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Ally

Interfacce Index di scelta memorizzato

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Nome Script: Index di scelta memorizzato
Versione: 1.00
Autore/i: kaisouryouiki

Informazioni:
Quando si accede al menù e si seleziona qualche comando, all'uscita e al rientro nel menù, questo riparte dalla posizione iniziale.
Con questo script invece la selezione rimarrà memorizzata...spero di essermi spiegato xD

Istruzioni:
Basta inserire lo script sopra Main.

Script:

=begin
      ★コマンドインデックス記憶★

      プレイヤーの以下の行動を記憶させることで、
      次の行動以降の初期カーソル位置を変更し、同じ行動を取る際の補助とします。

      ◆ 記憶する内容
        ・メニュー:プレイヤーが最後に選択したコマンドのカーソル位置
        ・戦闘  :各アクターが最後に選択したアクターコマンドのカーソル位置
        ・戦闘  :各アクターが最後に選択したエネミー ※1
        ・戦闘  :各アクターが最後に選択したアクター
        ※1 => 戦闘終了後リセットされます

      ● 仕様 ●==========================================================
      エネミーで記憶したインデックスは、
      それぞれの対象が存在しなくなった場合(撃破後)にリセットされます。
      --------------------------------------------------------------------
      各、記憶された情報はセーブデータにも保存され、ロード後にも引き継がれます。
      ====================================================================

      ● 注意 ●==========================================================
      ニューゲームから始めないとエラーを吐きます。
      --------------------------------------------------------------------
      全てエイリアスで構成されてますので、素材の下の方に挿入してください。
      ====================================================================

      ver1.00

      Last Update : 2009/08/19
      8/19 : 新規

      ろかん   http://kaisouryouiki.web.fc2.com/
=end

$rsi = {} if $rsi == nil
$rsi["コマンドインデックス記憶"] = true

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :last_battle_index
  attr_accessor :last_enemy
  attr_accessor :last_actor
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias battle_index_initialize initialize unless $!
  def initialize(actor_id)
    battle_index_initialize(actor_id)
    @last_battle_index = 0
    @last_enemy = nil
    @last_actor = nil
  end
end

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :last_menu_index
  attr_accessor :last_item
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias menu_index_initialize initialize unless $!
  def initialize
    menu_index_initialize
    @last_menu_index = 0
  end
end

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  alias last_menu_index_set initialize unless $!
  def initialize(menu_index = 0)
    last_menu_index_set(menu_index = 0)
    @menu_index = $game_party.last_menu_index
  end
  #--------------------------------------------------------------------------
  # ● 終了処理
  #--------------------------------------------------------------------------
  alias last_menu_index_memory terminate unless $!
  def terminate
    unless $scene.is_a?(Scene_Map)
      $game_party.last_menu_index = @command_window.index
    end
    last_menu_index_memory
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の開始
  #--------------------------------------------------------------------------
  alias last_menu_index_memory_dummy start_actor_selection unless $!
  def start_actor_selection
    $game_party.last_menu_index = @command_window.index
    last_menu_index_memory_dummy
  end
end

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● 終了処理
  #--------------------------------------------------------------------------
  alias enemy_index_reset terminate unless $!
  def terminate
    for i in $game_party.members do i.last_enemy = nil end
    enemy_index_reset
  end
  #--------------------------------------------------------------------------
  # ● 次のアクターのコマンド入力へ
  #--------------------------------------------------------------------------
  alias last_battle_index_memory next_actor unless $!
  def next_actor
    n = @actor_index + 1
    if @actor_command_window.active && ! (@active_battler.action.kind == 0 &&
    @active_battler.action.basic < 0)
      @active_battler.last_battle_index = @actor_command_window.index
    end
    unless $game_party.members.size == n
      @actor_command_window.index = $game_party.members[n].last_battle_index
    end
    last_battle_index_memory
  end
  #--------------------------------------------------------------------------
  # ● アクターコマンド選択の開始
  #--------------------------------------------------------------------------
  alias last_battle_index_set start_actor_command_selection unless $!
  def start_actor_command_selection
    last_battle_index_set
    @actor_command_window.index = @active_battler.last_battle_index
  end
  #--------------------------------------------------------------------------
  # ● 対象敵キャラ選択の開始
  #--------------------------------------------------------------------------
  alias last_enemy_index_set start_target_enemy_selection unless $!
  def start_target_enemy_selection
    last_enemy_index_set
    @active_battler.action.target_index = -1
    unless @active_battler.last_enemy == nil
      if $game_troop.existing_members.include?(@active_battler.last_enemy)
        @target_enemy_window.index =
        $game_troop.existing_members.index(@active_battler.last_enemy)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 対象敵キャラ選択の終了
  #--------------------------------------------------------------------------
  alias last_enemy_index_memory end_target_enemy_selection unless $!
  def end_target_enemy_selection
    unless @active_battler.action.target_index == -1
      @active_battler.last_enemy = @target_enemy_window.enemy
    end
    last_enemy_index_memory
  end
  #--------------------------------------------------------------------------
  # ● 対象アクター対象選択の開始
  #--------------------------------------------------------------------------
  alias last_actor_index_set start_target_actor_selection unless $!
  def start_target_actor_selection
    last_actor_index_set
    @active_battler.action.target_index = -1
    unless @active_battler.last_actor == nil
      if $game_party.members.include?(@active_battler.last_actor)
        @target_actor_window.index =
        $game_party.members.index(@active_battler.last_actor)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 対象アクター選択の終了
  #--------------------------------------------------------------------------
  alias last_actor_index_memory end_target_actor_selection unless $!
  def end_target_actor_selection
    unless @active_battler.action.target_index == -1
      @active_battler.last_actor =
      $game_party.members[@target_actor_window.index]
    end
    last_actor_index_memory
  end
end

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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the TP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def tp_gauge_color1 # TP Gauge Color1 return auto_color(Color.new(192,0,0,192), Color.new(255,110,0,192)) end def tp_gauge_color2 # TP Gauge Color2 return auto_color(Color.new(255,165,0,192), Color.new(255,220,0,192)) end #===================================================# # ** E N D C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :rate # Rate for Colour calculations #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias draw_actor_param_original draw_actor_param alias initialize_original initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) @rate = 1.0 initialize_original(x, y, width, height) end #-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) @rate = [actor.hp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, hp_gauge_color1, hp_gauge_color2, HPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw MP #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 124) @rate = [actor.mp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, mp_gauge_color1, mp_gauge_color2, MPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw TP #-------------------------------------------------------------------------- def draw_actor_tp(actor, x, y, width = 124) @rate = [actor.tp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, tp_gauge_color1, tp_gauge_color2, TPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::tp_a) change_color(tp_color(actor)) draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2) end #-------------------------------------------------------------------------- # * Draw Parameters # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-3) #-------------------------------------------------------------------------- def draw_actor_param(actor, x, y, param_id, width = 156) draw_syvkal_gauge(x, y, width, actor.params_rate(param_id), param_gauge_color1(param_id), param_gauge_color2(param_id), PARSTYLE) draw_actor_param_original(actor, x, y, param_id) end #-------------------------------------------------------------------------- # * Auto Generate Color # color1 : initial color # color2 : ending color # r : rate (full at 1.0) 1 -> color1, 0 -> color2 #-------------------------------------------------------------------------- def auto_color(color1, color2, r = @rate) a_color = Color.new a_color.red = (1-r)*color2.red + r*color1.red a_color.green = (1-r)*color2.green + r*color1.green a_color.blue = (1-r)*color2.blue + r*color1.blue a_color.alpha = (1-r)*color2.alpha + r*color1.alpha return a_color end #-------------------------------------------------------------------------- # * Draw Syvkal Style Gauge # rate : Rate (full at 1.0) # color1 : Left side color # color2 : Right side color # style : gauge draw style #-------------------------------------------------------------------------- def draw_syvkal_gauge(x, y, width, rate, color1, color2, style = '') fill_w = (width * rate).to_i gauge_y = y + line_height - 8 h = 6 style.slice!(/\s*/); style = style.split(/\s*/) if style.empty? or (style[0] == '|' && style[1] == '|') contents.fill_rect(x-2, gauge_y-2, width+4, 10, COLOR1) contents.fill_rect(x-1, gauge_y-1, width+2, 8, COLOR2) contents.gradient_fill_rect(x, gauge_y, width, 6, COLOR3, COLOR4) contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2) else adj1 = style_adj_string(style[0]); adj2 = style_adj_string(style[1], true) h += 4 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[2]; a4 = adj2[4].nil? ? adj2[2] : adj2[4] contents.fill_rect(x-a3 +a1, gauge_y-2 + i, width+(a3+a4) - a1 - a2, 1, COLOR1) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[1]; a4 = adj2[3].nil? ? adj2[1] : adj2[3] contents.fill_rect(x-a3 +a1, gauge_y-1 + i, width+(a3+a4) - a1 - a2, 1, COLOR2) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, width - a1 - a2, 1, COLOR3, COLOR4) end for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, fill_w - a1 - a2, 1, color1, color2) end end end #-------------------------------------------------------------------------- # * Get Style Specific Adjustment Array # sym : edge style '(', ')', '<', '>', '|', '/' or '\' # edge : end of the gauge? # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Returns an array containing the following: # * a formular string to be evaluated # * adjustments to x and width values for Outer and Inner Borders #-------------------------------------------------------------------------- def style_adj_string(sym, edge = false) case sym when '/' SLANTDSIZE ? [(edge ? 'i+2' : '(h+1) - i'), 3, 5] : [(edge ? 'i' : '(h-1) - i'), 3, 5] when '\\' SLANTDSIZE ? [(edge ? '(h+1) - i' : 'i+2'), 3, 5] : [(edge ? '(h-1) - i' : 'i'), 3, 5] when '<' [(edge ? '(h/2)-((h/2) - i).abs' : '((h/2) - i).abs'), 2, 3] when '>' [(edge ? '((h/2) - i).abs' : '(h/2)-((h/2) - i).abs'), 2, 3] when '(' [(edge ? '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '(h-6) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4, 3, 5] when ')' [(edge ? '(h-3) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), 3, 5, THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4] else # eg. | or invalid sym ['0', 1, 2] end end #-------------------------------------------------------------------------- # * Draw Gauge #-------------------------------------------------------------------------- def draw_gauge(x, y, width, rate, color1, color2, style = '') r = [rate, 1.0].min draw_syvkal_gauge(x, y, width, r, color1, color2, style) endend#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------# Added specialised 'params_rate' function.#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # * Get Percentage of Paramaters #-------------------------------------------------------------------------- def params_rate(param_id) return [param(param_id).to_f / P_MAX, 1.0].min endend#==============================================================================# ** Script Import#============================================================================== $imported = {} if $imported == nil $imported["Syvkal's Menu Bars"] = true
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