#============================================================================== # □ 戦闘テスト拡張 (for VX Ace) #------------------------------------------------------------------------------ # Version : 1_20121219 # by サリサ・タイクーン # http://www.tycoon812.com/rgss/ #============================================================================== #============================================================================== # □ 素材スイッチ #============================================================================== $rgsslab = {} if $rgsslab == nil $rgsslab["戦闘テスト拡張"] = true if $rgsslab["戦闘テスト拡張"] && $BTEST # カスタマイズポイントはありません。 module RGSSLAB end #============================================================================== # □ RGSSLAB::BattleTest_Extension [module] #============================================================================== module RGSSLAB::BattleTest_Extension #-------------------------------------------------------------------------- # ○ 素材設定用の定数定義 #-------------------------------------------------------------------------- MATERIAL_NAME = "戦闘テスト拡張" VERSION = 1 RELEASE = 20121119 end #============================================================================== # ■ DataManager [module] #============================================================================== module DataManager #-------------------------------------------------------------------------- # ● 戦闘テストのセットアップ [再定義] #-------------------------------------------------------------------------- def self.setup_battle_test $game_party.setup_battle_test BattleManager.setup($data_system.test_troop_id) BattleManager.play_battle_bgm unless $rgsslab["戦闘テスト拡張"] && $BTEST end end #============================================================================== # ■ SceneManager [module] #============================================================================== module SceneManager #-------------------------------------------------------------------------- # ● 最初のシーンクラスを取得 [再定義] #-------------------------------------------------------------------------- def self.first_scene_class $BTEST ? Scene_BattleTest_Setting : Scene_Title end end #============================================================================== # ■ Game_Actor [class] #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ○ レベルの変更 # level : 新しいレベル #-------------------------------------------------------------------------- def level=(level) limit_level = get_final_level_rgsslab_027 level = [[level, limit_level].min, 1].max self.change_level(level, false) end #-------------------------------------------------------------------------- # ○ 最終レベルの取得 [戦闘テスト拡張] #-------------------------------------------------------------------------- def get_final_level_rgsslab_027 return limit_final_level if $rgsslab["レベル拡張"] return max_level end end #============================================================================== # ■ Game_Party [class] #============================================================================== class Game_Party < Game_Unit #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :test_standby #-------------------------------------------------------------------------- # ● オブジェクト初期化 [エイリアス][オーバーライド] #-------------------------------------------------------------------------- alias battletest_extension_initialize initialize def initialize battletest_extension_initialize @test_standby = [] end #-------------------------------------------------------------------------- # ○ メンバーの入れ替え # new_members : 新しいパーティメンバーの配列 #-------------------------------------------------------------------------- def all_members=(new_members) @actors.clear count = 0 for i in new_members @actors[count] = i count += 1 end end #-------------------------------------------------------------------------- # ○ 待機メンバーを加える:戦闘テスト拡張 # actor_id : アクター ID #-------------------------------------------------------------------------- def add_actor_organization_system_bte(actor_id) @test_standby.push(actor_id) unless @test_standby.include?(actor_id) && @actors.include?(actor_id) @test_standby.uniq! standby_sort_bte $game_player.refresh setup_pos if $rgsslab["陣形導入"] && $rgsslab["アクターバトラー実装"] end #-------------------------------------------------------------------------- # ○ 待機メンバーを外す:戦闘テスト拡張 # actor_id : アクター ID #-------------------------------------------------------------------------- def remove_actor_organization_system_bte(actor_id) @test_standby.delete(actor_id) standby_sort_bte $game_player.refresh setup_pos if $rgsslab["陣形導入"] && $rgsslab["アクターバトラー実装"] end #-------------------------------------------------------------------------- # ○ 待機メンバーのソート:戦闘テスト拡張 #-------------------------------------------------------------------------- def standby_sort_bte @test_standby.sort! do |a, b| a <=> b end end #-------------------------------------------------------------------------- # ● 戦闘テストのセットアップ [再定義] #-------------------------------------------------------------------------- def setup_battle_test setup_battle_test_members setup_battle_test_items if $rgsslab["戦闘テスト拡張"] setup_battle_test_weapons setup_battle_test_armors for i in 1..999 next if $game_actors[i] == nil next if $data_system.test_battlers[0].actor_id == i next if $data_system.test_battlers[1].actor_id == i if $data_system.test_battlers[1] != nil next if $data_system.test_battlers[2].actor_id == i if $data_system.test_battlers[2] != nil next if $data_system.test_battlers[3].actor_id == i if $data_system.test_battlers[3] != nil @test_standby.push($game_actors[i].id) end end end #-------------------------------------------------------------------------- # ○ 戦闘テスト用武器のセットアップ #-------------------------------------------------------------------------- def setup_battle_test_weapons $data_weapons.each do |item| gain_item(item, max_item_number(item)) if item && !item.name.empty? end end #-------------------------------------------------------------------------- # ○ 戦闘テスト用防具のセットアップ #-------------------------------------------------------------------------- def setup_battle_test_armors $data_armors.each do |item| gain_item(item, max_item_number(item)) if item && !item.name.empty? end end end #============================================================================== # ■ Scene_Equip [class] #============================================================================== class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # ○ 呼び出し元のシーンへ戻る [オーバーライド] #-------------------------------------------------------------------------- def return_scene super SceneManager.scene.prepare(1) end end #============================================================================== # □ Window_BattleTest_Setting [class] #============================================================================== class Window_BattleTest_Setting < Window_Selectable #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] #-------------------------------------------------------------------------- def initialize super(160, 48, Graphics.width - 160, 368) refresh end #-------------------------------------------------------------------------- # ○ 項目数の取得 [オーバーライド] #-------------------------------------------------------------------------- def item_max return $game_party.members.size end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh contents.clear @item_max = $game_party.members.size for i in 0...$game_party.members.size x = 64 y = i * 82 actor = $game_party.members[i] draw_actor_graphic(actor, x - 40, y + line_height * 2) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + line_height) end end #-------------------------------------------------------------------------- # ○ 先頭の行の取得 [オーバーライド] #-------------------------------------------------------------------------- def top_row return self.oy / 82 end #-------------------------------------------------------------------------- # ○ 先頭の行の設定 [オーバーライド] # row : 先頭に表示する行 #-------------------------------------------------------------------------- def top_row=(row) row = 0 if row < 0 row = row_max - 1 if row > row_max - 1 self.oy = row * 82 end #-------------------------------------------------------------------------- # ○ 1 ページに表示できる行数の取得 [オーバーライド] #-------------------------------------------------------------------------- def page_row_max return 4 end #-------------------------------------------------------------------------- # ○ 1 ページに表示できる項目数の取得 [オーバーライド] #-------------------------------------------------------------------------- def page_item_max return page_row_max end #-------------------------------------------------------------------------- # ○ カーソルの矩形更新 [オーバーライド] #-------------------------------------------------------------------------- def update_cursor if @index < 0 self.cursor_rect.empty return end row = @index self.top_row = row if row < self.top_row self.top_row = row - (self.page_row_max - 1) if row > self.top_row + (self.page_row_max - 1) cursor_width = self.width - 32 y = @index * 82 - self.oy self.cursor_rect.set(0, y, cursor_width, 82) end #-------------------------------------------------------------------------- # ○ レベルの描画 [オーバーライド] # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y) super(actor, x, y) contents.draw_text(x + 64, y, 24, line_height, "/") maxlevel = get_final_level(actor) contents.draw_text(x + 88, y, 24, line_height, maxlevel, 2) end #-------------------------------------------------------------------------- # ○ 最終レベル描画の取得 # actor : アクター #-------------------------------------------------------------------------- def get_final_level(actor) return actor.limit_final_level if $rgsslab["レベル拡張"] return actor.max_level end end #============================================================================== # □ Window_BattleTest_Setting_help [class] #============================================================================== class Window_BattleTest_Setting_help < Window_Base #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] #-------------------------------------------------------------------------- def initialize super(0, 0, Graphics.width, fitting_height(1)) refresh(0) end #-------------------------------------------------------------------------- # ○ リフレッシュ # text_type : 情報番号 #-------------------------------------------------------------------------- def refresh(text_type) contents.clear case text_type when 0 ; text = "アクターのレベルを調整します" when 1 ; text = "アクターの装備を確認・変更します" when 3 ; text = "戦闘テストを開始します" when 2 ; text = "パーティ構成を行います" when 4 ; text = "Cボタン:決定" when "decision" ; text = "Bボタン:戻る ←→:アクターのレベル調整" when "actor_level_adjustment" ; text = "Bボタン:戻る ←→:アクターのレベル調整" when "equip" ; text = "Bボタン:戻る Cボタン:決定" end temp = self.contents.text_size(text) self.contents.draw_text(temp, text) end end #============================================================================== # □ Window_BattleTestCommand [class] #============================================================================== class Window_BattleTestCommand < Window_Command #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] #-------------------------------------------------------------------------- def initialize super(0, 0) open end #-------------------------------------------------------------------------- # ○ コマンドリストの作成 [オーバーライド] #-------------------------------------------------------------------------- def make_command_list super add_command("レベル調整", :level) add_command("装備", :equip) add_command("パーティ構成", :party) add_command("テスト開始", :start) end end #============================================================================== # □ Scene_BattleTest_Setting [class] #============================================================================== class Scene_BattleTest_Setting < Scene_Base #-------------------------------------------------------------------------- # ○ 準備 # menu_index : カーソルの位置 #-------------------------------------------------------------------------- def prepare(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # ○ 開始処理 [オーバーライド] #-------------------------------------------------------------------------- def start super create_all_windows end #-------------------------------------------------------------------------- # ○ ウィンドウの生成 #-------------------------------------------------------------------------- def create_all_windows @battler_window = Window_BattleTest_Setting.new @help_window = Window_BattleTest_Setting_help.new @help_window.refresh(@menu_index ? @menu_index : 0) @command_window = Window_BattleTestCommand.new @command_window.set_handler(:level, method(:command_level)) @command_window.set_handler(:equip, method(:command_equip)) @command_window.set_handler(:party, method(:command_party)) @command_window.set_handler(:start, method(:command_start)) @command_window.index = @menu_index ? @menu_index : 0 @command_window.active = true @command_window.y = 48 end #-------------------------------------------------------------------------- # ○ コマンド[レベル調整] #-------------------------------------------------------------------------- def command_level @command_window.active = false @battler_window.active = true @battler_window.index = 0 @help_window.refresh("actor_level_adjustment") end #-------------------------------------------------------------------------- # ○ コマンド[装備] #-------------------------------------------------------------------------- def command_equip @command_window.active = false @battler_window.active = true @battler_window.index = 0 @help_window.refresh("equip") end #-------------------------------------------------------------------------- # ○ コマンド[パーティ構成] #-------------------------------------------------------------------------- def command_party go_scene_party_compostion end #-------------------------------------------------------------------------- # ○ コマンド[テスト開始] #-------------------------------------------------------------------------- def command_start @battler_window.index = -1 for a in 0...$game_party.members.size do $game_party.members[a].recover_all end setting_end end #-------------------------------------------------------------------------- # ○ フレーム更新 [オーバーライド] #-------------------------------------------------------------------------- def update super if @command_window.active @help_window.refresh(@command_window.index) return end if @battler_window.active update_party return end end #-------------------------------------------------------------------------- # ○ パーティウィンドウ更新 #-------------------------------------------------------------------------- def update_party case @command_window.index when 0 if Input.trigger?(:B) Sound.play_cancel @command_window.active = true @battler_window.active = false @help_window.refresh(0) @battler_window.index = -1 end flag = false if Input.trigger?(:LEFT) if $game_party.members[@battler_window.index].level == 1 Sound.play_buzzer else Sound.play_ok input_process("LEFT") flag = true end end if Input.trigger?(:RIGHT) final = get_final_level if $game_party.members[@battler_window.index].level == final Sound.play_buzzer else Sound.play_ok input_process("RIGHT") flag = true end end if Input.trigger?(:L) if $game_party.members[@battler_window.index].level == 1 Sound.play_buzzer else Sound.play_ok $game_party.members[@battler_window.index].level = 1 flag = true end end if Input.trigger?(:R) final = get_final_level if $game_party.members[@battler_window.index].level == final Sound.play_buzzer else Sound.play_ok $game_party.members[@battler_window.index].level = final flag = true end end if flag for a in 0...$game_party.members.size do $game_party.members[a].recover_all end @battler_window.refresh end when 1 if Input.trigger?(:B) Sound.play_cancel @command_window.active = true @battler_window.active = false @help_window.refresh(1) @battler_window.index = -1 end if Input.trigger?(:C) Sound.play_ok $game_party.menu_actor = $game_party.members[@battler_window.index] SceneManager.call(Scene_Equip) end end end #-------------------------------------------------------------------------- # ○ 入力処理 # operate : 操作情報 #-------------------------------------------------------------------------- def input_process(operate) case operate when "LEFT" if Input.press?(:C) ; $game_party.members[@battler_window.index].level -= 10 elsif Input.press?(:X) ; $game_party.members[@battler_window.index].level -= 100 elsif Input.press?(:A) ; $game_party.members[@battler_window.index].level -= 1000 elsif Input.press?(:Y) ; $game_party.members[@battler_window.index].level -= 10000 elsif Input.press?(:Z) ; $game_party.members[@battler_window.index].level -= 100000 else ; $game_party.members[@battler_window.index].level -= 1 end when "RIGHT" if Input.press?(:C) ; $game_party.members[@battler_window.index].level += 10 elsif Input.press?(:X) ; $game_party.members[@battler_window.index].level += 100 elsif Input.press?(:A) ; $game_party.members[@battler_window.index].level += 1000 elsif Input.press?(:Y) ; $game_party.members[@battler_window.index].level += 10000 elsif Input.press?(:Z) ; $game_party.members[@battler_window.index].level += 100000 else ; $game_party.members[@battler_window.index].level += 1 end end end #-------------------------------------------------------------------------- # ○ 最終レベルの取得 #-------------------------------------------------------------------------- def get_final_level return $game_actors[$game_party.members[@battler_window.index].id].limit_final_level if $rgsslab["レベル拡張"] return $game_actors[$game_party.members[@battler_window.index].id].max_level end #-------------------------------------------------------------------------- # ○ セッティング終了処理 #-------------------------------------------------------------------------- def setting_end Sound.play_ok BattleManager.play_battle_bgm SceneManager.goto(Scene_Battle) end #-------------------------------------------------------------------------- # ○ パーティ構成画面へ #-------------------------------------------------------------------------- def go_scene_party_compostion Sound.play_ok SceneManager.call(Scene_Party_Composition) end end #============================================================================== # □ Window_Party_Organization_Help_BTE [class] #============================================================================== class Window_Party_Organization_Help_BTE < Window_Base #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :text_index #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] #-------------------------------------------------------------------------- def initialize super(0, 0, Graphics.width, fitting_height(1)) @text_index = 0 refresh end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh contents.clear case @text_index when 0 str = "Cボタン:決定 Bボタン:編成終了" rect = contents.text_size(str) when 1 str = "Cボタン:決定 Bボタン:キャンセル" rect = contents.text_size(str) end contents.draw_text(4, 0, rect.width, line_height, str) end end #============================================================================== # □ Window_Party_Member_BTE [class] #============================================================================== class Window_Party_Member_BTE < Window_Selectable #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] #-------------------------------------------------------------------------- def initialize max = $game_party.all_members.size + 1 @column_max = max @item_max = max super(0, 96, Graphics.width, 80) self.opacity = 0 self.index = 0 self.z = 101 refresh end #-------------------------------------------------------------------------- # ○ 桁数の取得 [オーバーライド] #-------------------------------------------------------------------------- def col_max return @column_max end #-------------------------------------------------------------------------- # ○ 項目数の取得 [オーバーライド] #-------------------------------------------------------------------------- def item_max return @item_max end #-------------------------------------------------------------------------- # ○ リフレッシュ [オーバーライド] #-------------------------------------------------------------------------- def refresh contents.clear for actor in $game_party.all_members do draw_actor(actor, actor.index) end end #-------------------------------------------------------------------------- # ○ アクターグラフィックの描画 # actor : アクター # index : 項目番号 #-------------------------------------------------------------------------- def draw_actor(actor, index) draw_actor_graphic(actor, 24 + 48 * index, 40) end #-------------------------------------------------------------------------- # ○ カーソルの矩形更新 [オーバーライド] #-------------------------------------------------------------------------- def update_cursor if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(@index * 48, 0, 48, 48) end end #-------------------------------------------------------------------------- # ○ 最大値の再設定 #-------------------------------------------------------------------------- def max_reset @item_max = $game_party.members.size + 1 end end #============================================================================== # □ Window_Standby_Member_BTE [class] #============================================================================== class Window_Standby_Member_BTE < Window_Selectable #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] #-------------------------------------------------------------------------- def initialize max = $game_party.test_standby.size if max == 0 max = 1 else max += 1 end @column_max = $game_party.test_standby.size @item_max = max super(0, 208, Graphics.width, 128) self.opacity = 0 self.index = -1 self.active = false self.z = 101 refresh end #-------------------------------------------------------------------------- # ○ 桁数の取得 [オーバーライド] #-------------------------------------------------------------------------- def col_max return @column_max end #-------------------------------------------------------------------------- # ○ 項目数の取得 [オーバーライド] #-------------------------------------------------------------------------- def item_max return @item_max end #-------------------------------------------------------------------------- # ○ リフレッシュ [オーバーライド] #-------------------------------------------------------------------------- def refresh contents.clear if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 48) end count = 0 for actor in $game_party.test_standby draw_actor($game_actors[actor], count) count += 1 end end #-------------------------------------------------------------------------- # ○ アクターグラフィックの描画 # actor : アクター # index : 項目番号 #-------------------------------------------------------------------------- def draw_actor(actor, index) draw_actor_graphic(actor, 24 + 48 * (index % @column_max), 40 + (index / @column_max * 48)) end #-------------------------------------------------------------------------- # ○ 先頭の行の取得 [オーバーライド] #-------------------------------------------------------------------------- def top_row return self.oy / line_height end #-------------------------------------------------------------------------- # ○ 先頭の行の設定 [オーバーライド] # row : 先頭に表示する行 #-------------------------------------------------------------------------- def top_row=(row) row = 0 if row < 0 row = row_max - 1 if row > row_max - 1 self.oy = row * line_height end #-------------------------------------------------------------------------- # ○ 1 ページに表示できる行数の取得 [オーバーライド] #-------------------------------------------------------------------------- def page_row_max return height / line_height end #-------------------------------------------------------------------------- # ○ カーソルの矩形更新 [オーバーライド] #-------------------------------------------------------------------------- def update_cursor 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 - (self.page_row_max - 1) if row > self.top_row + (self.page_row_max - 1) x = @index % @column_max * 48 y = @index / @column_max * 48 - self.oy self.cursor_rect.set(x, y, 48, 48) end #-------------------------------------------------------------------------- # ○ 最大値の再設定 #-------------------------------------------------------------------------- def max_reset max = $game_party.test_standby.size if max == 0 max = 1 else max += 1 end @item_max = max end end #============================================================================== # □ Window_Actor_Information_BTE [class] #============================================================================== class Window_Actor_Information_BTE < Window_Base #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] # actor : 一番最初のアクター情報 #-------------------------------------------------------------------------- def initialize(actor) super(0, 322, Graphics.width, 78) refresh(actor) end #-------------------------------------------------------------------------- # ○ リフレッシュ # actor : アクター情報 #-------------------------------------------------------------------------- def refresh(actor) contents.clear if actor != nil actor = $game_actors[actor] if actor.is_a?(Numeric) draw_actor_graphic(actor, 22, 48) draw_actor_name(actor, 64, 0) draw_actor_class(actor, 208, 0) draw_actor_level(actor, 64, 24) draw_actor_hp(actor, 208, 24) draw_actor_mp(actor, 336, 24) end end end #============================================================================== # □ Window_Party_Organization_BTE [class] #============================================================================== class Window_Party_Organization_BTE < Window_Base #-------------------------------------------------------------------------- # ○ オブジェクト初期化 [オーバーライド] #-------------------------------------------------------------------------- def initialize super(0, 48, Graphics.width, 274) self.opacity = 255 refresh end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh contents.clear contents.draw_text(4, 0, 155, line_height, "パーティメンバー") contents.draw_text(4, 112, 155, line_height, "待機メンバー" ) end end #============================================================================== # □ Scene_Party_Composition [class] #============================================================================== class Scene_Party_Composition < Scene_Base #-------------------------------------------------------------------------- # ○ 開始処理 [オーバーライド] #-------------------------------------------------------------------------- def start super create_windows @temporary_actor = nil end #-------------------------------------------------------------------------- # ○ ウィンドウの生成 #-------------------------------------------------------------------------- def create_windows @help_window = Window_Party_Organization_Help_BTE.new @party_member_window = Window_Party_Member_BTE.new @standby_member_window = Window_Standby_Member_BTE.new @information_window = Window_Actor_Information_BTE.new($game_party.all_members[0]) @organization_window = Window_Party_Organization_BTE.new @party_member_window.active = true end #-------------------------------------------------------------------------- # ○ フレーム更新 [オーバーライド] #-------------------------------------------------------------------------- def update super if @party_member_window.active update_party_member_window return end if @standby_member_window.active update_standby_member_window return end end #-------------------------------------------------------------------------- # ○ フレーム更新:パーティメンバーウィンドウ #-------------------------------------------------------------------------- def update_party_member_window @information_window.refresh($game_party.members[@party_member_window.index]) if Input.trigger?(:B) Sound.play_cancel SceneManager.return SceneManager.scene.prepare(2) return end if Input.trigger?(:C) Sound.play_ok @temporary_actor = $game_party.members[@party_member_window.index] @party_member_window.active = false @standby_member_window.active = true @standby_member_window.index = 0 @help_window.text_index = 1 @help_window.refresh return end end #-------------------------------------------------------------------------- # ○ フレーム更新:待機メンバーウィンドウ #-------------------------------------------------------------------------- def update_standby_member_window @information_window.refresh($game_party.test_standby[@standby_member_window.index]) if Input.trigger?(:B) Sound.play_cancel return_party_member_process return end if Input.trigger?(:C) temp = $game_party.test_standby[@standby_member_window.index] if @temporary_actor != nil if $game_party.test_standby[@standby_member_window.index] != nil $game_party.test_standby[@standby_member_window.index] = @temporary_actor.id temp_members = [] for i in $game_party.all_members temp_members.push(i.id) end temp_members[@party_member_window.index] = temp $game_party.all_members = temp_members else if $game_party.members.size == 1 Sound.play_buzzer return end temp = $game_party.members[@party_member_window.index] $game_party.remove_actor($game_party.members[@party_member_window.index].id) $game_party.add_actor_organization_system_bte(temp.id) end else if $game_party.test_standby[@standby_member_window.index] == nil Sound.play_buzzer return end $game_party.add_actor($game_party.test_standby[@standby_member_window.index]) $game_party.remove_actor_organization_system_bte($game_party.test_standby[@standby_member_window.index]) end Sound.play_ok $game_party.standby_sort_bte $game_player.refresh @party_member_window.refresh @standby_member_window.refresh return_party_member_process return end end #-------------------------------------------------------------------------- # ○ パーティメンバーウィンドウ復帰処理 #-------------------------------------------------------------------------- def return_party_member_process @temporary_actor = nil @party_member_window.active = true @standby_member_window.active = false @standby_member_window.index = -1 @party_member_window.max_reset @standby_member_window.max_reset @help_window.text_index = 0 @help_window.refresh end end end