias seph_battleswitch_scenebattle_updatephase3 update_phase3
alias seph_battleswitch_scenebattle_checkcommands check_commands
#--------------------------------------------------------------------------
# * Set Commands
#--------------------------------------------------------------------------
def commands_init
# SDK Commands Initialization
seph_battleswitch_scenebattle_commandsinit
# Adds Commands
@commands.push('Switch', 'Summon')
end
#--------------------------------------------------------------------------
# * Scene Exit Update
#--------------------------------------------------------------------------
def update_scene_exit
# SDK Scene Exit
seph_battleswitch_scenebattle_updatesceneexit
unless $scene == self
# Replace Active Members
unless @temp_actors == nil
unless @temp_actors.empty?
$game_party.actors.push(@temp_actors.dup).flatten!.delete_at(0)
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
seph_battleswitch_scenebattle_updatephase3
# If Party Switch is enabled
if @party_switch_window != nil
update_phase3_party_switch_select
end
# If Summon Switch skill is enabled
if @summon_switch_window != nil
update_phase3_summon_switch_select
end
end
#--------------------------------------------------------------------------
# * Check Commands
#--------------------------------------------------------------------------
def check_commands
seph_battleswitch_scenebattle_checkcommands
# Loads Current Command
command = @commands[@actor_command_window.index]
# Party Switch
if command == 'Switch'
update_phase3_command_switch
end
# Summon Switch
if command == 'Summon'
update_phase3_command_summon
end
# Unsummon Switch
if command == 'Unsummon'
update_phase3_command_unsummon
end
end
#--------------------------------------------------------------------------
# * Start Command: Switch
#--------------------------------------------------------------------------
def update_phase3_command_switch
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Party Switch Window
@party_switch_window = Window_BattleSwitching.new($game_party.reserve_actors)
@party_switch_window.height = 160 if @party_switch_window.height > 160
@party_switch_window.x = 320 - @party_switch_window.width / 2
@party_switch_window.y = 192 - @party_switch_window.height / 2
@party_switch_window.back_opacity = 225
# Actives Switch Window
@party_switch_window.active = true
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * Start Command: Summon
#--------------------------------------------------------------------------
def update_phase3_command_summon
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Summon Switch Window
@summon_switch_window = Window_BattleSwitching.new($game_party.summon_actors)
@summon_switch_window.height = 160 if @summon_switch_window.height > 160
@summon_switch_window.x = 320 - @summon_switch_window.width / 2
@summon_switch_window.y = 192 - @summon_switch_window.height / 2
@summon_switch_window.back_opacity = 225
# Actives Switch Window
@summon_switch_window.active = true
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * Start Command: Unsummon
#--------------------------------------------------------------------------
def update_phase3_command_unsummon
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Replace Active Members & Delete Summon
$game_party.actors.push(@temp_actors.dup).flatten!.delete_at(0)
# Refreshes
$game_party.refresh
# Clears Temp Actors
@temp_actors.clear
# Creates New Commands
@commands = @temp_commands
# Recreates Command Window
@actor_command_window.commands = @commands
# Refresh Window Contents
@actor_command_window.refresh_contents
# Refreshes Status Window
@status_window.refresh
# Deletes Spriteset
@spriteset.dispose
# Recreates Spriteset
@spriteset = Spriteset_Battle.new
for actor in $game_party.actors
@active_battler = actor
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
@active_battler.blink = false
end
# Go to Battle Processing
start_phase4
end
#--------------------------------------------------------------------------
# * Command: Switch
#--------------------------------------------------------------------------
def update_phase3_party_switch_select
# Make Party Switch window visible
@party_switch_window.visible = true
# Update window
@party_switch_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_party_switch_select
return
end
# If A button was pressed
if Input.trigger?(Input::A)
if $game_party.reserve_actors[@party_switch_window.index] == nil
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
else
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Store Index of Current Battler
index = $game_party.actors.index(@active_battler)
# Move Active Battler to Reserve
$game_party.move_to_reserve(@active_battler.id)
# Set Active Battler
@active_battler = $game_party.reserve_actors[@party_switch_window.index]
# Move Reserve Actor to Active Party
$game_party.move_to_party(@active_battler.id, index)
# Refreshes
$game_party.refresh
# Refresh Status Window
@status_window.refresh
# Set actor as unselectable
@actor_index -= 1
@active_battler = nil
# End skill selection
end_party_switch_select
# Go to command input for next actor
phase3_next_actor
return
end
end
end
#--------------------------------------------------------------------------
# * Command: Summon
#--------------------------------------------------------------------------
def update_phase3_summon_switch_select
# Make summon window visible
@summon_switch_window.visible = true
# Update summon window
@summon_switch_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_summon_switch_select
return
end
# If A button was pressed
if Input.trigger?(Input::A)
if $game_party.summon_actors[@summon_switch_window.index] == nil
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
else
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Stores Current Actors
@temp_actors = $game_party.actors.dup
# Store Current Commands
@temp_commands = @commands.dup
# Make New Commands
@actor_command_window.commands = [$data_system.words.attack,
$data_system.words.skill, $data_system.words.guard, $data_system.words.item]
# Adds Limit Break if Limit Break Enabled
if SDK.state("Advanced Limit Break") == true
index = @actor_command_window.commands.index($data_system.words.skill) + 1
@actor_command_window.commands.insert(index, 'Limit Break')
end
# Adds Unsummon Command
@actor_command_window.commands.push('Unsummon')
# Creates New Commands
@commands = @actor_command_window.commands.dup
# Refresh Window Contents
@actor_command_window.refresh_contents
# Clear Game Party
$game_party.actors.clear
# Gets Active Battler
@active_battler = $game_party.summon_actors[@summon_switch_window.index]
# Add Summon to Party
$game_party.actors = [@active_battler]
# Refresh Status Window
@status_window.refresh
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
@active_battler.blink = false
# End skill selection
end_summon_switch_select
# Go to Battle Processing
start_phase4
return
end
end
end
#--------------------------------------------------------------------------
# * End Party Switch Selection
#--------------------------------------------------------------------------
def end_party_switch_select
# Delete Party Switch Window
@party_switch_window.dispose
@party_switch_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# * End Summon Switch Selection
#--------------------------------------------------------------------------
def end_summon_switch_select
# Delete Summon Switch Window
@summon_switch_window.dispose
@summon_switch_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
and for reserve and class change (i know u didn't ask)
[code]#==============================================================================
# Party & Class Changing System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.27.05)
# Last Updated: 11.28.05
#==============================================================================
#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
# Sets Class Requirements
for i in 1...$data_classes.size
$data_classes[i].set_reqirements
end
# Sets Characters Sex
for i in 1...$data_actors.size
$data_actors[i].set_sex
end
new_game
end
end
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#===========================================================================
# ** Class Actor
#===========================================================================
class Actor
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sex
#--------------------------------------------------------------------------
# * Set Sex
#--------------------------------------------------------------------------
def set_sex
if @name.include?('(')
@sex = @name.slice!(@name.index('(')..@name.index(')')) == '(M)' ? 1 : 2
else
@sex = 1
end
end
end
#===========================================================================
# ** Class Class
#===========================================================================
class Class
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :level_requirements
attr_accessor :sex_requirements
#--------------------------------------------------------------------------
# * Set Requirements
#--------------------------------------------------------------------------
def set_reqirements
# Sets Level Requirements
@level_requirements = @name.include?('{') ?
eval (@name.slice!(@name.index('{')..@name.index('}'))) : {}
# Sets Sex Requirements
if @name.include?('(')
sex = @name.slice!(@name.index('(')..@name.index(')'))
@sex_requirements = sex == '(M)' ? 1 : 2
else
@sex_requirements = 0
end
end
end
end
#==============================================================================
# ** Class Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw Item Name
# item : item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw text width
# align : text align
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, width = 212, align = 0, type = 0)
if item == nil
case type
when 0 # Weapon
bitmap = RPG::Cache.icon("001-Weapon01")
when 1 # Shield
bitmap = RPG::Cache.icon("009-Shield01")
when 2 # Helmet
bitmap = RPG::Cache.icon("010-Head01")
when 3 # Armor
bitmap = RPG::Cache.icon("014-Body02")
when 4 # Accessory
bitmap = RPG::Cache.icon("016-Accessory01")
end
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), disabled_color.alpha)
self.contents.font.color = disabled_color
self.contents.draw_text(x + 28, y, width - 28, 32, "Nothing Equipped", align)
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, width - 28, 32, item.name, align)
end
#--------------------------------------------------------------------------
# * Draw Sprite
#--------------------------------------------------------------------------
def draw_sprite(x, y, name, hue, pose, frame, actor_contents = true)
bitmap = RPG::Cache.character(name, hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
if actor_contents
@sprite_contents.bitmap.blt(x - cw / 2, y - ch, bitmap, src_rect)
else
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# Draw Bar
# Credit Near Fantastica for Orginal Script
#--------------------------------------------------------------------------
def draw_bar(x, y, min, max, width = 152, height = 20)
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
bar_color = Color.new(0, 0, 200, 255)
for i in 0..(width * min / max)
r = bar_color.red * (width - i) / width + 0 * i / width
g = bar_color.green * (width - i) / width + 0 * i / width
b = bar_color.blue * (width - i) / width + 0 * i / width
a = bar_color.alpha * (width - i) / width + 255 * i / width
self.contents.fill_rect(x + i, y, 1 , height, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Alias Update
#--------------------------------------------------------------------------
alias sprite_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
sprite_update
unless @sprite_contents == nil
@sprite_contents.x = self.x + self.ox + 16
@sprite_contents.y = self.y + self.oy + 16
end
end
#--------------------------------------------------------------------------
# * Alias Dispose
#--------------------------------------------------------------------------
alias sprite_dispose dispose
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
sprite_dispose
unless @sprite_contents == nil
@sprite_contents.dispose
@sprite_contents.dispose
end
end
end
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :cursor_height
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias custom_int initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
custom_int(x, y, width, height)
@cursor_height = 32
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
# Divide y-coordinate of window contents transfer origin by 1 row
# height of @cursor_height
return self.oy / @cursor_height
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
# If row is less than 0, change it to 0
if row < 0
row = 0
end
# If row exceeds row_max - 1, change it to row_max - 1
if row > row_max - 1
row = row_max - 1
end
# Multiply 1 row height by 32 for y-coordinate of window contents
# transfer origin
self.oy = row * @cursor_height
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
# Subtract a frame height of 32 from the window height, and divide it by
# 1 row height of @cursor_height
return (self.height - 32) / @cursor_height
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor position is less than 0
if @index < 0
self.cursor_rect.empty
return
end
# Get current row
row = @index / @column_max
# If current row is before top row
if row < self.top_row
# Scroll so that current row becomes top row
self.top_row = row
end
# If current row is more to back than back row
if row > self.top_row + (self.page_row_max - 1)
# Scroll so that current row becomes back row
self.top_row = row - (self.page_row_max - 1)
end
# Calculate cursor width
cursor_width = self.width / @column_max - 32
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * @cursor_height - self.oy
if self.active == true
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, @cursor_height)
end
end
end
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Unisable Item
# index : item number
#--------------------------------------------------------------------------
def undisable_item(index)
draw_item(index, normal_color)
end
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :class_levels
attr_accessor :class_exp
attr_accessor :class_skills
attr_accessor :sex
#--------------------------------------------------------------------------
# * Alias Setup
#--------------------------------------------------------------------------
alias class_setup setup
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor_id)
class_setup(actor_id)
@class_levels, @class_exp, @class_skills = [nil], [nil], [nil]
for i in 0...$data_classes.size
@class_levels.push(1)
@class_exp.push(0)
@class_skills.push([])
end
@sex = $data_actors[actor_id].sex
end
#--------------------------------------------------------------------------
# * Switch Class
#--------------------------------------------------------------------------
def switch_class(class_id)
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
# Loads New Class ID
@class_id = class_id
# Loads Class Level & Exp Count
@level = @class_levels[class_id]
@exp = @class_exp[class_id]
@skills = @class_skills[class_id]
end
#--------------------------------------------------------------------------
# * Update Levels & Exp
#--------------------------------------------------------------------------
def update_classes
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
end
end
#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :reserve_actors
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias reserve_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
reserve_initialize
@reserve_actors = []
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 4 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
# Add actor
@reserve_actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Move To Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_reserve(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @actors.include?(actor)
@actors.delete(actor)
@reserve_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Move To Party
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_party(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @reserve_actors.include?(actor)
@reserve_actors.delete(actor)
@actors.push(actor)
end
# Refresh player
$game_player.refresh
end
end
#==============================================================================
# ** Window_Member_Sprites
#==============================================================================
class Window_Member_Sprites < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x = 0, y = 384, width = 160)
super(x, y, width, 96)
self.z = 500
# Creates Contents
self.contents = Bitmap.new(width - 32, height - 32)
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 505
self.contents.font.size = 10
# Animation Varaibles
@pose, @frame = 0, 0
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Stores Actors
@actors = actors.dup
# Adds Blank Actors
max = @actors == $game_party.actors ? 3 : 14
@actors.push(nil) until @actors.size > max
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draw Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
draw_sprite(i * 32 + 16, 64, "Empty", 0, @pose, @frame)
else
draw_sprite(i * 32 + 16, 64, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draw Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
contents.font.color = disabled_color
contents.draw_text(i * 32, 0, 32, 12, "Empty", 1)
else
contents.font.color = normal_color
contents.draw_text(i * 32, 0, 32, 12, actor.name, 1)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect(index)
self.cursor_rect.set(index * 32, 0, 32, 64)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end
#==============================================================================
# ** Window_Party_Changing
#==============================================================================
class Window_Party_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 288)
# Sets Cursor Height
self.cursor_height = 64
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Sets Up Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Sprite Contents
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 500
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Duplicates Actors
@actors = actors.dup
# Checks Actors List
max = @actors == $game_party.actors ? 3 : 0
@actors.push(nil) until @actors.size > max
# Sets Up Item Max
@item_max = @actors.size
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draws Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
draw_sprite(20, y + 48, "Empty", 0, @pose, @frame)
else
draw_sprite(20, y + 48, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draws Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
contents.font.size = 40
contents.font.color = disabled_color
contents.draw_text(60, y - 8, contents.width, 64, "Empty Position")
else
contents.font.size = 22
# Draws Name
contents.font.color = normal_color
contents.draw_text(60, y, 90, 24, actor.name)
# Draws Class
contents.draw_text(60, y + 24, 90, 24, $data_classes[actor.class_id].name)
# Draws Level
contents.font.color = system_color
contents.draw_text(160, y, 100, 24, "Level")
contents.font.color = normal_color
contents.draw_text(160, y, 100, 24, actor.level.to_s, 2)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(160, y + 24, 100, 24, state)
# Draws Experience
contents.font.color = system_color
contents.draw_text(274, y, 160, 24, "Exp")
contents.font.color = normal_color
contents.draw_text(274, y, 160, 24, actor.exp.to_s, 2)
# Draws Next Level Bar
draw_bar(270, y + 26, actor.exp, actor.next_exp_s.to_i, 168)
# Draws Next Level
contents.font.color = system_color
contents.draw_text(274, y + 24, 160, 24, "Next Level")
contents.font.color = normal_color
contents.draw_text(274, y + 24, 160, 24, actor.next_rest_exp_s.to_s, 2)
# Draw HP Bar
draw_bar(446, y + 2, actor.hp, actor.maxhp)
# Draw MP Bar
draw_bar(446, y + 26, actor.sp, actor.maxsp)
# Draws HP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y, 160, 24, $data_system.words.hp)
contents.font.size = 16
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(452, y, 140, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y + 24, 160, 24, $data_system.words.sp)
contents.font.size = 16
contents.font.color = actor.sp == 0 ? knockout_color : normal_color
contents.draw_text(452, y + 24, 140, 24, "#{actor.sp} / #{actor.maxsp}", 2)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end
#==============================================================================
# ** Window Class Changing
#==============================================================================
class Window_Class_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 320)
# Sets Cursor Height
self.cursor_height = 72
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Window Contents
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clears Contents
contents.clear
# Duplicates Actors
@actors = $game_party.actors.dup
# Checks Actors List
@actors.push(nil) until @actors.size > 3
# Sets Up Item Max
@item_max = @actors.size
# Draw Actors Info
contents.clear
for i in 0...@item_max
actor = @actors[i]
y = i * 72
# Draws Animated Sprite
if actor == nil
draw_sprite(20, y + 66, "Empty", 0, @pose, @frame, false)
contents.font.color = disabled_color
contents.draw_text(32, y + 2, contents.width - 40, 24, "", 2)
contents.draw_text(32, y + 24, contents.width - 40, 24, "Empty", 2)
contents.draw_text(32, y + 46, contents.width - 40, 24, "", 2)
else
draw_sprite(20, y + 66, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.color = normal_color
# Draws Name
contents.draw_text(32, y + 2, contents.width - 40, 24, actor.name, 2)
# Draws Class
contents.draw_text(32, y + 24, contents.width - 40, 24, $data_classes[actor.class_id].name, 2)
# Draws Level
contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2)
end
end
end
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh
end
end
#==============================================================================
# ** Window Character Status
#==============================================================================
class Window_Character_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
# Animation Varaibles
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Contents
refresh($game_party.actors[0])
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor)
# Clears Contents
contents.clear
# Stores Actor
@actor = actor
if actor == nil
draw_sprite(contents.width / 2, contents.height / 2, "Empty", 0, @pose, @frame, false)
# Draws Empty Text
contents.font.size = 48
contents.font.color = system_color
contents.font.color.alpha = disabled_color.alpha
contents.draw_text(0, contents.height / 2, contents.width, 48, "Empty Position", 1)
else
draw_sprite(40, 80, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.size = 22
contents.font.color = normal_color
# Draws Name
contents.draw_text(-8, 4, 96, 24, actor.name, 1)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(96, 8, 96, 24, state, 1)
# Draws Class
contents.font.color = system_color
contents.draw_text(96, 32, 96, 24, actor.class_name, 1)
# Draws Level
contents.font.color = system_color
contents.draw_text(96, 56, 96, 24, "Level :")
contents.font.color = normal_color
contents.draw_text(96, 56, 96, 24, actor.level.to_s, 2)
# Draws Experience
contents.font.color = system_color
contents.draw_text(224, 8, 224, 24, "Experience :")
contents.font.color = normal_color
contents.draw_text(216, 8, 224, 24, actor.exp_s, 2)
# Next Level Experience
contents.font.color = system_color
contents.draw_text(224, 32, 224, 24, "Next Level :")
contents.font.color = normal_color
contents.draw_text(216, 32, 224, 24, actor.next_rest_exp_s, 2)
# Draws Next Level Bar
draw_bar(224, 58, actor.exp, actor.next_exp_s.to_i, 216)
# Draws HP Bar
draw_bar(32, 126, actor.hp, actor.maxhp, 228, 24)
# Draws HP
contents.font.color = system_color
contents.draw_text(40, 126, 224, 24, "HP")
contents.font.color = normal_color
contents.draw_text(32, 126, 224, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP Bar
draw_bar(32, 158, actor.sp, actor.maxsp, 228, 24)
# Draws SP
contents.font.color = system_color
contents.draw_text(40, 158, 224, 24, "SP")
contents.font.color = normal_color
contents.draw_text(32, 158, 224, 24, "#{actor.sp} / #{actor.maxsp}", 2)
# Draws Equiped Items
draw_item_name($data_weapons[actor.weapon_id], 36, 190, 224, 2, 0)
draw_item_name($data_armors[actor.armor1_id], 36, 222, 224, 2, 1)
draw_item_name($data_armors[actor.armor2_id], 36, 254, 224, 2, 2)
draw_item_name($data_armors[actor.armor3_id], 36, 286, 224, 2, 3)
draw_item_name($data_armors[actor.armor4_id], 36, 318, 224, 2, 4)
# Draws Stats
stat_names = [$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
$data_system.words.int, $data_system.words.atk, $data_system.words.pdef, $data_system.words.mdef, "Evasion"]
stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva]
for i in 0...stats.size
contents.font.color = system_color
contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i])
contents.font.color = normal_color
contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh(@actor)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh(@actor)
end
end
#==============================================================================
# ** Window_Class_Status
#=====================