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[Script] No tener límite de personajes guardados y en batalla

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[Script] No tener límite de personajes guardados y en batalla

Mensaje por SketchDeluxe el Lun Mar 09, 2009 2:27 pm

Un muy buen script en el cual puedes tener infinito de personajes guardados y también en la batalla , los personajes no se encojeran , la pantalla cambiará de página


Código:
#========================================================================== ====
# ** Large Party
#-------------------------------------------------------------------------- ----
#  Author: Dargor
#  Version 1.3
#  02/08/2007
#========================================================================== ====

#========================================================================== ====
# ** Large Party Customization Module
#========================================================================== ====

module Dargor
  module Large_Party
    # Maximum number of actors allowed in the party
    Max_Size = 9
    # Battle status window refresh rate (used in phase5)
    Battle_Refresh_Rate = 32
  end
end

#========================================================================== ====
# ** Game_Temp
#-------------------------------------------------------------------------- ----
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#========================================================================== ====

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :battle_actor_index  # @actor_index in battle scene
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_temp_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    large_party_temp_initialize
    @battle_actor_index = 0
  end
end

#========================================================================== ====
# ** Game_Party
#-------------------------------------------------------------------------- ----
#  This class handles the party. It includes information on amount of gold
#  and items. Refer to "$game_party" for the instance of this class.
#========================================================================== ====

class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :max_size  # Max number of actors allowed in the party
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_initialize initialize
  alias large_party_add_actor add_actor
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    large_party_initialize
    @max_size = Dargor::Large_Party::Max_Size
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #    actor_id : actor ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    # Original method
    large_party_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 < @max_size and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end
end

#========================================================================== ====
# ** Sprite_Battler
#-------------------------------------------------------------------------- ----
#  This sprite is used to display the battler.It observes the Game_Character
#  class and automatically changes sprite conditions.
#========================================================================== ====

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_sprite_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Original method
    large_party_sprite_update
    # Set sprite coordinates
    if @battler.is_a?(Game_Actor)
      self.x = @battler.screen_x - ($game_temp.battle_actor_index / 4) * 640
    end
  end
end
#========================================================================== ====
# ** Spriteset_Battle
#-------------------------------------------------------------------------- ----
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#========================================================================== ====

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_spriteset_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Cycle through all extra actors (4+)
    # Create/update sprites
    for i in 4...$game_party.actors.size
      if @actor_sprites[i].nil?
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
      end
      @actor_sprites[i].battler = $game_party.actors[i]
    end
    # Original method
    large_party_spriteset_update
  end
end

#========================================================================== ====
# ** Window_MenuStatus
#-------------------------------------------------------------------------- ----
#  This window displays party member status on the menu screen.
#========================================================================== ====

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_menu_status_initialize initialize
  alias large_party_menu_status_refresh refresh
  alias large_party_menu_status_update_cursor_rect update_cursor_rect
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original method
    large_party_menu_status_initialize
    # Adjust contents height
    @item_max = $game_party.actors.size
    height = @item_max * 120
    self.contents = Bitmap.new(width - 32, height - 32)
    # Refresh
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(*args)
    # Original method
    large_party_menu_status_refresh(*args)
    # Adjust default height
    self.height = 480
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    large_party_menu_status_update_cursor_rect
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 116 - self.oy
    self.cursor_rect.set(x, y, cursor_width, 96)
  end
  #--------------------------------------------------------------------------
  # * Top Row
  #--------------------------------------------------------------------------
  def top_row
    return self.oy / 116
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : new row
  #--------------------------------------------------------------------------
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.oy = row * 116
  end
  #--------------------------------------------------------------------------
  # * Page Row Max
  #--------------------------------------------------------------------------
  def page_row_max
    return 4
  end
end

#========================================================================== ====
# ** Window_BattleStatus
#-------------------------------------------------------------------------- ----
#  This window displays the status of all party members on the battle screen.
#========================================================================== ====

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_battle_status_initialize initialize
  alias large_party_battle_status_refresh refresh
  alias large_party_battle_status_update update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @column_max = 4
    large_party_battle_status_initialize
    width = $game_party.actors.size * 160
    self.contents = Bitmap.new(width - 32, height - 32)
    self.width = 640
    @level_up_flags = []
    for i in 0...$game_party.actors.size
      @level_up_flags << false
    end
    @item_max = $game_party.actors.size
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Refresh contents when actors are added/removed in-battle
    if $game_party.actors.size != @item_max
      @item_max = $game_party.actors.size
      width = @item_max * 160
      self.contents = Bitmap.new(width - 32, height - 32)
      self.width = 640
    end
    large_party_battle_status_refresh
    column = $game_temp.battle_actor_index / 4
    self.ox = column * 640
  end
end
#========================================================================== ====
# ** Scene_Battle
#-------------------------------------------------------------------------- ----
#  This class performs battle screen processing.
#========================================================================== ====

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_phase3_setup_command_window phase3_setup_command_window
  alias large_party_update_phase4_step2 update_phase4_step2
  alias large_party_start_phase5 start_phase5
  alias large_party_update_phase5 update_phase5
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    $game_temp.battle_actor_index = @actor_index
    @status_window.refresh
    large_party_phase3_setup_command_window
    @actor_command_window.x = (@actor_index%4) * 160
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 2 : start action)
  #--------------------------------------------------------------------------
  def update_phase4_step2
    if @active_battler.is_a?(Game_Actor)
      $game_temp.battle_actor_index = @active_battler.index
      @status_window.refresh
    end
    large_party_update_phase4_step2
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4
    if @target_battlers[0] != nil
      $game_temp.battle_actor_index = @target_battlers[0].index
      @status_window.refresh
    end
    # Animation for target
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    # Animation has at least 8 frames, regardless of its length
    @wait_count = 8
    # Shift to step 5
    @phase4_step = 5
  end
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    @actor_index = 0
    @status_wait = Graphics.frame_count
    large_party_start_phase5
  end
  #--------------------------------------------------------------------------
  # * Frame Update (after battle phase)
  #--------------------------------------------------------------------------
  def update_phase5
    refresh_rate = Dargor::Large_Party::Battle_Refresh_Rate
    if Graphics.frame_count >= @status_wait + refresh_rate
      $game_temp.battle_actor_index = @actor_index
      @status_window.refresh
      @status_wait = Graphics.frame_count
      max = ($game_party.actors.size.to_f/4).ceil * 4
      @actor_index = (@actor_index+1) % max
    end
    large_party_update_phase5
  end
end

Créditos a Dargor
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SketchDeluxe
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Fecha de inscripción : 08/03/2009
Edad : 28
Localización : Bogotá, Colombia

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