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FranckyFox2468

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Posts posted by FranckyFox2468


  1. For the info, I'm not lost and I still check in frequently (I'm not always logging in).

    The setting to receive an e-mail is enabled and I received the e-mail (about 2 days ago).

    I normally don't answer emails right away (yes, I'm that busy...) and I also check if it's from someone who's serious or a user who just registered to get the patch.

     

    I didn't re-uploaded any recent versions on the wiki since I received an e-mail from a squarenix's license tracking company asking me to stop.

    I don't want the patch, even in it's incomplete state, to go public.

    Basically, I don't want someone to simply steal what I did and take credits (though I can gladly share my work if someone want's to try out or help to translate the script), and I don't want trouble from squarenix.

     

    Finally, I still have all the files, and can continue the project anytime I have a clue about the script's encryption or the few other problems I have.

    Why the $#!& square enix wants to stop you from translating a game that is probably never going to release in america? I mean seriously, we already lost all hope of this releasing in america when they announced DQM terry wonderland because we were more excited about this one. So why removing our chance to play this game if it will probably never releases for uses?

     

    I just finished DQMJ2 and i was just waiting for this patch to be done, which means i will have to keep my ass on a chair for a $#!&ing whole year until they announce a new DQ at E3, fantastic...........


  2. Hey guys, i got a problem. Recently, i just finished DQMJ2 and i still feel a need for a new DQ game and i don't feel like waiting for DQX or DQMJ3 (Terry wonderland) since they haven't even been announced in america, so here's my question:

    Is there a place where i can find a translated version (It can be in french) of DQMJ2 pro? (Please, i want it to be a completed one if possible)


  3. Hi, i want to introduce you guys a new series i started called Bill'n'Gill. Its mostly a web series made with a game called Garry's mod (A sand box which you can do pretty much everything) starring 2 sanguinis who does silly things in the world of half-life/Team fortress 2. After many pilote episodes, i finally worked on the first episode of the first season:

     

    http://www.youtube.com/watch?v=Ecs-eZ3yBmE

     

    Enjoy, and tell me what you think. I also take suggestion for other episodes since they haven't being planned yet (Except episode 2 for now)


  4. Well maybe its not going to be concidered as a mmo in usa, maybe they'll make use beleive that its a rpg in our country, like the time they hided that Rocket slime was actually a sequel. And also, i don't know if you remember, but at first DQ9 was supposed to be an action rpg, and guess what we got at the end?


  5. Thanks again Tesla, but i figured how to make work the script, i will just need some explainations, if it don't work ill use your trick ;) But say, how do i add a monster to the standby section if the party is full and how can i make the game detect that the standby/battle party already has a certain monster to make sure the capture rate gets lower?


  6. Thanks Tesla! But i got 2 questions. How do i synth monsters and is there a way to use the party change option to do something like "Ho, it seems like your storage is full, your going to have to replace a monster you have to add this monster to your storage", know what i mean?


  7. Give people time to respond. It takes people some time to respond.

     

    Anyway here is the script I'm using for my DQM game. :D

     

    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/	â—†	 Party Expansion & Formation - KGC_LargeParty	  â—† VX â—†
    #_/	â—‡				 Last Update: 2008/04/27					â—‡
    #_/	â—†			   Translation by Mr. Anonymous				 â—†
    #_/-----------------------------------------------------------------------------
    #_/  This script allows you more control over the default "party" system by
    #_/   removing the limitation of only having four actors to a party. These
    #_/   extra actors may behave just as any other actor during battle. In addition
    #_/   you may also have "standby" actors, who can be swapped out with the
    #_/   current party via a "Party Formation" screen, which may optionally be
    #_/   added into the main menu panel, and/or even called from pressing
    #_/   a specified button while on the main menu.
    #_/-----------------------------------------------------------------------------
    #_/					   â—† 2008/04/27 UPDATE [KGC] â—†		
    #_/			 Updated for KGC_CursorAnimation compatibility.
    #_/=============================================================================
    #_/					â—† Instructions For Usage â—†
    #_/					   â—† Script Commands â—†
    #_/  These commands are used in "Script" function in the third page of event
    #_/   commands under "Advanced".
    #_/
    #_/  * call_partyform
    #_/	 Calls the Party Formation screen.
    #_/
    #_/  * set_max_battle_member_count(Value)
    #_/	 Allows you to manually set the maximum amount of actors in the active
    #_/	  party, i.e. the amount of party members who may participate in battle.
    #_/
    #_/  * party_full?
    #_/	 Used for Conditional Branches. This allows you to determine wether the
    #_/	  active party is full in accordance to MAX_BATTLE_MEMBERS or the above
    #_/	  manual statement of set_max_battle_member_count(Value).
    #_/
    #_/  * permit_partyform(true/false)
    #_/	 Allows you to enable or disable the Party Formation screen on the main
    #_/	  command menu. This also actives or deactivates PARTYFORM_SWITCH.
    #_/
    #_/  * fix_actor(ActorID, true/false)
    #_/	 Allows you to fix or force an actor into remaining in the active party
    #_/	  and not be switched out with a standby actor. If the true/false
    #_/	  argument is omitted, the statement is automatically considered true.
    #_/
    #_/  * change_party_shift(index1, index2)
    #_/	 This allows you to switch an actor in the position of index1 with the
    #_/	  actor in the position of index2. This ignores the fix_actor function.
    #_/	   Also of note is that the first actor in the party actually has an
    #_/	   index of 0, second actor has an index of 1, and so on.
    #_/
    #_/  * sort_party_member(sort_type, true/false)
    #_/	 This allows you to manually sort the actors by replacing sort_type with
    #_/	  SORT_BY_ID, SORT_BY_NAME, or SORT_BY_LEVEL. If you set the second
    #_/	  argument to true, the sorting order is reversed. If true, it is not.
    #_/	  Also, if the second argument is omitted, it is automatically false.
    #_/
    #_/  * get_stand_by_member_ids
    #_/	 This aquires the arrangement of the ActorIDs of the standby actors.
    #_/
    #_/  * stand_by_member?(ActorID)
    #_/	 Used for Conditional Branches. This allows you to determine if the actor
    #_/	  specified is a standby party member.
    #_/
    #_/  * add_battle_member(ActorID, index)
    #_/	 Allows you to add an actor to the active party and place it in the
    #_/	  desired position(index). If the second argument is omitted, the actor
    #_/	  will automatically be placed at the end of the party. Also, if the
    #_/	  active party is full, the actor will not be added.
    #_/
    #_/  * remove_battle_member(ActorID)
    #_/	 Removes an actor from the active party. This cannot removed an actor
    #_/	  who is fixed into place using fix_actor.
    #_/
    #_/  * remove_all_battle_member
    #_/	 All actors other than fixed actors are removed from the active party.
    #_/	  Note that this seems to unfix fixed characters, but not remove them.
    #_/	  Also note that if there are no fixed actors, you must add a member
    #_/	  back into the active party using add_battle_member BEFORE the player
    #_/	  is allowed to open the menu or enter battle.
    #_/
    #_/  * random_launch
    #_/	 Randomly sorts and replaces the active party with those from the standby
    #_/	  party. Once again this does not effect fixed actors.
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/ A special note from the translator: I'll be revising this translation for
    #_/  a more user-friendly approach and expanded functionality explainations
    #_/  when I have the time. If you don't understand something here now, fear not,
    #_/  as this is only a beta translation. As such, some things may be incorrect.
    #_/  however, it should work without a hitch, with the possible exception of
    #_/  SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE, which I still cannot figure out.
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    
    #==============================================================================#
    #							★ Customization ★								 #
    #==============================================================================#
    
    module KGC
    module LargeParty
     #				  â—† Party Formation In-Game Switch â—†
     #  This allows you to assign an in-game Switch that allows you to enable or
     #   disable the Party Formation screen on the main command menu.
     PARTYFORM_SWITCH		  = 3
     #			  â—† Party Formation In-Game Switch (In Combat) â—†
     #  This allows you to assign an in-game Switch that allows you to enable or
     #   disable the Party Formation screen during combat.
     BATTLE_PARTYFORM_SWITCH   = 4
     #			â—† Default Party Formation Switch Activation Toggle â—†
     #  When "New Game" is selected, both party formation permission switches
     #   automatically become active (ON) when this is set as true.
     DEFAULT_PARTYFORM_ENABLED = true
    
     #				  â—† Maximum Party Members (In Combat) â—†
     #  Allows you to choose how many actors may participate in a battle.
     MAX_BATTLE_MEMBERS = 3
     #						 â—† The Party Members â—†
     #  Allows you to choose how many actors may be added to the party.
     #   *Note: Game_Party::MAX_MEMBERS Is overwritten
     #  When making this 100 or more, you'll receive an error.
     MAX_MEMBERS = 10
    
     #					 â—† Fixed Party Member Sorting â—†
     #  This toggle allows you to enable/disable automatic sorting of fixed(active)
     #   party members.
     #  true = Disable automatic sorting.
     #  false = Enable automatic sorting.
     FORBID_CHANGE_SHIFT_FIXED = false
    
     #  Standby Members Background Color
     #   Default: Color.new(0, 0, 0, 0)
     STAND_BY_COLOR = Color.new(0, 0, 0, 128)
     # â—† Fixed Current Party Background Color
     FIXED_COLOR	= Color.new(255, 128, 64, 96)
     #  Background Color that shows when Members are selected.
     SELECTED_COLOR = Color.new(64, 255, 128, 128)
    
     #				â—† Party Formation Command Menu Selection â—†
     #  This allows you to change the key/button pressed in the menu screen to
     #   pull up the Party Formation screen without actually highlighting and
     #   selecting the Party Formation option.
     #  If this is set as nil, this function is disabled.
     MENU_PARTYFORM_BUTTON	  = Input::A
     #  This toggle allows you to enable/disable the Party Formation option on the
     #   main command window.
     # true = The option is enabled.
     # false = The option is removed.
     USE_MENU_PARTYFORM_COMMAND = true
     #  This allows you to change the text displayed for the Party Formation option
     #   in the main command window.
     VOCAB_MENU_PARTYFORM	   = "Party"
    
     #  This toggle allows you to enable/disable the Party Formation option while
     #   in combat.
     #   This option is added under the "Run" or "Escape" command.
     USE_BATTLE_PARTYFORM   = true
     #  This allows you to change the text displayed for the Party Formation option
     #   while in combat under the "Run" or "Escape" command.
     VOCAB_BATTLE_PARTYFORM = "Party"
    
     #		   â—† Party Formation Screen Character Dimensions â—†
     #  This allows you to change the width and height of the actors' placemarkers
     #   on the Party Formation Screen.
     #  You can rewrite this [x, y] in accordance to the size of your actor's
     #   walking graphic.
     PARTY_FORM_CHARACTER_SIZE   = [40, 48]
     #  This allows you to change the text of the empty slots in the Party
     #   Formation Screen.
     BATTLE_MEMBER_BLANK_TEXT	= "EMPTY"
     # â—† Party Formation Screen Member Rows â—†
     #  This allows you to change the amount of rows that in the "Standby"
     #   box.
     #  Adjust this value to 1 if the status window protrudes beyond the screen.
     PARTY_MEMBER_WINDOW_ROW_MAX = 2
     #					 â—† Current Party Member Display â—†
     #  This toggle allows you to show/hide the current party members in the
     #   "Standby" box.
     #  true = Show them! These will be greyed out.
     #  false = Hide them.
     SHOW_BATTLE_MEMBER_IN_PARTY = false
     #  This allows you to change the text displayed for empty slots on in the
     #   "Current Party" box.
     PARTY_MEMBER_BLANK_TEXT	 = "-"
    
     # â—† Width of caption window on organization screen
     CAPTION_WINDOW_WIDTH  = 192
     # â—† Caption of combat member window on organization screen
     BATTLE_MEMBER_CAPTION = "Current Party"
    
     if SHOW_BATTLE_MEMBER_IN_PARTY
    #  This allows you to change the text that appears on top of the Party
    #   Formation box.
    #  (When SHOW_BATTLE_MEMBER_IN_PARTY = true)
    PARTY_MEMBER_CAPTION = "Party Formation"
     else
    #  This allows you to change the text that appears on top of the Standby
    #	box.
    #  (When SHOW_BATTLE_MEMBER_IN_PARTY = false)
    PARTY_MEMBER_CAPTION = "Standby"
     end
    
     #				â—† Width of Formation Confirmation Window â—†
     CONFIRM_WINDOW_WIDTH	= 160
     #			 â—† Vocab Strings for Formation Confirmation Window â—†
     #  If the order of these commands are changed or something is removed, expect
     #   an error.
     CONFIRM_WINDOW_COMMANDS = ["Done", "Menu", "Cancel"]
    
     #				   â—† Equip Item Status Shop Scroll â—†
     #  This allows you to change the key/button HELD DOWN while using the Up and
     #   Down keys to scroll the attribute bonuses window (to the right) to view
     #   the each individual unit's attribute bonuses. KCG_HelpExtension is
     #   required for this function to work properly.
     #  If you set this to nil, this function is disabled.
     SHOP_STATUS_SCROLL_BUTTON = Input::A
    
     #			   â—† Standby Members Experience Gain Percentage â—†
     #  If you enter 500 in this, the actual EXP gained is 50.0%
     #   You may also prevent standby units from gaining EXP by setting this is 0.
     STAND_BY_EXP_RATE = 500
     #					â—† Standby Members Level-Up Message â—†
     #  This toggle allows you to enable/disable the level-up messages displayed
     #   for units on standby.
     #  true = Show level-up messages for standby units.
     #  false = Hide level-up messages for standby units.
     SHOW_STAND_BY_LEVEL_UP = true
     #					 â—† Standby Members Combat Display â—†
     #  *Note: I cannot figure out what this actually does. It doesn't -seem- to
     #	work as advertised, but I could be wrong. If anyone figures out what this
     #	actually does, please let me know.
     #  true  : All members are displayed during combat.
     #  false : Exchanged standby members are not shown.
     SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = false
     end
    end
    
    $imported = {} if $imported == nil
    $imported["LargeParty"] = true
    
    #==============================================================================
    # â–¡ KGC::Commands
    #==============================================================================
    
    module KGC::Commands
     # メンãƒãƒ¼ã®ã‚½ãƒ¼ãƒˆå½¢å¼
     SORT_BY_ID	= 0  # IDé †
     SORT_BY_NAME  = 1  # åå‰é †
     SORT_BY_LEVEL = 2  # レベル順
    
     module_function
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆç”»é¢ã®å‘¼ã³å‡ºã—
     #--------------------------------------------------------------------------
     def call_partyform
    return if $game_temp.in_battle
    $game_temp.next_scene = :partyform
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°ã‚’設定
     #	 value : 人数 (çœç•¥ã—ãŸå ´åˆã¯ãƒ‡ãƒ•ã‚©ãƒ«ãƒˆå€¤ã‚’使用)
     #--------------------------------------------------------------------------
     def set_max_battle_member_count(value = nil)
    $game_party.max_battle_member_count = value
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ人数ãŒä¸€æ¯ã‹
     #--------------------------------------------------------------------------
     def party_full?
    return $game_party.full?
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆå¯å¦ã‚’設定
     #	 enabled : 有効フラグ (çœç•¥æ™‚ : true)
     #--------------------------------------------------------------------------
     def permit_partyform(enabled = true)
    $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘中ã®ãƒ‘ーティ編æˆå¯å¦ã‚’設定
     #	 enabled : 有効フラグ (çœç•¥æ™‚ : true)
     #--------------------------------------------------------------------------
     def permit_battle_partyform(enabled = true)
    $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターã®å›ºå®šçŠ¶æ…‹ã‚’設定
     #	 actor_id : アクター ID
     #	 fixed	: 固定フラグ (çœç•¥æ™‚ : true)
     #--------------------------------------------------------------------------
     def fix_actor(actor_id, fixed = true)
    $game_party.fix_actor(actor_id, fixed)
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆ
     #	メンãƒãƒ¼ã® index1 番目㨠index2 番目を入れ替ãˆã‚‹
     #--------------------------------------------------------------------------
     def change_party_shift(index1, index2)
    $game_party.change_shift(index1, index2)
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æ•´åˆ— (昇順)
     #	 sort_type : ã‚½ãƒ¼ãƒˆå½¢å¼ (SORT_BY_xxx)
     #	 reverse   : true ã ã¨é™é †
     #--------------------------------------------------------------------------
     def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
    $game_party.sort_member(sort_type, reverse)
     end
     #--------------------------------------------------------------------------
     # â—‹ 待機メンãƒãƒ¼ã® ID ã‚’å–å¾—
     #--------------------------------------------------------------------------
     def get_stand_by_member_ids
    result = []
    $game_party.stand_by_members.each { |actor| result << actor.id }
    return result
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターãŒå¾…機メンãƒãƒ¼ã‹
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     def stand_by_member?(actor_id)
    return get_stand_by_member_ids.include?(actor_id)
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã«åŠ ãˆã‚‹
     #	 actor_id : アクター ID
     #	 index	: 追加ä½ç½® (çœç•¥æ™‚ã¯æœ€å¾Œå°¾)
     #--------------------------------------------------------------------------
     def add_battle_member(actor_id, index = nil)
    $game_party.add_battle_member(actor_id, index)
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     def remove_battle_member(actor_id)
    $game_party.remove_battle_member(actor_id)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定アクター以外を戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
     #--------------------------------------------------------------------------
     def remove_all_battle_member
    $game_party.all_members.each { |actor|
      $game_party.remove_battle_member(actor.id)
    }
     end
     #--------------------------------------------------------------------------
     # ○ ランダム出撃
     #--------------------------------------------------------------------------
     def random_launch
    new_battle_members = $game_party.fixed_members
    candidates = $game_party.all_members - new_battle_members
    num = [$game_party.max_battle_member_count - new_battle_members.size,
      candidates.size].min
    return if num <= 0
    
    # ランダムã«é¸ã¶
    ary = (0...candidates.size).to_a.sort_by { rand }
    ary[0...num].each { |i| new_battle_members << candidates[i] }
    $game_party.set_battle_member(new_battle_members)
     end
    end
    
    class Game_Interpreter
     include KGC::Commands
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Vocab
    #==============================================================================
    
    module Vocab
     # 「パーティ編æˆã€ã‚³ãƒžãƒ³ãƒ‰å (メニュー)
     def self.partyform
    return KGC::LargeParty::VOCAB_MENU_PARTYFORM
     end
    
     # 「パーティ編æˆã€ã‚³ãƒžãƒ³ãƒ‰å (戦闘)
     def self.partyform_battle
    return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Game_Actor
    #==============================================================================
    
    class Game_Actor < Game_Battler
     #--------------------------------------------------------------------------
     # â—‹ パーティ内インデックスå–å¾—
     #--------------------------------------------------------------------------
     def party_index
    return $game_party.all_members.index(self)
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def battle_member?
    return $game_party.battle_members.include?(self)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定メンãƒãƒ¼ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def fixed_member?
    return $game_party.fixed_members.include?(self)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Game_Party
    #==============================================================================
    
    class Game_Party
     #--------------------------------------------------------------------------
     # ◠定数
     #--------------------------------------------------------------------------
     MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS  # 最大パーティ人数
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     alias initialize_KGC_LargeParty initialize
     def initialize
    initialize_KGC_LargeParty
    
    @max_battle_member_count = nil
    @battle_member_count = 0
    @fixed_actors = []
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°å–å¾—
     #--------------------------------------------------------------------------
     def max_battle_member_count
    if @max_battle_member_count == nil
      return KGC::LargeParty::MAX_BATTLE_MEMBERS
    else
      return @max_battle_member_count
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°å¤‰æ›´
     #--------------------------------------------------------------------------
     def max_battle_member_count=(value)
    if value.is_a?(Integer)
      value = [value, 1].max
    end
    @max_battle_member_count = value
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æ•°å–å¾—
     #--------------------------------------------------------------------------
     def battle_member_count
    if @battle_member_count == nil
      @battle_member_count = @actors.size
    end
    @battle_member_count =
      [@battle_member_count, @actors.size, max_battle_member_count].min
    return @battle_member_count
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æ•°è¨­å®š
     #--------------------------------------------------------------------------
     def battle_member_count=(value)
    @battle_member_count = [[value, 0].max,
      @actors.size, max_battle_member_count].min
     end
     #--------------------------------------------------------------------------
     # ◠メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     alias members_KGC_LargeParty members
     def members
    if $game_temp.in_battle ||
    	!KGC::LargeParty::SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE
      return battle_members
    else
      return members_KGC_LargeParty
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 全メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def all_members
    return members_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def battle_members
    result = []
    battle_member_count.times { |i| result << $game_actors[@actors[i]] }
    return result
     end
     #--------------------------------------------------------------------------
     # â—‹ 待機メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def stand_by_members
    return (all_members - battle_members)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def fixed_members
    result = []
    @fixed_actors.each { |i| result << $game_actors[i] }
    return result
     end
     #--------------------------------------------------------------------------
     # â— åˆæœŸãƒ‘ーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
     #--------------------------------------------------------------------------
     alias setup_starting_members_KGC_LargeParty setup_starting_members
     def setup_starting_members
    setup_starting_members_KGC_LargeParty
    
    self.battle_member_count = @actors.size
     end
     #--------------------------------------------------------------------------
     # ◠戦闘テスト用パーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
     #--------------------------------------------------------------------------
     alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members
     def setup_battle_test_members
    setup_battle_test_members_KGC_LargeParty
    
    self.battle_member_count = @actors.size
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ã®æ–°è¦è¨­å®š
     #	 new_member : æ–°ã—ã„メンãƒãƒ¼
     #--------------------------------------------------------------------------
     def set_member(new_member)
    @actors = []
    new_member.each { |actor| @actors << actor.id }
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼ã®æ–°è¦è¨­å®š
     #	 new_member : æ–°ã—ã„戦闘メンãƒãƒ¼
     #--------------------------------------------------------------------------
     def set_battle_member(new_member)
    new_battle_member = []
    new_member.each { |actor|
      @actors.delete(actor.id)
      new_battle_member << actor.id
    }
    @actors = new_battle_member + @actors
    self.battle_member_count = new_member.size
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆã‚’許å¯ã—ã¦ã„ã‚‹ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def partyform_enable?
    return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘中ã®ãƒ‘ーティ編æˆã‚’許å¯ã—ã¦ã„ã‚‹ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def battle_partyform_enable?
    return false unless partyform_enable?
    return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãŒä¸€æ¯ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def full?
    return (@actors.size >= MAX_MEMBERS)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定アクターã‹åˆ¤å®š
     #	 actor_id : 判定ã™ã‚‹ã‚¢ã‚¯ã‚¿ãƒ¼ã® ID
     #--------------------------------------------------------------------------
     def actor_fixed?(actor_id)
    return @fixed_actors.include?(actor_id)
     end
     #--------------------------------------------------------------------------
     # ◠アクターを加ãˆã‚‹
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     alias add_actor_KGC_LargeParty add_actor
     def add_actor(actor_id)
    last_size = @actors.size
    
    add_actor_KGC_LargeParty(actor_id)
    
    if last_size < @actors.size
      self.battle_member_count += 1
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã«åŠ ãˆã‚‹
     #	 actor_id : アクター ID
     #	 index	: 追加ä½ç½® (çœç•¥æ™‚ã¯æœ€å¾Œå°¾)
     #--------------------------------------------------------------------------
     def add_battle_member(actor_id, index = nil)
    return unless @actors.include?(actor_id)  # パーティã«ã„ãªã„
    if index == nil
      return if battle_members.include?($game_actors[actor_id])  # 出撃済ã¿
      return if battle_member_count == max_battle_member_count   # 人数ãŒæœ€å¤§
      index = battle_member_count
    end
    
    @actors.delete(actor_id)
    @actors.insert(index, actor_id)
    self.battle_member_count += 1
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     def remove_battle_member(actor_id)
    return unless @actors.include?(actor_id)  # パーティã«ã„ãªã„
    return if actor_fixed?(actor_id)		  # 固定済ã¿
    return if stand_by_members.include?($game_actors[actor_id])  # 待機中
    
    @actors.delete(actor_id)
    @actors.push(actor_id)
    self.battle_member_count -= 1
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターã®å›ºå®šçŠ¶æ…‹ã‚’設定
     #	 actor_id : アクター ID
     #	 fixed	: 固定フラグ (çœç•¥æ™‚ : false)
     #--------------------------------------------------------------------------
     def fix_actor(actor_id, fixed = false)
    return unless @actors.include?(actor_id)  # パーティã«ã„ãªã„
    
    if fixed
      # 固定
      unless @fixed_actors.include?(actor_id)
    	@fixed_actors << actor_id
    	unless battle_members.include?($game_actors[actor_id])
    	  self.battle_member_count += 1
    	end
      end
      # 強制出撃
      apply_force_launch
    else
      # 固定解除
      @fixed_actors.delete(actor_id)
    end
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # â—‹ 強制出撃é©ç”¨
     #--------------------------------------------------------------------------
     def apply_force_launch
    while (fixed_members - battle_members).size > 0
      # 固定状態ã§ãªã„メンãƒãƒ¼ã‚’é©å½“ã«æŒã£ã¦ãã¦å…¥ã‚Œæ›¿ãˆ
      actor1 = stand_by_members.find { |a| @fixed_actors.include?(a.id) }
      actor2 = battle_members.reverse.find { |a| !@fixed_actors.include?(a.id) }
      index1 = @actors.index(actor1.id)
      index2 = @actors.index(actor2.id)
      @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
    
      # 戦闘メンãƒãƒ¼ãŒå…¨å“¡å›ºå®šã•ã‚ŒãŸã‚‰æˆ»ã‚‹ (ç„¡é™ãƒ«ãƒ¼ãƒ—防止)
      all_fixed = true
      battle_members.each { |actor|
    	unless actor.fixed_member?
    	  all_fixed = false
    	  break
    	end
      }
      break if all_fixed
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æ•´åˆ— (昇順)
     #	 sort_type : ã‚½ãƒ¼ãƒˆå½¢å¼ (SORT_BY_xxx)
     #	 reverse   : true ã ã¨é™é †
     #--------------------------------------------------------------------------
     def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
    			  reverse = false)
    # ãƒãƒƒãƒ•ã‚¡ã‚’準備
    b_actors = battle_members
    actors = all_members - b_actors
    f_actors = fixed_members
    # 固定キャラã¯ã‚½ãƒ¼ãƒˆã—ãªã„
    if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
      actors -= f_actors
      b_actors -= f_actors
    end
    
    # ソート
    case sort_type
    when KGC::Commands::SORT_BY_ID	 # IDé †
      actors.sort!   { |a, b| a.id <=> b.id }
      b_actors.sort! { |a, b| a.id <=> b.id }
    when KGC::Commands::SORT_BY_NAME   # åå‰é †
      actors.sort!   { |a, b| a.name <=> b.name }
      b_actors.sort! { |a, b| a.name <=> b.name }
    when KGC::Commands::SORT_BY_LEVEL  # レベル順
      actors.sort!   { |a, b| a.level <=> b.level }
      b_actors.sort! { |a, b| a.level <=> b.level }
    end
    # å転
    if reverse
      actors.reverse!
      b_actors.reverse!
    end
    
    # 固定キャラを先頭ã«æŒã£ã¦ãã‚‹
    if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
      actors = f_actors + actors
      b_actors = f_actors + b_actors
    end
    
    # 復帰
    set_member(actors)
    set_battle_member(b_actors)
    
    apply_force_launch
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆ
     #	戦闘メンãƒãƒ¼ã® index1 番目㨠index2 番目を入れ替ãˆã‚‹
     #--------------------------------------------------------------------------
     def change_shift(index1, index2)
    size = @actors.size
    if index1 >= size || index2 >= size
      return
    end
    buf = @actors[index1]
    @actors[index1] = @actors[index2]
    @actors[index2] = buf
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # ◠戦闘用ステートã®è§£é™¤ (戦闘終了時ã«å‘¼ã³å‡ºã—)
     #--------------------------------------------------------------------------
     def remove_states_battle
    for actor in all_members
      actor.remove_states_battle
    end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_Command
    #==============================================================================
    
    class Window_Command < Window_Selectable
     unless method_defined?(:add_command)
     #--------------------------------------------------------------------------
     # ○ コマンドを追加
     #	追加ã—ãŸä½ç½®ã‚’è¿”ã™
     #--------------------------------------------------------------------------
     def add_command(command)
    @commands << command
    @item_max = @commands.size
    item_index = @item_max - 1
    refresh_command
    draw_item(item_index)
    return item_index
     end
     #--------------------------------------------------------------------------
     # ○ コマンドをリフレッシュ
     #--------------------------------------------------------------------------
     def refresh_command
    buf = self.contents.clone
    self.height = [self.height, row_max * WLH + 32].max
    create_contents
    self.contents.blt(0, 0, buf, buf.rect)
    buf.dispose
     end
     #--------------------------------------------------------------------------
     # ○ コマンドを挿入
     #--------------------------------------------------------------------------
     def insert_command(index, command)
    @commands.insert(index, command)
    @item_max = @commands.size
    refresh_command
    refresh
     end
     #--------------------------------------------------------------------------
     # ○ コマンドを削除
     #--------------------------------------------------------------------------
     def remove_command(command)
    @commands.delete(command)
    @item_max = @commands.size
    refresh
     end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_MenuStatus
    #==============================================================================
    
    class Window_MenuStatus < Window_Selectable
     #--------------------------------------------------------------------------
     # ◠定数
     #--------------------------------------------------------------------------
     STATUS_HEIGHT = 96  # ステータス一人分ã®é«˜ã•
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      [height - 32, row_max * STATUS_HEIGHT].max)
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®å–å¾—
     #--------------------------------------------------------------------------
     def top_row
    return self.oy / STATUS_HEIGHT
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®è¨­å®š
     #	 row : 先頭ã«è¡¨ç¤ºã™ã‚‹è¡Œ
     #--------------------------------------------------------------------------
     def top_row=(row)
    super(row)
    self.oy = self.oy / WLH * STATUS_HEIGHT
     end
     #--------------------------------------------------------------------------
     # â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
     #--------------------------------------------------------------------------
     def page_row_max
    return (self.height - 32) / STATUS_HEIGHT
     end
     #--------------------------------------------------------------------------
     # ◠項目をæç”»ã™ã‚‹çŸ©å½¢ã®å–å¾—
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def item_rect(index)
    rect = super(index)
    rect.height = STATUS_HEIGHT
    rect.y = index / @column_max * STATUS_HEIGHT
    return rect
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    @item_max = $game_party.members.size
    create_contents
    fill_stand_by_background
    draw_member
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティメンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    #for actor in $game_party.members
    #  draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
    #  x = 104
    #  y = actor.party_index * 96 + WLH / 2
    #  draw_actor_name(actor, x, y)
    #  draw_actor_class(actor, x + 120, y)
    #  draw_actor_level(actor, x, y + WLH * 1)
    #  draw_actor_state(actor, x, y + WLH * 2)
    #  draw_actor_hp(actor, x + 120, y + WLH * 1)
    #  draw_actor_mp(actor, x + 120, y + WLH * 2)
    #end
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92) #96, 92
      x = 104
      y = actor.index * 96 + WLH / 2
      #WLH
      draw_actor_name(actor, x, y - 16)
      draw_actor_class(actor, x + 120, y - 16)
      draw_actor_level(actor, x, y - 16 + WLH * 1)
      draw_actor_state(actor, x, y - 16 + WLH * 2)
      draw_actor_hp(actor, x + 120, y - 16 + WLH * 1)
      draw_actor_mp(actor, x + 120, y - 16 + WLH * 2)
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 待機メンãƒãƒ¼ã®èƒŒæ™¯è‰²ã‚’å¡—ã‚‹
     #--------------------------------------------------------------------------
     def fill_stand_by_background
    color = KGC::LargeParty::STAND_BY_COLOR
    dy = STATUS_HEIGHT * $game_party.battle_members.size
    dh = STATUS_HEIGHT * $game_party.stand_by_members.size
    if dh > 0
      self.contents.fill_rect(0, dy, self.width - 32, dh, color)
    end
     end
     #--------------------------------------------------------------------------
     # ◠カーソルã®æ›´æ–°
     #--------------------------------------------------------------------------
     def update_cursor
    if @index < 0			   # カーソルãªã—
      self.cursor_rect.empty
    elsif @index < @item_max	# 通常
      super
    elsif @index >= 100		 # 自分
      self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
    	contents.width, STATUS_HEIGHT)
    else						# 全体
      self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
    end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_ShopStatus
    #==============================================================================
    
    class Window_ShopStatus < Window_Base
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      WLH * ($game_party.members.size + 1) * 2)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_BattleStatus
    #==============================================================================
    
    class Window_BattleStatus < Window_Selectable
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      [WLH * $game_party.members.size, height - 32].max)
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     alias refresh_KGC_LargeParty refresh
     def refresh
    create_contents
    
    refresh_KGC_LargeParty
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormCaption
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ã‚­ãƒ£ãƒ—ションを表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormCaption < Window_Base
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #	 caption : 表示ã™ã‚‹ã‚­ãƒ£ãƒ—ション
     #--------------------------------------------------------------------------
     def initialize(caption = "")
    super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
    self.z = 1500
    @caption = caption
    refresh
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, width - 32, WLH, @caption)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormMember
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormMember < Window_Selectable
     #--------------------------------------------------------------------------
     # ○ 定数
     #--------------------------------------------------------------------------
     DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
     #--------------------------------------------------------------------------
     # ◠公開インスタンス変数
     #--------------------------------------------------------------------------
     attr_accessor :selected_index		   # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #	 x	   : ウィンドウ㮠X 座標
     #	 y	   : ウィンドウ㮠Y 座標
     #	 width   : ウィンドウã®å¹…
     #	 height  : ウィンドウã®é«˜ã•
     #	 spacing : 横ã«é …ç›®ãŒä¸¦ã¶ã¨ãã®ç©ºç™½ã®å¹…
     #--------------------------------------------------------------------------
     def initialize(x, y, width, height, spacing = 8)
    super(x, y, width, height, spacing)
    self.z = 1000
     end
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      [height - 32, row_max * DRAW_SIZE[1]].max)
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®å–å¾—
     #--------------------------------------------------------------------------
     def top_row
    return self.oy / DRAW_SIZE[1]
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®è¨­å®š
     #	 row : 先頭ã«è¡¨ç¤ºã™ã‚‹è¡Œ
     #--------------------------------------------------------------------------
     def top_row=(row)
    super(row)
    self.oy = self.oy / WLH * DRAW_SIZE[1]
     end
     #--------------------------------------------------------------------------
     # â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
     #--------------------------------------------------------------------------
     def page_row_max
    return (self.height - 32) / DRAW_SIZE[1]
     end
     #--------------------------------------------------------------------------
     # ◠項目をæç”»ã™ã‚‹çŸ©å½¢ã®å–å¾—
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def item_rect(index)
    rect = super(index)
    rect.width = DRAW_SIZE[0]
    rect.height = DRAW_SIZE[1]
    rect.y = index / @column_max * DRAW_SIZE[1]
    return rect
     end
     #--------------------------------------------------------------------------
     # â—‹ é¸æŠžã‚¢ã‚¯ã‚¿ãƒ¼å–å¾—
     #--------------------------------------------------------------------------
     def actor
    return @actors[self.index]
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    restore_member_list
    draw_member
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
     #--------------------------------------------------------------------------
     def restore_member_list
    # 継承先ã§å®šç¾©
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    # 継承先ã§å®šç¾©
     end
     #--------------------------------------------------------------------------
     # â—‹ 空欄アクターæç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_empty_actor(index)
    # 継承先ã§å®šç¾©
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定キャラ背景æç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_fixed_back(index)
    rect = item_rect(index)
    self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
     end
     #--------------------------------------------------------------------------
     # â—‹ é¸æŠžä¸­ã‚­ãƒ£ãƒ©èƒŒæ™¯æç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_selected_back(index)
    rect = item_rect(index)
    self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormBattleMember
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§æˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormBattleMember < Window_PartyFormMember
     #--------------------------------------------------------------------------
     # ◠公開インスタンス変数
     #--------------------------------------------------------------------------
     attr_accessor :selected_index		   # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, 64, DRAW_SIZE[1] + 32)
    column_width = DRAW_SIZE[0] + @spacing
    nw = [column_width * $game_party.max_battle_member_count + 32,
      Graphics.width].min
    self.width = nw
    
    @item_max = $game_party.max_battle_member_count
    @column_max = width / column_width
    @selected_index = nil
    create_contents
    refresh
    self.active = true
    self.index = 0
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
     #--------------------------------------------------------------------------
     def restore_member_list
    @actors = $game_party.battle_members
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    @item_max.times { |i|
      actor = @actors[i]
      if actor == nil
    	draw_empty_actor(i)
      else
    	if i == @selected_index
    	  draw_selected_back(i)
    	elsif $game_party.actor_fixed?(actor.id)
    	  draw_fixed_back(i)
    	end
    	rect = item_rect(i)
    	draw_actor_graphic(actor,
    	  rect.x + DRAW_SIZE[0] / 2,
    	  rect.y + DRAW_SIZE[1] - 4)
      end
    }
     end
     #--------------------------------------------------------------------------
     # â—‹ 空欄アクターæç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_empty_actor(index)
    rect = item_rect(index)
    self.contents.font.color = system_color
    self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1)
    self.contents.font.color = normal_color
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormAllMember
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§å…¨ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormAllMember < Window_PartyFormMember
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, 64, 64)
    restore_member_list
    @item_max = $game_party.all_members.size
    
    # å„種サイズ計算
    column_width = DRAW_SIZE[0] + @spacing
    sw = [@item_max * column_width + 32, Graphics.width].min
    @column_max = (sw - 32) / column_width
    sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32
    sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min
    
    # 座標・サイズ調整
    self.y += DRAW_SIZE[1] + 32
    self.width = sw
    self.height = sh
    
    create_contents
    refresh
    self.active = false
    self.index = 0
     end
     #--------------------------------------------------------------------------
     # â—‹ é¸æŠžã—ã¦ã„るアクターã®ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹å–å¾—
     #--------------------------------------------------------------------------
     def actor_index
    return @index_offset + self.index
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
     #--------------------------------------------------------------------------
     def restore_member_list
    if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY
      @actors = $game_party.all_members
      @index_offset = 0
    else
      @actors = $game_party.stand_by_members
      @index_offset = $game_party.battle_members.size
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    @item_max.times { |i|
      actor = @actors[i]
      if actor == nil
    	draw_empty_actor(i)
    	next
      end
    
      if $game_party.actor_fixed?(actor.id)
    	draw_fixed_back(i)
      end
      rect = item_rect(i)
      opacity = ($game_party.battle_members.include?(actor) ? 96 : 255)
      draw_actor_graphic(actor,
    	rect.x + DRAW_SIZE[0] / 2,
    	rect.y + DRAW_SIZE[1] - 4,
    	opacity)
    }
     end
     #--------------------------------------------------------------------------
     # ◠アクターã®æ­©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯æç”»
     #	 actor   : アクター
     #	 x	   : æ画先 X 座標
     #	 y	   : æ画先 Y 座標
     #	 opacity : ä¸é€æ˜Žåº¦
     #--------------------------------------------------------------------------
     def draw_actor_graphic(actor, x, y, opacity = 255)
    draw_character(actor.character_name, actor.character_index, x, y, opacity)
     end
     #--------------------------------------------------------------------------
     # ◠歩行グラフィックã®æç”»
     #	 character_name  : 歩行グラフィック ファイルå
     #	 character_index : 歩行グラフィック インデックス
     #	 x			   : æ画先 X 座標
     #	 y			   : æ画先 Y 座標
     #	 opacity		 : ä¸é€æ˜Žåº¦
     #--------------------------------------------------------------------------
     def draw_character(character_name, character_index, x, y, opacity = 255)
    return if character_name == nil
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
     end
     #--------------------------------------------------------------------------
     # â—‹ 空欄アクターæç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_empty_actor(index)
    rect = item_rect(index)
    self.contents.font.color = system_color
    self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1)
    self.contents.font.color = normal_color
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormStatus
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§ã‚¢ã‚¯ã‚¿ãƒ¼ã®ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormStatus < Window_Base
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, 384, 128)
    self.z = 1000
    @actor = nil
    refresh
     end
     #--------------------------------------------------------------------------
     # ○ アクター設定
     #--------------------------------------------------------------------------
     def set_actor(actor)
    if @actor != actor
      @actor = actor
      refresh
    end
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    if @actor == nil
      return
    end
    
    draw_actor_face(@actor, 0, 0)
    dx = 104
    draw_actor_name(@actor, dx, 0)
    draw_actor_level(@actor, dx, WLH * 1)
    draw_actor_hp(@actor, dx, WLH * 2)
    draw_actor_mp(@actor, dx, WLH * 3)
    4.times { |i|
      draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120)
    }
     end
     #--------------------------------------------------------------------------
     # ◠能力値ã®æç”»
     #	 actor : アクター
     #	 x	 : æ画先 X 座標
     #	 y	 : æ画先 Y 座標
     #	 type  : 能力値ã®ç¨®é¡ž (0~3)
     #	 width : æ画幅
     #--------------------------------------------------------------------------
     def draw_actor_parameter(actor, x, y, type, width = 156)
    case type
    when 0
      parameter_name = Vocab::atk
      parameter_value = actor.atk
    when 1
      parameter_name = Vocab::def
      parameter_value = actor.def
    when 2
      parameter_name = Vocab::spi
      parameter_value = actor.spi
    when 3
      parameter_name = Vocab::agi
      parameter_value = actor.agi
    end
    nw = width - 36
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, nw, WLH, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormControl
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§æ“作方法を表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormControl < Window_Base
     #--------------------------------------------------------------------------
     # ○ 定数
     #--------------------------------------------------------------------------
     MODE_BATTLE_MEMBER = 0
     MODE_SHIFT_CHANGE  = 1
     MODE_PARTY_MEMBER  = 2
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, Graphics.width - 384, 128)
    self.z = 1000
    @mode = MODE_BATTLE_MEMBER
    refresh
     end
     #--------------------------------------------------------------------------
     # ○ モード変更
     #--------------------------------------------------------------------------
     def mode=(value)
    @mode = value
    refresh
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    case @mode
    when MODE_BATTLE_MEMBER  # 戦闘メンãƒãƒ¼
      buttons = [
    	#"A: 外ã™",
    	#"B: 終了",
    	#"C: 決定",
    	#"X: 並ã³æ›¿ãˆ"
      ]
    when MODE_SHIFT_CHANGE   # 並ã³æ›¿ãˆ
      buttons = [
    	#"B: キャンセル",
    	#"C: 決定",
    	#"X: 決定"
      ]
    when MODE_PARTY_MEMBER   # パーティメンãƒãƒ¼
      buttons = [
    	#"B: キャンセル",
    	#"C: 決定"
      ]
    else
      return
    end
    
    buttons.each_with_index { |c, i|
      self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
    }
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Title
    #==============================================================================
    
    class Scene_Title < Scene_Base
     #--------------------------------------------------------------------------
     # â— å„種ゲームオブジェクトã®ä½œæˆ
     #--------------------------------------------------------------------------
     alias create_game_objects_KGC_LargeParty create_game_objects
     def create_game_objects
    create_game_objects_KGC_LargeParty
    
    if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
      $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true
      $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true
    end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Map
    #==============================================================================
    
    class Scene_Map < Scene_Base
     #--------------------------------------------------------------------------
     # â— ç”»é¢åˆ‡ã‚Šæ›¿ãˆã®å®Ÿè¡Œ
     #--------------------------------------------------------------------------
     alias update_scene_change_KGC_LargeParty update_scene_change
     def update_scene_change
    return if $game_player.moving?	# プレイヤーã®ç§»å‹•ä¸­ï¼Ÿ
    
    if $game_temp.next_scene == :partyform
      call_partyform
      return
    end
    
    update_scene_change_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆç”»é¢ã¸ã®åˆ‡ã‚Šæ›¿ãˆ
     #--------------------------------------------------------------------------
     def call_partyform
    $game_temp.next_scene = nil
    $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Menu
    #==============================================================================
    
    class Scene_Menu < Scene_Base
     if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
     #--------------------------------------------------------------------------
     # ◠コマンドウィンドウã®ä½œæˆ
     #--------------------------------------------------------------------------
     alias create_command_window_KGC_LargeParty create_command_window
     def create_command_window
    create_command_window_KGC_LargeParty
    
    return if $imported["CustomMenuCommand"]
    
    @__command_partyform_index =
      @command_window.add_command(Vocab.partyform)
    @command_window.draw_item(@__command_partyform_index,
      $game_party.partyform_enable?)
    if @command_window.oy > 0
      @command_window.oy -= Window_Base::WLH
    end
    @command_window.index = @menu_index
     end
     end
     #--------------------------------------------------------------------------
     # ◠コマンドé¸æŠžã®æ›´æ–°
     #--------------------------------------------------------------------------
     alias update_command_selection_KGC_LargeParty update_command_selection
     def update_command_selection
    current_menu_index = @__command_partyform_index
    call_partyform_flag = false
    
    if Input.trigger?(Input::C)
      case @command_window.index
      when @__command_partyform_index  # パーティ編æˆ
    	call_partyform_flag = true
      end
    # パーティ編æˆãƒœã‚¿ãƒ³æŠ¼ä¸‹
    elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
    	Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
      call_partyform_flag = true
      current_menu_index = @command_window.index if current_menu_index == nil
    end
    
    # パーティ編æˆç”»é¢ã«ç§»è¡Œ
    if call_partyform_flag
      if $game_party.members.size == 0 || !$game_party.partyform_enable?
    	Sound.play_buzzer
    	return
      end
      Sound.play_decision
      $scene = Scene_PartyForm.new(current_menu_index)
      return
    end
    
    update_command_selection_KGC_LargeParty
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Shop
    #==============================================================================
    
    unless $imported["HelpExtension"]
    class Scene_Shop < Scene_Base
     #--------------------------------------------------------------------------
     # ◠フレーム更新
     #--------------------------------------------------------------------------
     alias udpate_KGC_LargeParty update
     def update
    # スクロール判定
    if !@command_window.active &&
    	KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil &&
    	Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON)
      super
      update_menu_background
      update_scroll_status
      return
    else
      @status_window.cursor_rect.empty
    end
    
    udpate_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ ステータスウィンドウã®ã‚¹ã‚¯ãƒ­ãƒ¼ãƒ«å‡¦ç†
     #--------------------------------------------------------------------------
     def update_scroll_status
    # ステータスウィンドウã«ã‚«ãƒ¼ã‚½ãƒ«ã‚’表示
    @status_window.cursor_rect.width = @status_window.contents.width
    @status_window.cursor_rect.height = @status_window.height - 32
    @status_window.update
    
    if Input.press?(Input::UP)
      @status_window.oy = [@status_window.oy - 4, 0].max
    elsif Input.press?(Input::DOWN)
      max_pos = [@status_window.contents.height -
    	(@status_window.height - 32), 0].max
      @status_window.oy = [@status_window.oy + 4, max_pos].min
    end
     end
    end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Scene_PartyForm
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã®å‡¦ç†ã‚’è¡Œã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚
    #==============================================================================
    
    class Scene_PartyForm < Scene_Base
     #--------------------------------------------------------------------------
     # ○ 定数
     #--------------------------------------------------------------------------
     CAPTION_OFFSET = 40  # キャプションウィンドウã®ä½ç½®è£œæ­£
     HOST_MENU   = 0	  # 呼ã³å‡ºã—å…ƒ : メニュー
     HOST_MAP	= 1	  # 呼ã³å‡ºã—å…ƒ : マップ
     HOST_BATTLE = 2	  # 呼ã³å‡ºã—å…ƒ : 戦闘
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #	 menu_index : コマンドã®ã‚«ãƒ¼ã‚½ãƒ«åˆæœŸä½ç½®
     #	 host_scene : 呼ã³å‡ºã—å…ƒ (0..メニュー  1..マップ  2..戦闘)
     #--------------------------------------------------------------------------
     def initialize(menu_index = 0, host_scene = HOST_MENU)
    @menu_index = menu_index
    @host_scene = host_scene
     end
     #--------------------------------------------------------------------------
     # ◠開始処ç†
     #--------------------------------------------------------------------------
     def start
    super
    create_menu_background
    
    create_windows
    create_confirm_window
    adjust_window_location
    
    # ç·¨æˆå‰ã®ãƒ‘ーティをä¿å­˜
    @battle_actors = $game_party.battle_members.dup
    @party_actors = $game_party.all_members.dup
     end
     #--------------------------------------------------------------------------
     # â—‹ ウィンドウã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_windows
    # ç·¨æˆç”¨ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ
    @battle_member_window = Window_PartyFormBattleMember.new
    @party_member_window = Window_PartyFormAllMember.new
    @status_window = Window_PartyFormStatus.new
    @status_window.set_actor(@battle_member_window.actor)
    
    # ãã®ä»–ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ
    @battle_member_caption_window =
      Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION)
    @party_member_caption_window =
      Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION)
    @control_window = Window_PartyFormControl.new
     end
     #--------------------------------------------------------------------------
     # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_confirm_window
    commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS
    @confirm_window =
      Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands)
    @confirm_window.index = 0
    @confirm_window.x = (Graphics.width - @confirm_window.width) / 2
    @confirm_window.y = (Graphics.height - @confirm_window.height) / 2
    @confirm_window.z = 2000
    @confirm_window.openness = 0
    @confirm_window.active = false
     end
     #--------------------------------------------------------------------------
     # â—‹ ウィンドウã®åº§æ¨™èª¿æ•´
     #--------------------------------------------------------------------------
     def adjust_window_location
    # 基準座標を計算
    base_x = [@battle_member_window.width, @party_member_window.width].max
    base_x = [(Graphics.width - base_x) / 2, 0].max
    base_y = @battle_member_window.height + @party_member_window.height +
      @status_window.height + CAPTION_OFFSET * 2
    base_y = [(Graphics.height - base_y) / 2, 0].max
    
    # ç·¨æˆç”¨ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®åº§æ¨™ã‚’セット
    @battle_member_window.x = base_x
    @battle_member_window.y = base_y + CAPTION_OFFSET
    @party_member_window.x = base_x
    @party_member_window.y = @battle_member_window.y +
      @battle_member_window.height + CAPTION_OFFSET
    @status_window.x = 0
    @status_window.y = @party_member_window.y + @party_member_window.height
    
    # ãã®ä»–ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®åº§æ¨™ã‚’セット
    @battle_member_caption_window.x = [base_x - 16, 0].max
    @battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
    @party_member_caption_window.x = [base_x - 16, 0].max
    @party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
    @control_window.x = @status_window.width
    @control_window.y = @status_window.y
     end
     #--------------------------------------------------------------------------
     # ◠終了処ç†
     #--------------------------------------------------------------------------
     def terminate
    super
    dispose_menu_background
    @battle_member_window.dispose
    @party_member_window.dispose
    @status_window.dispose
    @battle_member_caption_window.dispose
    @party_member_caption_window.dispose
    @control_window.dispose
    @confirm_window.dispose
     end
     #--------------------------------------------------------------------------
     # ◠メニュー画é¢ç³»ã®èƒŒæ™¯ä½œæˆ
     #--------------------------------------------------------------------------
     def create_menu_background
    super
    @menuback_sprite.z = 500
     end
     #--------------------------------------------------------------------------
     # â— å…ƒã®ç”»é¢ã¸æˆ»ã‚‹
     #--------------------------------------------------------------------------
     def return_scene
    case @host_scene
    when HOST_MENU
      $scene = Scene_Menu.new(@menu_index)
    when HOST_MAP
      $scene = Scene_Map.new
    when HOST_BATTLE
      $scene = Scene_Battle.new
    end
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # ◠フレーム更新
     #--------------------------------------------------------------------------
     def update
    super
    update_menu_background
    update_window
    if @battle_member_window.active
      update_battle_member
    elsif @party_member_window.active
      update_party_member
    elsif @confirm_window.active
      update_confirm
    end
     end
     #--------------------------------------------------------------------------
     # ○ ウィンドウ更新
     #--------------------------------------------------------------------------
     def update_window
    @battle_member_window.update
    @party_member_window.update
    @status_window.update
    @battle_member_caption_window.update
    @party_member_caption_window.update
    @control_window.update
    @confirm_window.update
     end
     #--------------------------------------------------------------------------
     # â—‹ ウィンドウå†æç”»
     #--------------------------------------------------------------------------
     def refresh_window
    @battle_member_window.refresh
    @party_member_window.refresh
     end
     #--------------------------------------------------------------------------
     # â—‹ フレーム更新 (戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
     #--------------------------------------------------------------------------
     def update_battle_member
    @status_window.set_actor(@battle_member_window.actor)
    if Input.trigger?(Input::A)
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	actor = @battle_member_window.actor
    	# アクターを外ã›ãªã„å ´åˆ
    	if actor == nil || $game_party.actor_fixed?(actor.id)
    	  Sound.play_buzzer
    	  return
    	end
    	# アクターを外ã™
    	Sound.play_decision
    	actors = $game_party.battle_members
    	actors.delete_at(@battle_member_window.index)
    	$game_party.set_battle_member(actors)
    	refresh_window
      end
    elsif Input.trigger?(Input::B)
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	# 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
    	Sound.play_cancel
    	show_confirm_window
      else											# 並ã³æ›¿ãˆä¸­
    	# 並ã³æ›¿ãˆè§£é™¤
    	Sound.play_cancel
    	@battle_member_window.selected_index = nil
    	@battle_member_window.refresh
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
      end
    elsif Input.trigger?(Input::C)
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	actor = @battle_member_window.actor
    	# アクターを外ã›ãªã„å ´åˆ
    	if actor != nil && $game_party.actor_fixed?(actor.id)
    	  Sound.play_buzzer
    	  return
    	end
    	# パーティメンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
    	Sound.play_decision
    	@battle_member_window.active = false
    	@party_member_window.active = true
    	@control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
      else											# 並ã³æ›¿ãˆä¸­
    	unless can_change_shift?(@battle_member_window.actor)
    	  Sound.play_buzzer
    	  return
    	end
    	# 並ã³æ›¿ãˆå®Ÿè¡Œ
    	Sound.play_decision
    	index1 = @battle_member_window.selected_index
    	index2 = @battle_member_window.index
    	change_shift(index1, index2)
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
      end
    elsif Input.trigger?(Input::X)
      # 並ã³æ›¿ãˆä¸å¯èƒ½ãªå ´åˆ
      unless can_change_shift?(@battle_member_window.actor)
    	Sound.play_buzzer
    	return
      end
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	# 並ã³æ›¿ãˆé–‹å§‹
    	Sound.play_decision
    	@battle_member_window.selected_index = @battle_member_window.index
    	@battle_member_window.refresh
    	@control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE
      else											# 並ã³æ›¿ãˆä¸­
    	# 並ã³æ›¿ãˆå®Ÿè¡Œ
    	Sound.play_decision
    	index1 = @battle_member_window.selected_index
    	index2 = @battle_member_window.index
    	change_shift(index1, index2)
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
      end
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆå¯å¦åˆ¤å®š
     #--------------------------------------------------------------------------
     def can_change_shift?(actor)
    # é¸æŠžã—ãŸã‚¢ã‚¯ã‚¿ãƒ¼ãŒå­˜åœ¨ã—ãªã„ã€ã¾ãŸã¯ä¸¦ã³æ›¿ãˆä¸èƒ½ãªå ´åˆ
    if actor == nil ||
    	(KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
    	 $game_party.actor_fixed?(actor.id))
      return false
    end
    return true
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆ
     #--------------------------------------------------------------------------
     def change_shift(index1, index2)
    # ä½ç½®ã‚’入れ替ãˆ
    $game_party.change_shift(index1, index2)
    # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹ã‚’クリア
    @battle_member_window.selected_index = nil
    refresh_window
     end
     #--------------------------------------------------------------------------
     # â—‹ フレーム更新 (パーティウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
     #--------------------------------------------------------------------------
     def update_party_member
    @status_window.set_actor(@party_member_window.actor)
    if Input.trigger?(Input::B)
      Sound.play_cancel
      # 戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
      @battle_member_window.active = true
      @party_member_window.active = false
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
    elsif Input.trigger?(Input::C)
      actor = @party_member_window.actor
      # アクターãŒæˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã«å«ã¾ã‚Œã‚‹å ´åˆ
      if $game_party.battle_members.include?(actor)
    	Sound.play_buzzer
    	return
      end
      # アクターを入れ替ãˆ
      Sound.play_decision
      actors = $game_party.all_members
      battle_actors = $game_party.battle_members
      if @battle_member_window.actor != nil
    	actors[@party_member_window.actor_index] = @battle_member_window.actor
    	actors[@battle_member_window.index] = actor
    	$game_party.set_member(actors.compact)
      end
      battle_actors[@battle_member_window.index] = actor
      $game_party.set_battle_member(battle_actors.compact)
      refresh_window
      # 戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
      @battle_member_window.active = true
      @party_member_window.active = false
      @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ フレーム更新 (確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
     #--------------------------------------------------------------------------
     def update_confirm
    if Input.trigger?(Input::B)
      Sound.play_cancel
      hide_confirm_window
    elsif Input.trigger?(Input::C)
      case @confirm_window.index
      when 0  # ç·¨æˆå®Œäº†
    	# パーティãŒç„¡åŠ¹ã®å ´åˆ
    	unless battle_member_valid?
    	  Sound.play_buzzer
    	  return
    	end
    	Sound.play_decision
    	return_scene
      when 1  # ç·¨æˆä¸­æ–­
    	Sound.play_decision
    	# パーティを編æˆå‰ã®çŠ¶æ…‹ã«æˆ»ã™
    	$game_party.set_member(@party_actors)
    	$game_party.set_battle_member(@battle_actors)
    	return_scene
      when 2  # キャンセル
    	Sound.play_cancel
    	hide_confirm_window
      end
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ‰åŠ¹åˆ¤å®š
     #--------------------------------------------------------------------------
     def battle_member_valid?
    return false if $game_party.battle_members.size == 0  # 戦闘メンãƒãƒ¼ãŒç©º
    $game_party.battle_members.each { |actor|
      return true if actor.exist?  # 生存者ãŒã„ã‚Œã°OK
    }
    return false
     end
     #--------------------------------------------------------------------------
     # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®è¡¨ç¤º
     #--------------------------------------------------------------------------
     def show_confirm_window
    if @battle_member_window.active
      @last_active_window = @battle_member_window
    else
      @last_active_window = @party_member_window
    end
    @battle_member_window.active = false
    @party_member_window.active = false
    
    @confirm_window.draw_item(0, battle_member_valid?)
    @confirm_window.open
    @confirm_window.active = true
     end
     #--------------------------------------------------------------------------
     # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®éžè¡¨ç¤º
     #--------------------------------------------------------------------------
     def hide_confirm_window
    @confirm_window.active = false
    @confirm_window.close
    @last_active_window.active = true
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Battle
    #==============================================================================
    
    class Scene_Battle < Scene_Base
     #--------------------------------------------------------------------------
     # ◠メッセージ表示ãŒçµ‚ã‚ã‚‹ã¾ã§ã‚¦ã‚§ã‚¤ãƒˆ
     #--------------------------------------------------------------------------
     alias wait_for_message_KGC_LargeParty wait_for_message
     def wait_for_message
    return if @ignore_wait_for_message  # メッセージ終了ã¾ã§ã®ã‚¦ã‚§ã‚¤ãƒˆã‚’無視
    
    wait_for_message_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # ◠レベルアップã®è¡¨ç¤º
     #--------------------------------------------------------------------------
     alias display_level_up_KGC_LargeParty display_level_up
     def display_level_up
    @ignore_wait_for_message = true
    
    display_level_up_KGC_LargeParty
    
    exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
    $game_party.stand_by_members.each { |actor|
      if actor.exist?
    	actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
      end
    }
    @ignore_wait_for_message = false
    wait_for_message
     end
     #--------------------------------------------------------------------------
     # ◠パーティコマンドé¸æŠžã®é–‹å§‹
     #--------------------------------------------------------------------------
     alias start_party_command_selection_KGC_LargeParty start_party_command_selection
     def start_party_command_selection
    if $game_temp.in_battle
      @status_window.index = 0
    end
    
    start_party_command_selection_KGC_LargeParty
     end
    
     if KGC::LargeParty::USE_BATTLE_PARTYFORM
     #--------------------------------------------------------------------------
     # ◠情報表示ビューãƒãƒ¼ãƒˆã®ä½œæˆ
     #--------------------------------------------------------------------------
     alias create_info_viewport_KGC_LargeParty create_info_viewport
     def create_info_viewport
    create_info_viewport_KGC_LargeParty
    
    @__command_partyform_index =
      @party_command_window.add_command(Vocab.partyform_battle)
    @party_command_window.draw_item(@__command_partyform_index,
      $game_party.battle_partyform_enable?)
     end
     #--------------------------------------------------------------------------
     # ◠パーティコマンドé¸æŠžã®æ›´æ–°
     #--------------------------------------------------------------------------
     alias update_party_command_selection_KGC_LargeParty update_party_command_selection
     def update_party_command_selection
    if Input.trigger?(Input::C)
      case @party_command_window.index
      when @__command_partyform_index  # パーティ編æˆ
    	unless $game_party.battle_partyform_enable?
    	  Sound.play_buzzer
    	  return
    	end
    	Sound.play_decision
    	process_partyform
    	return
      end
    end
    
    update_party_command_selection_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆã®å‡¦ç†
     #--------------------------------------------------------------------------
     def process_partyform
    Graphics.freeze
    snapshot_for_background
    $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
    $scene.main
    $scene = self
    @status_window.refresh
    perform_transition
     end
     end
    end
    
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/  The original untranslated version of this script can be found here:
    # [url="http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/special_system&tech=large_party"]http://f44.aaa.lived...ech=large_party[/url]
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

    Thanks alot but i realised that i lost my downloader for rpg maker vx, could you send it via private message or something please?

    nevermind

  8. Give people time to respond. It takes people some time to respond.

     

    Anyway here is the script I'm using for my DQM game. :D

     

    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/	â—†	 Party Expansion & Formation - KGC_LargeParty	  â—† VX â—†
    #_/	â—‡				 Last Update: 2008/04/27					â—‡
    #_/	â—†			   Translation by Mr. Anonymous				 â—†
    #_/-----------------------------------------------------------------------------
    #_/  This script allows you more control over the default "party" system by
    #_/   removing the limitation of only having four actors to a party. These
    #_/   extra actors may behave just as any other actor during battle. In addition
    #_/   you may also have "standby" actors, who can be swapped out with the
    #_/   current party via a "Party Formation" screen, which may optionally be
    #_/   added into the main menu panel, and/or even called from pressing
    #_/   a specified button while on the main menu.
    #_/-----------------------------------------------------------------------------
    #_/					   â—† 2008/04/27 UPDATE [KGC] â—†		
    #_/			 Updated for KGC_CursorAnimation compatibility.
    #_/=============================================================================
    #_/					â—† Instructions For Usage â—†
    #_/					   â—† Script Commands â—†
    #_/  These commands are used in "Script" function in the third page of event
    #_/   commands under "Advanced".
    #_/
    #_/  * call_partyform
    #_/	 Calls the Party Formation screen.
    #_/
    #_/  * set_max_battle_member_count(Value)
    #_/	 Allows you to manually set the maximum amount of actors in the active
    #_/	  party, i.e. the amount of party members who may participate in battle.
    #_/
    #_/  * party_full?
    #_/	 Used for Conditional Branches. This allows you to determine wether the
    #_/	  active party is full in accordance to MAX_BATTLE_MEMBERS or the above
    #_/	  manual statement of set_max_battle_member_count(Value).
    #_/
    #_/  * permit_partyform(true/false)
    #_/	 Allows you to enable or disable the Party Formation screen on the main
    #_/	  command menu. This also actives or deactivates PARTYFORM_SWITCH.
    #_/
    #_/  * fix_actor(ActorID, true/false)
    #_/	 Allows you to fix or force an actor into remaining in the active party
    #_/	  and not be switched out with a standby actor. If the true/false
    #_/	  argument is omitted, the statement is automatically considered true.
    #_/
    #_/  * change_party_shift(index1, index2)
    #_/	 This allows you to switch an actor in the position of index1 with the
    #_/	  actor in the position of index2. This ignores the fix_actor function.
    #_/	   Also of note is that the first actor in the party actually has an
    #_/	   index of 0, second actor has an index of 1, and so on.
    #_/
    #_/  * sort_party_member(sort_type, true/false)
    #_/	 This allows you to manually sort the actors by replacing sort_type with
    #_/	  SORT_BY_ID, SORT_BY_NAME, or SORT_BY_LEVEL. If you set the second
    #_/	  argument to true, the sorting order is reversed. If true, it is not.
    #_/	  Also, if the second argument is omitted, it is automatically false.
    #_/
    #_/  * get_stand_by_member_ids
    #_/	 This aquires the arrangement of the ActorIDs of the standby actors.
    #_/
    #_/  * stand_by_member?(ActorID)
    #_/	 Used for Conditional Branches. This allows you to determine if the actor
    #_/	  specified is a standby party member.
    #_/
    #_/  * add_battle_member(ActorID, index)
    #_/	 Allows you to add an actor to the active party and place it in the
    #_/	  desired position(index). If the second argument is omitted, the actor
    #_/	  will automatically be placed at the end of the party. Also, if the
    #_/	  active party is full, the actor will not be added.
    #_/
    #_/  * remove_battle_member(ActorID)
    #_/	 Removes an actor from the active party. This cannot removed an actor
    #_/	  who is fixed into place using fix_actor.
    #_/
    #_/  * remove_all_battle_member
    #_/	 All actors other than fixed actors are removed from the active party.
    #_/	  Note that this seems to unfix fixed characters, but not remove them.
    #_/	  Also note that if there are no fixed actors, you must add a member
    #_/	  back into the active party using add_battle_member BEFORE the player
    #_/	  is allowed to open the menu or enter battle.
    #_/
    #_/  * random_launch
    #_/	 Randomly sorts and replaces the active party with those from the standby
    #_/	  party. Once again this does not effect fixed actors.
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/ A special note from the translator: I'll be revising this translation for
    #_/  a more user-friendly approach and expanded functionality explainations
    #_/  when I have the time. If you don't understand something here now, fear not,
    #_/  as this is only a beta translation. As such, some things may be incorrect.
    #_/  however, it should work without a hitch, with the possible exception of
    #_/  SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE, which I still cannot figure out.
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    
    #==============================================================================#
    #							★ Customization ★								 #
    #==============================================================================#
    
    module KGC
    module LargeParty
     #				  â—† Party Formation In-Game Switch â—†
     #  This allows you to assign an in-game Switch that allows you to enable or
     #   disable the Party Formation screen on the main command menu.
     PARTYFORM_SWITCH		  = 3
     #			  â—† Party Formation In-Game Switch (In Combat) â—†
     #  This allows you to assign an in-game Switch that allows you to enable or
     #   disable the Party Formation screen during combat.
     BATTLE_PARTYFORM_SWITCH   = 4
     #			â—† Default Party Formation Switch Activation Toggle â—†
     #  When "New Game" is selected, both party formation permission switches
     #   automatically become active (ON) when this is set as true.
     DEFAULT_PARTYFORM_ENABLED = true
    
     #				  â—† Maximum Party Members (In Combat) â—†
     #  Allows you to choose how many actors may participate in a battle.
     MAX_BATTLE_MEMBERS = 3
     #						 â—† The Party Members â—†
     #  Allows you to choose how many actors may be added to the party.
     #   *Note: Game_Party::MAX_MEMBERS Is overwritten
     #  When making this 100 or more, you'll receive an error.
     MAX_MEMBERS = 10
    
     #					 â—† Fixed Party Member Sorting â—†
     #  This toggle allows you to enable/disable automatic sorting of fixed(active)
     #   party members.
     #  true = Disable automatic sorting.
     #  false = Enable automatic sorting.
     FORBID_CHANGE_SHIFT_FIXED = false
    
     #  Standby Members Background Color
     #   Default: Color.new(0, 0, 0, 0)
     STAND_BY_COLOR = Color.new(0, 0, 0, 128)
     # â—† Fixed Current Party Background Color
     FIXED_COLOR	= Color.new(255, 128, 64, 96)
     #  Background Color that shows when Members are selected.
     SELECTED_COLOR = Color.new(64, 255, 128, 128)
    
     #				â—† Party Formation Command Menu Selection â—†
     #  This allows you to change the key/button pressed in the menu screen to
     #   pull up the Party Formation screen without actually highlighting and
     #   selecting the Party Formation option.
     #  If this is set as nil, this function is disabled.
     MENU_PARTYFORM_BUTTON	  = Input::A
     #  This toggle allows you to enable/disable the Party Formation option on the
     #   main command window.
     # true = The option is enabled.
     # false = The option is removed.
     USE_MENU_PARTYFORM_COMMAND = true
     #  This allows you to change the text displayed for the Party Formation option
     #   in the main command window.
     VOCAB_MENU_PARTYFORM	   = "Party"
    
     #  This toggle allows you to enable/disable the Party Formation option while
     #   in combat.
     #   This option is added under the "Run" or "Escape" command.
     USE_BATTLE_PARTYFORM   = true
     #  This allows you to change the text displayed for the Party Formation option
     #   while in combat under the "Run" or "Escape" command.
     VOCAB_BATTLE_PARTYFORM = "Party"
    
     #		   â—† Party Formation Screen Character Dimensions â—†
     #  This allows you to change the width and height of the actors' placemarkers
     #   on the Party Formation Screen.
     #  You can rewrite this [x, y] in accordance to the size of your actor's
     #   walking graphic.
     PARTY_FORM_CHARACTER_SIZE   = [40, 48]
     #  This allows you to change the text of the empty slots in the Party
     #   Formation Screen.
     BATTLE_MEMBER_BLANK_TEXT	= "EMPTY"
     # â—† Party Formation Screen Member Rows â—†
     #  This allows you to change the amount of rows that in the "Standby"
     #   box.
     #  Adjust this value to 1 if the status window protrudes beyond the screen.
     PARTY_MEMBER_WINDOW_ROW_MAX = 2
     #					 â—† Current Party Member Display â—†
     #  This toggle allows you to show/hide the current party members in the
     #   "Standby" box.
     #  true = Show them! These will be greyed out.
     #  false = Hide them.
     SHOW_BATTLE_MEMBER_IN_PARTY = false
     #  This allows you to change the text displayed for empty slots on in the
     #   "Current Party" box.
     PARTY_MEMBER_BLANK_TEXT	 = "-"
    
     # â—† Width of caption window on organization screen
     CAPTION_WINDOW_WIDTH  = 192
     # â—† Caption of combat member window on organization screen
     BATTLE_MEMBER_CAPTION = "Current Party"
    
     if SHOW_BATTLE_MEMBER_IN_PARTY
    #  This allows you to change the text that appears on top of the Party
    #   Formation box.
    #  (When SHOW_BATTLE_MEMBER_IN_PARTY = true)
    PARTY_MEMBER_CAPTION = "Party Formation"
     else
    #  This allows you to change the text that appears on top of the Standby
    #	box.
    #  (When SHOW_BATTLE_MEMBER_IN_PARTY = false)
    PARTY_MEMBER_CAPTION = "Standby"
     end
    
     #				â—† Width of Formation Confirmation Window â—†
     CONFIRM_WINDOW_WIDTH	= 160
     #			 â—† Vocab Strings for Formation Confirmation Window â—†
     #  If the order of these commands are changed or something is removed, expect
     #   an error.
     CONFIRM_WINDOW_COMMANDS = ["Done", "Menu", "Cancel"]
    
     #				   â—† Equip Item Status Shop Scroll â—†
     #  This allows you to change the key/button HELD DOWN while using the Up and
     #   Down keys to scroll the attribute bonuses window (to the right) to view
     #   the each individual unit's attribute bonuses. KCG_HelpExtension is
     #   required for this function to work properly.
     #  If you set this to nil, this function is disabled.
     SHOP_STATUS_SCROLL_BUTTON = Input::A
    
     #			   â—† Standby Members Experience Gain Percentage â—†
     #  If you enter 500 in this, the actual EXP gained is 50.0%
     #   You may also prevent standby units from gaining EXP by setting this is 0.
     STAND_BY_EXP_RATE = 500
     #					â—† Standby Members Level-Up Message â—†
     #  This toggle allows you to enable/disable the level-up messages displayed
     #   for units on standby.
     #  true = Show level-up messages for standby units.
     #  false = Hide level-up messages for standby units.
     SHOW_STAND_BY_LEVEL_UP = true
     #					 â—† Standby Members Combat Display â—†
     #  *Note: I cannot figure out what this actually does. It doesn't -seem- to
     #	work as advertised, but I could be wrong. If anyone figures out what this
     #	actually does, please let me know.
     #  true  : All members are displayed during combat.
     #  false : Exchanged standby members are not shown.
     SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = false
     end
    end
    
    $imported = {} if $imported == nil
    $imported["LargeParty"] = true
    
    #==============================================================================
    # â–¡ KGC::Commands
    #==============================================================================
    
    module KGC::Commands
     # メンãƒãƒ¼ã®ã‚½ãƒ¼ãƒˆå½¢å¼
     SORT_BY_ID	= 0  # IDé †
     SORT_BY_NAME  = 1  # åå‰é †
     SORT_BY_LEVEL = 2  # レベル順
    
     module_function
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆç”»é¢ã®å‘¼ã³å‡ºã—
     #--------------------------------------------------------------------------
     def call_partyform
    return if $game_temp.in_battle
    $game_temp.next_scene = :partyform
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°ã‚’設定
     #	 value : 人数 (çœç•¥ã—ãŸå ´åˆã¯ãƒ‡ãƒ•ã‚©ãƒ«ãƒˆå€¤ã‚’使用)
     #--------------------------------------------------------------------------
     def set_max_battle_member_count(value = nil)
    $game_party.max_battle_member_count = value
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ人数ãŒä¸€æ¯ã‹
     #--------------------------------------------------------------------------
     def party_full?
    return $game_party.full?
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆå¯å¦ã‚’設定
     #	 enabled : 有効フラグ (çœç•¥æ™‚ : true)
     #--------------------------------------------------------------------------
     def permit_partyform(enabled = true)
    $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘中ã®ãƒ‘ーティ編æˆå¯å¦ã‚’設定
     #	 enabled : 有効フラグ (çœç•¥æ™‚ : true)
     #--------------------------------------------------------------------------
     def permit_battle_partyform(enabled = true)
    $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターã®å›ºå®šçŠ¶æ…‹ã‚’設定
     #	 actor_id : アクター ID
     #	 fixed	: 固定フラグ (çœç•¥æ™‚ : true)
     #--------------------------------------------------------------------------
     def fix_actor(actor_id, fixed = true)
    $game_party.fix_actor(actor_id, fixed)
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆ
     #	メンãƒãƒ¼ã® index1 番目㨠index2 番目を入れ替ãˆã‚‹
     #--------------------------------------------------------------------------
     def change_party_shift(index1, index2)
    $game_party.change_shift(index1, index2)
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æ•´åˆ— (昇順)
     #	 sort_type : ã‚½ãƒ¼ãƒˆå½¢å¼ (SORT_BY_xxx)
     #	 reverse   : true ã ã¨é™é †
     #--------------------------------------------------------------------------
     def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
    $game_party.sort_member(sort_type, reverse)
     end
     #--------------------------------------------------------------------------
     # â—‹ 待機メンãƒãƒ¼ã® ID ã‚’å–å¾—
     #--------------------------------------------------------------------------
     def get_stand_by_member_ids
    result = []
    $game_party.stand_by_members.each { |actor| result << actor.id }
    return result
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターãŒå¾…機メンãƒãƒ¼ã‹
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     def stand_by_member?(actor_id)
    return get_stand_by_member_ids.include?(actor_id)
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã«åŠ ãˆã‚‹
     #	 actor_id : アクター ID
     #	 index	: 追加ä½ç½® (çœç•¥æ™‚ã¯æœ€å¾Œå°¾)
     #--------------------------------------------------------------------------
     def add_battle_member(actor_id, index = nil)
    $game_party.add_battle_member(actor_id, index)
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     def remove_battle_member(actor_id)
    $game_party.remove_battle_member(actor_id)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定アクター以外を戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
     #--------------------------------------------------------------------------
     def remove_all_battle_member
    $game_party.all_members.each { |actor|
      $game_party.remove_battle_member(actor.id)
    }
     end
     #--------------------------------------------------------------------------
     # ○ ランダム出撃
     #--------------------------------------------------------------------------
     def random_launch
    new_battle_members = $game_party.fixed_members
    candidates = $game_party.all_members - new_battle_members
    num = [$game_party.max_battle_member_count - new_battle_members.size,
      candidates.size].min
    return if num <= 0
    
    # ランダムã«é¸ã¶
    ary = (0...candidates.size).to_a.sort_by { rand }
    ary[0...num].each { |i| new_battle_members << candidates[i] }
    $game_party.set_battle_member(new_battle_members)
     end
    end
    
    class Game_Interpreter
     include KGC::Commands
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Vocab
    #==============================================================================
    
    module Vocab
     # 「パーティ編æˆã€ã‚³ãƒžãƒ³ãƒ‰å (メニュー)
     def self.partyform
    return KGC::LargeParty::VOCAB_MENU_PARTYFORM
     end
    
     # 「パーティ編æˆã€ã‚³ãƒžãƒ³ãƒ‰å (戦闘)
     def self.partyform_battle
    return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Game_Actor
    #==============================================================================
    
    class Game_Actor < Game_Battler
     #--------------------------------------------------------------------------
     # â—‹ パーティ内インデックスå–å¾—
     #--------------------------------------------------------------------------
     def party_index
    return $game_party.all_members.index(self)
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def battle_member?
    return $game_party.battle_members.include?(self)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定メンãƒãƒ¼ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def fixed_member?
    return $game_party.fixed_members.include?(self)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Game_Party
    #==============================================================================
    
    class Game_Party
     #--------------------------------------------------------------------------
     # ◠定数
     #--------------------------------------------------------------------------
     MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS  # 最大パーティ人数
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     alias initialize_KGC_LargeParty initialize
     def initialize
    initialize_KGC_LargeParty
    
    @max_battle_member_count = nil
    @battle_member_count = 0
    @fixed_actors = []
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°å–å¾—
     #--------------------------------------------------------------------------
     def max_battle_member_count
    if @max_battle_member_count == nil
      return KGC::LargeParty::MAX_BATTLE_MEMBERS
    else
      return @max_battle_member_count
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ€å¤§æ•°å¤‰æ›´
     #--------------------------------------------------------------------------
     def max_battle_member_count=(value)
    if value.is_a?(Integer)
      value = [value, 1].max
    end
    @max_battle_member_count = value
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æ•°å–å¾—
     #--------------------------------------------------------------------------
     def battle_member_count
    if @battle_member_count == nil
      @battle_member_count = @actors.size
    end
    @battle_member_count =
      [@battle_member_count, @actors.size, max_battle_member_count].min
    return @battle_member_count
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æ•°è¨­å®š
     #--------------------------------------------------------------------------
     def battle_member_count=(value)
    @battle_member_count = [[value, 0].max,
      @actors.size, max_battle_member_count].min
     end
     #--------------------------------------------------------------------------
     # ◠メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     alias members_KGC_LargeParty members
     def members
    if $game_temp.in_battle ||
    	!KGC::LargeParty::SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE
      return battle_members
    else
      return members_KGC_LargeParty
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 全メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def all_members
    return members_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def battle_members
    result = []
    battle_member_count.times { |i| result << $game_actors[@actors[i]] }
    return result
     end
     #--------------------------------------------------------------------------
     # â—‹ 待機メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def stand_by_members
    return (all_members - battle_members)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定メンãƒãƒ¼ã®å–å¾—
     #--------------------------------------------------------------------------
     def fixed_members
    result = []
    @fixed_actors.each { |i| result << $game_actors[i] }
    return result
     end
     #--------------------------------------------------------------------------
     # â— åˆæœŸãƒ‘ーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
     #--------------------------------------------------------------------------
     alias setup_starting_members_KGC_LargeParty setup_starting_members
     def setup_starting_members
    setup_starting_members_KGC_LargeParty
    
    self.battle_member_count = @actors.size
     end
     #--------------------------------------------------------------------------
     # ◠戦闘テスト用パーティã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
     #--------------------------------------------------------------------------
     alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members
     def setup_battle_test_members
    setup_battle_test_members_KGC_LargeParty
    
    self.battle_member_count = @actors.size
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ã®æ–°è¦è¨­å®š
     #	 new_member : æ–°ã—ã„メンãƒãƒ¼
     #--------------------------------------------------------------------------
     def set_member(new_member)
    @actors = []
    new_member.each { |actor| @actors << actor.id }
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼ã®æ–°è¦è¨­å®š
     #	 new_member : æ–°ã—ã„戦闘メンãƒãƒ¼
     #--------------------------------------------------------------------------
     def set_battle_member(new_member)
    new_battle_member = []
    new_member.each { |actor|
      @actors.delete(actor.id)
      new_battle_member << actor.id
    }
    @actors = new_battle_member + @actors
    self.battle_member_count = new_member.size
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆã‚’許å¯ã—ã¦ã„ã‚‹ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def partyform_enable?
    return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘中ã®ãƒ‘ーティ編æˆã‚’許å¯ã—ã¦ã„ã‚‹ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def battle_partyform_enable?
    return false unless partyform_enable?
    return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãŒä¸€æ¯ã‹åˆ¤å®š
     #--------------------------------------------------------------------------
     def full?
    return (@actors.size >= MAX_MEMBERS)
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定アクターã‹åˆ¤å®š
     #	 actor_id : 判定ã™ã‚‹ã‚¢ã‚¯ã‚¿ãƒ¼ã® ID
     #--------------------------------------------------------------------------
     def actor_fixed?(actor_id)
    return @fixed_actors.include?(actor_id)
     end
     #--------------------------------------------------------------------------
     # ◠アクターを加ãˆã‚‹
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     alias add_actor_KGC_LargeParty add_actor
     def add_actor(actor_id)
    last_size = @actors.size
    
    add_actor_KGC_LargeParty(actor_id)
    
    if last_size < @actors.size
      self.battle_member_count += 1
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã«åŠ ãˆã‚‹
     #	 actor_id : アクター ID
     #	 index	: 追加ä½ç½® (çœç•¥æ™‚ã¯æœ€å¾Œå°¾)
     #--------------------------------------------------------------------------
     def add_battle_member(actor_id, index = nil)
    return unless @actors.include?(actor_id)  # パーティã«ã„ãªã„
    if index == nil
      return if battle_members.include?($game_actors[actor_id])  # 出撃済ã¿
      return if battle_member_count == max_battle_member_count   # 人数ãŒæœ€å¤§
      index = battle_member_count
    end
    
    @actors.delete(actor_id)
    @actors.insert(index, actor_id)
    self.battle_member_count += 1
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターを戦闘メンãƒãƒ¼ã‹ã‚‰å¤–ã™
     #	 actor_id : アクター ID
     #--------------------------------------------------------------------------
     def remove_battle_member(actor_id)
    return unless @actors.include?(actor_id)  # パーティã«ã„ãªã„
    return if actor_fixed?(actor_id)		  # 固定済ã¿
    return if stand_by_members.include?($game_actors[actor_id])  # 待機中
    
    @actors.delete(actor_id)
    @actors.push(actor_id)
    self.battle_member_count -= 1
     end
     #--------------------------------------------------------------------------
     # â—‹ アクターã®å›ºå®šçŠ¶æ…‹ã‚’設定
     #	 actor_id : アクター ID
     #	 fixed	: 固定フラグ (çœç•¥æ™‚ : false)
     #--------------------------------------------------------------------------
     def fix_actor(actor_id, fixed = false)
    return unless @actors.include?(actor_id)  # パーティã«ã„ãªã„
    
    if fixed
      # 固定
      unless @fixed_actors.include?(actor_id)
    	@fixed_actors << actor_id
    	unless battle_members.include?($game_actors[actor_id])
    	  self.battle_member_count += 1
    	end
      end
      # 強制出撃
      apply_force_launch
    else
      # 固定解除
      @fixed_actors.delete(actor_id)
    end
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # â—‹ 強制出撃é©ç”¨
     #--------------------------------------------------------------------------
     def apply_force_launch
    while (fixed_members - battle_members).size > 0
      # 固定状態ã§ãªã„メンãƒãƒ¼ã‚’é©å½“ã«æŒã£ã¦ãã¦å…¥ã‚Œæ›¿ãˆ
      actor1 = stand_by_members.find { |a| @fixed_actors.include?(a.id) }
      actor2 = battle_members.reverse.find { |a| !@fixed_actors.include?(a.id) }
      index1 = @actors.index(actor1.id)
      index2 = @actors.index(actor2.id)
      @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
    
      # 戦闘メンãƒãƒ¼ãŒå…¨å“¡å›ºå®šã•ã‚ŒãŸã‚‰æˆ»ã‚‹ (ç„¡é™ãƒ«ãƒ¼ãƒ—防止)
      all_fixed = true
      battle_members.each { |actor|
    	unless actor.fixed_member?
    	  all_fixed = false
    	  break
    	end
      }
      break if all_fixed
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æ•´åˆ— (昇順)
     #	 sort_type : ã‚½ãƒ¼ãƒˆå½¢å¼ (SORT_BY_xxx)
     #	 reverse   : true ã ã¨é™é †
     #--------------------------------------------------------------------------
     def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
    			  reverse = false)
    # ãƒãƒƒãƒ•ã‚¡ã‚’準備
    b_actors = battle_members
    actors = all_members - b_actors
    f_actors = fixed_members
    # 固定キャラã¯ã‚½ãƒ¼ãƒˆã—ãªã„
    if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
      actors -= f_actors
      b_actors -= f_actors
    end
    
    # ソート
    case sort_type
    when KGC::Commands::SORT_BY_ID	 # IDé †
      actors.sort!   { |a, b| a.id <=> b.id }
      b_actors.sort! { |a, b| a.id <=> b.id }
    when KGC::Commands::SORT_BY_NAME   # åå‰é †
      actors.sort!   { |a, b| a.name <=> b.name }
      b_actors.sort! { |a, b| a.name <=> b.name }
    when KGC::Commands::SORT_BY_LEVEL  # レベル順
      actors.sort!   { |a, b| a.level <=> b.level }
      b_actors.sort! { |a, b| a.level <=> b.level }
    end
    # å転
    if reverse
      actors.reverse!
      b_actors.reverse!
    end
    
    # 固定キャラを先頭ã«æŒã£ã¦ãã‚‹
    if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
      actors = f_actors + actors
      b_actors = f_actors + b_actors
    end
    
    # 復帰
    set_member(actors)
    set_battle_member(b_actors)
    
    apply_force_launch
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆ
     #	戦闘メンãƒãƒ¼ã® index1 番目㨠index2 番目を入れ替ãˆã‚‹
     #--------------------------------------------------------------------------
     def change_shift(index1, index2)
    size = @actors.size
    if index1 >= size || index2 >= size
      return
    end
    buf = @actors[index1]
    @actors[index1] = @actors[index2]
    @actors[index2] = buf
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # ◠戦闘用ステートã®è§£é™¤ (戦闘終了時ã«å‘¼ã³å‡ºã—)
     #--------------------------------------------------------------------------
     def remove_states_battle
    for actor in all_members
      actor.remove_states_battle
    end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_Command
    #==============================================================================
    
    class Window_Command < Window_Selectable
     unless method_defined?(:add_command)
     #--------------------------------------------------------------------------
     # ○ コマンドを追加
     #	追加ã—ãŸä½ç½®ã‚’è¿”ã™
     #--------------------------------------------------------------------------
     def add_command(command)
    @commands << command
    @item_max = @commands.size
    item_index = @item_max - 1
    refresh_command
    draw_item(item_index)
    return item_index
     end
     #--------------------------------------------------------------------------
     # ○ コマンドをリフレッシュ
     #--------------------------------------------------------------------------
     def refresh_command
    buf = self.contents.clone
    self.height = [self.height, row_max * WLH + 32].max
    create_contents
    self.contents.blt(0, 0, buf, buf.rect)
    buf.dispose
     end
     #--------------------------------------------------------------------------
     # ○ コマンドを挿入
     #--------------------------------------------------------------------------
     def insert_command(index, command)
    @commands.insert(index, command)
    @item_max = @commands.size
    refresh_command
    refresh
     end
     #--------------------------------------------------------------------------
     # ○ コマンドを削除
     #--------------------------------------------------------------------------
     def remove_command(command)
    @commands.delete(command)
    @item_max = @commands.size
    refresh
     end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_MenuStatus
    #==============================================================================
    
    class Window_MenuStatus < Window_Selectable
     #--------------------------------------------------------------------------
     # ◠定数
     #--------------------------------------------------------------------------
     STATUS_HEIGHT = 96  # ステータス一人分ã®é«˜ã•
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      [height - 32, row_max * STATUS_HEIGHT].max)
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®å–å¾—
     #--------------------------------------------------------------------------
     def top_row
    return self.oy / STATUS_HEIGHT
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®è¨­å®š
     #	 row : 先頭ã«è¡¨ç¤ºã™ã‚‹è¡Œ
     #--------------------------------------------------------------------------
     def top_row=(row)
    super(row)
    self.oy = self.oy / WLH * STATUS_HEIGHT
     end
     #--------------------------------------------------------------------------
     # â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
     #--------------------------------------------------------------------------
     def page_row_max
    return (self.height - 32) / STATUS_HEIGHT
     end
     #--------------------------------------------------------------------------
     # ◠項目をæç”»ã™ã‚‹çŸ©å½¢ã®å–å¾—
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def item_rect(index)
    rect = super(index)
    rect.height = STATUS_HEIGHT
    rect.y = index / @column_max * STATUS_HEIGHT
    return rect
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    @item_max = $game_party.members.size
    create_contents
    fill_stand_by_background
    draw_member
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティメンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    #for actor in $game_party.members
    #  draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
    #  x = 104
    #  y = actor.party_index * 96 + WLH / 2
    #  draw_actor_name(actor, x, y)
    #  draw_actor_class(actor, x + 120, y)
    #  draw_actor_level(actor, x, y + WLH * 1)
    #  draw_actor_state(actor, x, y + WLH * 2)
    #  draw_actor_hp(actor, x + 120, y + WLH * 1)
    #  draw_actor_mp(actor, x + 120, y + WLH * 2)
    #end
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92) #96, 92
      x = 104
      y = actor.index * 96 + WLH / 2
      #WLH
      draw_actor_name(actor, x, y - 16)
      draw_actor_class(actor, x + 120, y - 16)
      draw_actor_level(actor, x, y - 16 + WLH * 1)
      draw_actor_state(actor, x, y - 16 + WLH * 2)
      draw_actor_hp(actor, x + 120, y - 16 + WLH * 1)
      draw_actor_mp(actor, x + 120, y - 16 + WLH * 2)
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 待機メンãƒãƒ¼ã®èƒŒæ™¯è‰²ã‚’å¡—ã‚‹
     #--------------------------------------------------------------------------
     def fill_stand_by_background
    color = KGC::LargeParty::STAND_BY_COLOR
    dy = STATUS_HEIGHT * $game_party.battle_members.size
    dh = STATUS_HEIGHT * $game_party.stand_by_members.size
    if dh > 0
      self.contents.fill_rect(0, dy, self.width - 32, dh, color)
    end
     end
     #--------------------------------------------------------------------------
     # ◠カーソルã®æ›´æ–°
     #--------------------------------------------------------------------------
     def update_cursor
    if @index < 0			   # カーソルãªã—
      self.cursor_rect.empty
    elsif @index < @item_max	# 通常
      super
    elsif @index >= 100		 # 自分
      self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
    	contents.width, STATUS_HEIGHT)
    else						# 全体
      self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
    end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_ShopStatus
    #==============================================================================
    
    class Window_ShopStatus < Window_Base
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      WLH * ($game_party.members.size + 1) * 2)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Window_BattleStatus
    #==============================================================================
    
    class Window_BattleStatus < Window_Selectable
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      [WLH * $game_party.members.size, height - 32].max)
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     alias refresh_KGC_LargeParty refresh
     def refresh
    create_contents
    
    refresh_KGC_LargeParty
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormCaption
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ã‚­ãƒ£ãƒ—ションを表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormCaption < Window_Base
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #	 caption : 表示ã™ã‚‹ã‚­ãƒ£ãƒ—ション
     #--------------------------------------------------------------------------
     def initialize(caption = "")
    super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
    self.z = 1500
    @caption = caption
    refresh
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, width - 32, WLH, @caption)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormMember
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormMember < Window_Selectable
     #--------------------------------------------------------------------------
     # ○ 定数
     #--------------------------------------------------------------------------
     DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
     #--------------------------------------------------------------------------
     # ◠公開インスタンス変数
     #--------------------------------------------------------------------------
     attr_accessor :selected_index		   # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #	 x	   : ウィンドウ㮠X 座標
     #	 y	   : ウィンドウ㮠Y 座標
     #	 width   : ウィンドウã®å¹…
     #	 height  : ウィンドウã®é«˜ã•
     #	 spacing : 横ã«é …ç›®ãŒä¸¦ã¶ã¨ãã®ç©ºç™½ã®å¹…
     #--------------------------------------------------------------------------
     def initialize(x, y, width, height, spacing = 8)
    super(x, y, width, height, spacing)
    self.z = 1000
     end
     #--------------------------------------------------------------------------
     # ◠ウィンドウ内容ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32,
      [height - 32, row_max * DRAW_SIZE[1]].max)
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®å–å¾—
     #--------------------------------------------------------------------------
     def top_row
    return self.oy / DRAW_SIZE[1]
     end
     #--------------------------------------------------------------------------
     # ◠先頭ã®è¡Œã®è¨­å®š
     #	 row : 先頭ã«è¡¨ç¤ºã™ã‚‹è¡Œ
     #--------------------------------------------------------------------------
     def top_row=(row)
    super(row)
    self.oy = self.oy / WLH * DRAW_SIZE[1]
     end
     #--------------------------------------------------------------------------
     # â— 1 ページã«è¡¨ç¤ºã§ãる行数ã®å–å¾—
     #--------------------------------------------------------------------------
     def page_row_max
    return (self.height - 32) / DRAW_SIZE[1]
     end
     #--------------------------------------------------------------------------
     # ◠項目をæç”»ã™ã‚‹çŸ©å½¢ã®å–å¾—
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def item_rect(index)
    rect = super(index)
    rect.width = DRAW_SIZE[0]
    rect.height = DRAW_SIZE[1]
    rect.y = index / @column_max * DRAW_SIZE[1]
    return rect
     end
     #--------------------------------------------------------------------------
     # â—‹ é¸æŠžã‚¢ã‚¯ã‚¿ãƒ¼å–å¾—
     #--------------------------------------------------------------------------
     def actor
    return @actors[self.index]
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    restore_member_list
    draw_member
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
     #--------------------------------------------------------------------------
     def restore_member_list
    # 継承先ã§å®šç¾©
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    # 継承先ã§å®šç¾©
     end
     #--------------------------------------------------------------------------
     # â—‹ 空欄アクターæç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_empty_actor(index)
    # 継承先ã§å®šç¾©
     end
     #--------------------------------------------------------------------------
     # â—‹ 固定キャラ背景æç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_fixed_back(index)
    rect = item_rect(index)
    self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
     end
     #--------------------------------------------------------------------------
     # â—‹ é¸æŠžä¸­ã‚­ãƒ£ãƒ©èƒŒæ™¯æç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_selected_back(index)
    rect = item_rect(index)
    self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormBattleMember
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§æˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormBattleMember < Window_PartyFormMember
     #--------------------------------------------------------------------------
     # ◠公開インスタンス変数
     #--------------------------------------------------------------------------
     attr_accessor :selected_index		   # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, 64, DRAW_SIZE[1] + 32)
    column_width = DRAW_SIZE[0] + @spacing
    nw = [column_width * $game_party.max_battle_member_count + 32,
      Graphics.width].min
    self.width = nw
    
    @item_max = $game_party.max_battle_member_count
    @column_max = width / column_width
    @selected_index = nil
    create_contents
    refresh
    self.active = true
    self.index = 0
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
     #--------------------------------------------------------------------------
     def restore_member_list
    @actors = $game_party.battle_members
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    @item_max.times { |i|
      actor = @actors[i]
      if actor == nil
    	draw_empty_actor(i)
      else
    	if i == @selected_index
    	  draw_selected_back(i)
    	elsif $game_party.actor_fixed?(actor.id)
    	  draw_fixed_back(i)
    	end
    	rect = item_rect(i)
    	draw_actor_graphic(actor,
    	  rect.x + DRAW_SIZE[0] / 2,
    	  rect.y + DRAW_SIZE[1] - 4)
      end
    }
     end
     #--------------------------------------------------------------------------
     # â—‹ 空欄アクターæç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_empty_actor(index)
    rect = item_rect(index)
    self.contents.font.color = system_color
    self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1)
    self.contents.font.color = normal_color
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormAllMember
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§å…¨ãƒ¡ãƒ³ãƒãƒ¼ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormAllMember < Window_PartyFormMember
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, 64, 64)
    restore_member_list
    @item_max = $game_party.all_members.size
    
    # å„種サイズ計算
    column_width = DRAW_SIZE[0] + @spacing
    sw = [@item_max * column_width + 32, Graphics.width].min
    @column_max = (sw - 32) / column_width
    sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32
    sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min
    
    # 座標・サイズ調整
    self.y += DRAW_SIZE[1] + 32
    self.width = sw
    self.height = sh
    
    create_contents
    refresh
    self.active = false
    self.index = 0
     end
     #--------------------------------------------------------------------------
     # â—‹ é¸æŠžã—ã¦ã„るアクターã®ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹å–å¾—
     #--------------------------------------------------------------------------
     def actor_index
    return @index_offset + self.index
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼ãƒªã‚¹ãƒˆä¿®å¾©
     #--------------------------------------------------------------------------
     def restore_member_list
    if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY
      @actors = $game_party.all_members
      @index_offset = 0
    else
      @actors = $game_party.stand_by_members
      @index_offset = $game_party.battle_members.size
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ メンãƒãƒ¼æç”»
     #--------------------------------------------------------------------------
     def draw_member
    @item_max.times { |i|
      actor = @actors[i]
      if actor == nil
    	draw_empty_actor(i)
    	next
      end
    
      if $game_party.actor_fixed?(actor.id)
    	draw_fixed_back(i)
      end
      rect = item_rect(i)
      opacity = ($game_party.battle_members.include?(actor) ? 96 : 255)
      draw_actor_graphic(actor,
    	rect.x + DRAW_SIZE[0] / 2,
    	rect.y + DRAW_SIZE[1] - 4,
    	opacity)
    }
     end
     #--------------------------------------------------------------------------
     # ◠アクターã®æ­©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯æç”»
     #	 actor   : アクター
     #	 x	   : æ画先 X 座標
     #	 y	   : æ画先 Y 座標
     #	 opacity : ä¸é€æ˜Žåº¦
     #--------------------------------------------------------------------------
     def draw_actor_graphic(actor, x, y, opacity = 255)
    draw_character(actor.character_name, actor.character_index, x, y, opacity)
     end
     #--------------------------------------------------------------------------
     # ◠歩行グラフィックã®æç”»
     #	 character_name  : 歩行グラフィック ファイルå
     #	 character_index : 歩行グラフィック インデックス
     #	 x			   : æ画先 X 座標
     #	 y			   : æ画先 Y 座標
     #	 opacity		 : ä¸é€æ˜Žåº¦
     #--------------------------------------------------------------------------
     def draw_character(character_name, character_index, x, y, opacity = 255)
    return if character_name == nil
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
     end
     #--------------------------------------------------------------------------
     # â—‹ 空欄アクターæç”»
     #	 index : 項目番å·
     #--------------------------------------------------------------------------
     def draw_empty_actor(index)
    rect = item_rect(index)
    self.contents.font.color = system_color
    self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1)
    self.contents.font.color = normal_color
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormStatus
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§ã‚¢ã‚¯ã‚¿ãƒ¼ã®ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ã‚’表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormStatus < Window_Base
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, 384, 128)
    self.z = 1000
    @actor = nil
    refresh
     end
     #--------------------------------------------------------------------------
     # ○ アクター設定
     #--------------------------------------------------------------------------
     def set_actor(actor)
    if @actor != actor
      @actor = actor
      refresh
    end
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    if @actor == nil
      return
    end
    
    draw_actor_face(@actor, 0, 0)
    dx = 104
    draw_actor_name(@actor, dx, 0)
    draw_actor_level(@actor, dx, WLH * 1)
    draw_actor_hp(@actor, dx, WLH * 2)
    draw_actor_mp(@actor, dx, WLH * 3)
    4.times { |i|
      draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120)
    }
     end
     #--------------------------------------------------------------------------
     # ◠能力値ã®æç”»
     #	 actor : アクター
     #	 x	 : æ画先 X 座標
     #	 y	 : æ画先 Y 座標
     #	 type  : 能力値ã®ç¨®é¡ž (0~3)
     #	 width : æ画幅
     #--------------------------------------------------------------------------
     def draw_actor_parameter(actor, x, y, type, width = 156)
    case type
    when 0
      parameter_name = Vocab::atk
      parameter_value = actor.atk
    when 1
      parameter_name = Vocab::def
      parameter_value = actor.def
    when 2
      parameter_name = Vocab::spi
      parameter_value = actor.spi
    when 3
      parameter_name = Vocab::agi
      parameter_value = actor.agi
    end
    nw = width - 36
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, nw, WLH, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Window_PartyFormControl
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã§æ“作方法を表示ã™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã§ã™ã€‚
    #==============================================================================
    
    class Window_PartyFormControl < Window_Base
     #--------------------------------------------------------------------------
     # ○ 定数
     #--------------------------------------------------------------------------
     MODE_BATTLE_MEMBER = 0
     MODE_SHIFT_CHANGE  = 1
     MODE_PARTY_MEMBER  = 2
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #--------------------------------------------------------------------------
     def initialize
    super(0, 0, Graphics.width - 384, 128)
    self.z = 1000
    @mode = MODE_BATTLE_MEMBER
    refresh
     end
     #--------------------------------------------------------------------------
     # ○ モード変更
     #--------------------------------------------------------------------------
     def mode=(value)
    @mode = value
    refresh
     end
     #--------------------------------------------------------------------------
     # ◠リフレッシュ
     #--------------------------------------------------------------------------
     def refresh
    self.contents.clear
    case @mode
    when MODE_BATTLE_MEMBER  # 戦闘メンãƒãƒ¼
      buttons = [
    	#"A: 外ã™",
    	#"B: 終了",
    	#"C: 決定",
    	#"X: 並ã³æ›¿ãˆ"
      ]
    when MODE_SHIFT_CHANGE   # 並ã³æ›¿ãˆ
      buttons = [
    	#"B: キャンセル",
    	#"C: 決定",
    	#"X: 決定"
      ]
    when MODE_PARTY_MEMBER   # パーティメンãƒãƒ¼
      buttons = [
    	#"B: キャンセル",
    	#"C: 決定"
      ]
    else
      return
    end
    
    buttons.each_with_index { |c, i|
      self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
    }
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Title
    #==============================================================================
    
    class Scene_Title < Scene_Base
     #--------------------------------------------------------------------------
     # â— å„種ゲームオブジェクトã®ä½œæˆ
     #--------------------------------------------------------------------------
     alias create_game_objects_KGC_LargeParty create_game_objects
     def create_game_objects
    create_game_objects_KGC_LargeParty
    
    if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
      $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true
      $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true
    end
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Map
    #==============================================================================
    
    class Scene_Map < Scene_Base
     #--------------------------------------------------------------------------
     # â— ç”»é¢åˆ‡ã‚Šæ›¿ãˆã®å®Ÿè¡Œ
     #--------------------------------------------------------------------------
     alias update_scene_change_KGC_LargeParty update_scene_change
     def update_scene_change
    return if $game_player.moving?	# プレイヤーã®ç§»å‹•ä¸­ï¼Ÿ
    
    if $game_temp.next_scene == :partyform
      call_partyform
      return
    end
    
    update_scene_change_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆç”»é¢ã¸ã®åˆ‡ã‚Šæ›¿ãˆ
     #--------------------------------------------------------------------------
     def call_partyform
    $game_temp.next_scene = nil
    $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Menu
    #==============================================================================
    
    class Scene_Menu < Scene_Base
     if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
     #--------------------------------------------------------------------------
     # ◠コマンドウィンドウã®ä½œæˆ
     #--------------------------------------------------------------------------
     alias create_command_window_KGC_LargeParty create_command_window
     def create_command_window
    create_command_window_KGC_LargeParty
    
    return if $imported["CustomMenuCommand"]
    
    @__command_partyform_index =
      @command_window.add_command(Vocab.partyform)
    @command_window.draw_item(@__command_partyform_index,
      $game_party.partyform_enable?)
    if @command_window.oy > 0
      @command_window.oy -= Window_Base::WLH
    end
    @command_window.index = @menu_index
     end
     end
     #--------------------------------------------------------------------------
     # ◠コマンドé¸æŠžã®æ›´æ–°
     #--------------------------------------------------------------------------
     alias update_command_selection_KGC_LargeParty update_command_selection
     def update_command_selection
    current_menu_index = @__command_partyform_index
    call_partyform_flag = false
    
    if Input.trigger?(Input::C)
      case @command_window.index
      when @__command_partyform_index  # パーティ編æˆ
    	call_partyform_flag = true
      end
    # パーティ編æˆãƒœã‚¿ãƒ³æŠ¼ä¸‹
    elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
    	Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
      call_partyform_flag = true
      current_menu_index = @command_window.index if current_menu_index == nil
    end
    
    # パーティ編æˆç”»é¢ã«ç§»è¡Œ
    if call_partyform_flag
      if $game_party.members.size == 0 || !$game_party.partyform_enable?
    	Sound.play_buzzer
    	return
      end
      Sound.play_decision
      $scene = Scene_PartyForm.new(current_menu_index)
      return
    end
    
    update_command_selection_KGC_LargeParty
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Shop
    #==============================================================================
    
    unless $imported["HelpExtension"]
    class Scene_Shop < Scene_Base
     #--------------------------------------------------------------------------
     # ◠フレーム更新
     #--------------------------------------------------------------------------
     alias udpate_KGC_LargeParty update
     def update
    # スクロール判定
    if !@command_window.active &&
    	KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil &&
    	Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON)
      super
      update_menu_background
      update_scroll_status
      return
    else
      @status_window.cursor_rect.empty
    end
    
    udpate_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ ステータスウィンドウã®ã‚¹ã‚¯ãƒ­ãƒ¼ãƒ«å‡¦ç†
     #--------------------------------------------------------------------------
     def update_scroll_status
    # ステータスウィンドウã«ã‚«ãƒ¼ã‚½ãƒ«ã‚’表示
    @status_window.cursor_rect.width = @status_window.contents.width
    @status_window.cursor_rect.height = @status_window.height - 32
    @status_window.update
    
    if Input.press?(Input::UP)
      @status_window.oy = [@status_window.oy - 4, 0].max
    elsif Input.press?(Input::DOWN)
      max_pos = [@status_window.contents.height -
    	(@status_window.height - 32), 0].max
      @status_window.oy = [@status_window.oy + 4, max_pos].min
    end
     end
    end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–¡ Scene_PartyForm
    #------------------------------------------------------------------------------
    #  パーティ編æˆç”»é¢ã®å‡¦ç†ã‚’è¡Œã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚
    #==============================================================================
    
    class Scene_PartyForm < Scene_Base
     #--------------------------------------------------------------------------
     # ○ 定数
     #--------------------------------------------------------------------------
     CAPTION_OFFSET = 40  # キャプションウィンドウã®ä½ç½®è£œæ­£
     HOST_MENU   = 0	  # 呼ã³å‡ºã—å…ƒ : メニュー
     HOST_MAP	= 1	  # 呼ã³å‡ºã—å…ƒ : マップ
     HOST_BATTLE = 2	  # 呼ã³å‡ºã—å…ƒ : 戦闘
     #--------------------------------------------------------------------------
     # ◠オブジェクトåˆæœŸåŒ–
     #	 menu_index : コマンドã®ã‚«ãƒ¼ã‚½ãƒ«åˆæœŸä½ç½®
     #	 host_scene : 呼ã³å‡ºã—å…ƒ (0..メニュー  1..マップ  2..戦闘)
     #--------------------------------------------------------------------------
     def initialize(menu_index = 0, host_scene = HOST_MENU)
    @menu_index = menu_index
    @host_scene = host_scene
     end
     #--------------------------------------------------------------------------
     # ◠開始処ç†
     #--------------------------------------------------------------------------
     def start
    super
    create_menu_background
    
    create_windows
    create_confirm_window
    adjust_window_location
    
    # ç·¨æˆå‰ã®ãƒ‘ーティをä¿å­˜
    @battle_actors = $game_party.battle_members.dup
    @party_actors = $game_party.all_members.dup
     end
     #--------------------------------------------------------------------------
     # â—‹ ウィンドウã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_windows
    # ç·¨æˆç”¨ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ
    @battle_member_window = Window_PartyFormBattleMember.new
    @party_member_window = Window_PartyFormAllMember.new
    @status_window = Window_PartyFormStatus.new
    @status_window.set_actor(@battle_member_window.actor)
    
    # ãã®ä»–ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ
    @battle_member_caption_window =
      Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION)
    @party_member_caption_window =
      Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION)
    @control_window = Window_PartyFormControl.new
     end
     #--------------------------------------------------------------------------
     # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®ä½œæˆ
     #--------------------------------------------------------------------------
     def create_confirm_window
    commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS
    @confirm_window =
      Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands)
    @confirm_window.index = 0
    @confirm_window.x = (Graphics.width - @confirm_window.width) / 2
    @confirm_window.y = (Graphics.height - @confirm_window.height) / 2
    @confirm_window.z = 2000
    @confirm_window.openness = 0
    @confirm_window.active = false
     end
     #--------------------------------------------------------------------------
     # â—‹ ウィンドウã®åº§æ¨™èª¿æ•´
     #--------------------------------------------------------------------------
     def adjust_window_location
    # 基準座標を計算
    base_x = [@battle_member_window.width, @party_member_window.width].max
    base_x = [(Graphics.width - base_x) / 2, 0].max
    base_y = @battle_member_window.height + @party_member_window.height +
      @status_window.height + CAPTION_OFFSET * 2
    base_y = [(Graphics.height - base_y) / 2, 0].max
    
    # ç·¨æˆç”¨ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®åº§æ¨™ã‚’セット
    @battle_member_window.x = base_x
    @battle_member_window.y = base_y + CAPTION_OFFSET
    @party_member_window.x = base_x
    @party_member_window.y = @battle_member_window.y +
      @battle_member_window.height + CAPTION_OFFSET
    @status_window.x = 0
    @status_window.y = @party_member_window.y + @party_member_window.height
    
    # ãã®ä»–ã®ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®åº§æ¨™ã‚’セット
    @battle_member_caption_window.x = [base_x - 16, 0].max
    @battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
    @party_member_caption_window.x = [base_x - 16, 0].max
    @party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
    @control_window.x = @status_window.width
    @control_window.y = @status_window.y
     end
     #--------------------------------------------------------------------------
     # ◠終了処ç†
     #--------------------------------------------------------------------------
     def terminate
    super
    dispose_menu_background
    @battle_member_window.dispose
    @party_member_window.dispose
    @status_window.dispose
    @battle_member_caption_window.dispose
    @party_member_caption_window.dispose
    @control_window.dispose
    @confirm_window.dispose
     end
     #--------------------------------------------------------------------------
     # ◠メニュー画é¢ç³»ã®èƒŒæ™¯ä½œæˆ
     #--------------------------------------------------------------------------
     def create_menu_background
    super
    @menuback_sprite.z = 500
     end
     #--------------------------------------------------------------------------
     # â— å…ƒã®ç”»é¢ã¸æˆ»ã‚‹
     #--------------------------------------------------------------------------
     def return_scene
    case @host_scene
    when HOST_MENU
      $scene = Scene_Menu.new(@menu_index)
    when HOST_MAP
      $scene = Scene_Map.new
    when HOST_BATTLE
      $scene = Scene_Battle.new
    end
    $game_player.refresh
     end
     #--------------------------------------------------------------------------
     # ◠フレーム更新
     #--------------------------------------------------------------------------
     def update
    super
    update_menu_background
    update_window
    if @battle_member_window.active
      update_battle_member
    elsif @party_member_window.active
      update_party_member
    elsif @confirm_window.active
      update_confirm
    end
     end
     #--------------------------------------------------------------------------
     # ○ ウィンドウ更新
     #--------------------------------------------------------------------------
     def update_window
    @battle_member_window.update
    @party_member_window.update
    @status_window.update
    @battle_member_caption_window.update
    @party_member_caption_window.update
    @control_window.update
    @confirm_window.update
     end
     #--------------------------------------------------------------------------
     # â—‹ ウィンドウå†æç”»
     #--------------------------------------------------------------------------
     def refresh_window
    @battle_member_window.refresh
    @party_member_window.refresh
     end
     #--------------------------------------------------------------------------
     # â—‹ フレーム更新 (戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
     #--------------------------------------------------------------------------
     def update_battle_member
    @status_window.set_actor(@battle_member_window.actor)
    if Input.trigger?(Input::A)
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	actor = @battle_member_window.actor
    	# アクターを外ã›ãªã„å ´åˆ
    	if actor == nil || $game_party.actor_fixed?(actor.id)
    	  Sound.play_buzzer
    	  return
    	end
    	# アクターを外ã™
    	Sound.play_decision
    	actors = $game_party.battle_members
    	actors.delete_at(@battle_member_window.index)
    	$game_party.set_battle_member(actors)
    	refresh_window
      end
    elsif Input.trigger?(Input::B)
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	# 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
    	Sound.play_cancel
    	show_confirm_window
      else											# 並ã³æ›¿ãˆä¸­
    	# 並ã³æ›¿ãˆè§£é™¤
    	Sound.play_cancel
    	@battle_member_window.selected_index = nil
    	@battle_member_window.refresh
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
      end
    elsif Input.trigger?(Input::C)
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	actor = @battle_member_window.actor
    	# アクターを外ã›ãªã„å ´åˆ
    	if actor != nil && $game_party.actor_fixed?(actor.id)
    	  Sound.play_buzzer
    	  return
    	end
    	# パーティメンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
    	Sound.play_decision
    	@battle_member_window.active = false
    	@party_member_window.active = true
    	@control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
      else											# 並ã³æ›¿ãˆä¸­
    	unless can_change_shift?(@battle_member_window.actor)
    	  Sound.play_buzzer
    	  return
    	end
    	# 並ã³æ›¿ãˆå®Ÿè¡Œ
    	Sound.play_decision
    	index1 = @battle_member_window.selected_index
    	index2 = @battle_member_window.index
    	change_shift(index1, index2)
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
      end
    elsif Input.trigger?(Input::X)
      # 並ã³æ›¿ãˆä¸å¯èƒ½ãªå ´åˆ
      unless can_change_shift?(@battle_member_window.actor)
    	Sound.play_buzzer
    	return
      end
      if @battle_member_window.selected_index == nil  # 並ã³æ›¿ãˆä¸­ã§ãªã„
    	# 並ã³æ›¿ãˆé–‹å§‹
    	Sound.play_decision
    	@battle_member_window.selected_index = @battle_member_window.index
    	@battle_member_window.refresh
    	@control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE
      else											# 並ã³æ›¿ãˆä¸­
    	# 並ã³æ›¿ãˆå®Ÿè¡Œ
    	Sound.play_decision
    	index1 = @battle_member_window.selected_index
    	index2 = @battle_member_window.index
    	change_shift(index1, index2)
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
      end
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆå¯å¦åˆ¤å®š
     #--------------------------------------------------------------------------
     def can_change_shift?(actor)
    # é¸æŠžã—ãŸã‚¢ã‚¯ã‚¿ãƒ¼ãŒå­˜åœ¨ã—ãªã„ã€ã¾ãŸã¯ä¸¦ã³æ›¿ãˆä¸èƒ½ãªå ´åˆ
    if actor == nil ||
    	(KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
    	 $game_party.actor_fixed?(actor.id))
      return false
    end
    return true
     end
     #--------------------------------------------------------------------------
     # â—‹ 並ã³æ›¿ãˆ
     #--------------------------------------------------------------------------
     def change_shift(index1, index2)
    # ä½ç½®ã‚’入れ替ãˆ
    $game_party.change_shift(index1, index2)
    # é¸æŠžæ¸ˆã¿ã‚¤ãƒ³ãƒ‡ãƒƒã‚¯ã‚¹ã‚’クリア
    @battle_member_window.selected_index = nil
    refresh_window
     end
     #--------------------------------------------------------------------------
     # â—‹ フレーム更新 (パーティウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
     #--------------------------------------------------------------------------
     def update_party_member
    @status_window.set_actor(@party_member_window.actor)
    if Input.trigger?(Input::B)
      Sound.play_cancel
      # 戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
      @battle_member_window.active = true
      @party_member_window.active = false
    	@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
    elsif Input.trigger?(Input::C)
      actor = @party_member_window.actor
      # アクターãŒæˆ¦é—˜ãƒ¡ãƒ³ãƒãƒ¼ã«å«ã¾ã‚Œã‚‹å ´åˆ
      if $game_party.battle_members.include?(actor)
    	Sound.play_buzzer
    	return
      end
      # アクターを入れ替ãˆ
      Sound.play_decision
      actors = $game_party.all_members
      battle_actors = $game_party.battle_members
      if @battle_member_window.actor != nil
    	actors[@party_member_window.actor_index] = @battle_member_window.actor
    	actors[@battle_member_window.index] = actor
    	$game_party.set_member(actors.compact)
      end
      battle_actors[@battle_member_window.index] = actor
      $game_party.set_battle_member(battle_actors.compact)
      refresh_window
      # 戦闘メンãƒãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«åˆ‡ã‚Šæ›¿ãˆ
      @battle_member_window.active = true
      @party_member_window.active = false
      @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ フレーム更新 (確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
     #--------------------------------------------------------------------------
     def update_confirm
    if Input.trigger?(Input::B)
      Sound.play_cancel
      hide_confirm_window
    elsif Input.trigger?(Input::C)
      case @confirm_window.index
      when 0  # ç·¨æˆå®Œäº†
    	# パーティãŒç„¡åŠ¹ã®å ´åˆ
    	unless battle_member_valid?
    	  Sound.play_buzzer
    	  return
    	end
    	Sound.play_decision
    	return_scene
      when 1  # ç·¨æˆä¸­æ–­
    	Sound.play_decision
    	# パーティを編æˆå‰ã®çŠ¶æ…‹ã«æˆ»ã™
    	$game_party.set_member(@party_actors)
    	$game_party.set_battle_member(@battle_actors)
    	return_scene
      when 2  # キャンセル
    	Sound.play_cancel
    	hide_confirm_window
      end
    end
     end
     #--------------------------------------------------------------------------
     # â—‹ 戦闘メンãƒãƒ¼æœ‰åŠ¹åˆ¤å®š
     #--------------------------------------------------------------------------
     def battle_member_valid?
    return false if $game_party.battle_members.size == 0  # 戦闘メンãƒãƒ¼ãŒç©º
    $game_party.battle_members.each { |actor|
      return true if actor.exist?  # 生存者ãŒã„ã‚Œã°OK
    }
    return false
     end
     #--------------------------------------------------------------------------
     # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®è¡¨ç¤º
     #--------------------------------------------------------------------------
     def show_confirm_window
    if @battle_member_window.active
      @last_active_window = @battle_member_window
    else
      @last_active_window = @party_member_window
    end
    @battle_member_window.active = false
    @party_member_window.active = false
    
    @confirm_window.draw_item(0, battle_member_valid?)
    @confirm_window.open
    @confirm_window.active = true
     end
     #--------------------------------------------------------------------------
     # â—‹ 確èªã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®éžè¡¨ç¤º
     #--------------------------------------------------------------------------
     def hide_confirm_window
    @confirm_window.active = false
    @confirm_window.close
    @last_active_window.active = true
     end
    end
    
    #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
    
    #==============================================================================
    # â–  Scene_Battle
    #==============================================================================
    
    class Scene_Battle < Scene_Base
     #--------------------------------------------------------------------------
     # ◠メッセージ表示ãŒçµ‚ã‚ã‚‹ã¾ã§ã‚¦ã‚§ã‚¤ãƒˆ
     #--------------------------------------------------------------------------
     alias wait_for_message_KGC_LargeParty wait_for_message
     def wait_for_message
    return if @ignore_wait_for_message  # メッセージ終了ã¾ã§ã®ã‚¦ã‚§ã‚¤ãƒˆã‚’無視
    
    wait_for_message_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # ◠レベルアップã®è¡¨ç¤º
     #--------------------------------------------------------------------------
     alias display_level_up_KGC_LargeParty display_level_up
     def display_level_up
    @ignore_wait_for_message = true
    
    display_level_up_KGC_LargeParty
    
    exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
    $game_party.stand_by_members.each { |actor|
      if actor.exist?
    	actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
      end
    }
    @ignore_wait_for_message = false
    wait_for_message
     end
     #--------------------------------------------------------------------------
     # ◠パーティコマンドé¸æŠžã®é–‹å§‹
     #--------------------------------------------------------------------------
     alias start_party_command_selection_KGC_LargeParty start_party_command_selection
     def start_party_command_selection
    if $game_temp.in_battle
      @status_window.index = 0
    end
    
    start_party_command_selection_KGC_LargeParty
     end
    
     if KGC::LargeParty::USE_BATTLE_PARTYFORM
     #--------------------------------------------------------------------------
     # ◠情報表示ビューãƒãƒ¼ãƒˆã®ä½œæˆ
     #--------------------------------------------------------------------------
     alias create_info_viewport_KGC_LargeParty create_info_viewport
     def create_info_viewport
    create_info_viewport_KGC_LargeParty
    
    @__command_partyform_index =
      @party_command_window.add_command(Vocab.partyform_battle)
    @party_command_window.draw_item(@__command_partyform_index,
      $game_party.battle_partyform_enable?)
     end
     #--------------------------------------------------------------------------
     # ◠パーティコマンドé¸æŠžã®æ›´æ–°
     #--------------------------------------------------------------------------
     alias update_party_command_selection_KGC_LargeParty update_party_command_selection
     def update_party_command_selection
    if Input.trigger?(Input::C)
      case @party_command_window.index
      when @__command_partyform_index  # パーティ編æˆ
    	unless $game_party.battle_partyform_enable?
    	  Sound.play_buzzer
    	  return
    	end
    	Sound.play_decision
    	process_partyform
    	return
      end
    end
    
    update_party_command_selection_KGC_LargeParty
     end
     #--------------------------------------------------------------------------
     # â—‹ パーティ編æˆã®å‡¦ç†
     #--------------------------------------------------------------------------
     def process_partyform
    Graphics.freeze
    snapshot_for_background
    $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
    $scene.main
    $scene = self
    @status_window.refresh
    perform_transition
     end
     end
    end
    
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/  The original untranslated version of this script can be found here:
    # [url="http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/special_system&tech=large_party"]http://f44.aaa.lived...ech=large_party[/url]
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

    Thanks alot but i realised that i lost my downloader for rpg maker vx, could you send it via private message or something please?

  9. Hi, i wanted to try making a DQM prototype (In any rpg maker versions) and only this problem came:

     

    I have no problem with a capture system, but when the party is full, where goes the rest of the monsters?

    How do i synth monsters and how do i get rid of some monsters if i got too many to get new ones? Thank you for your time and please help.


  10. I just would like to know DQX's monthly cost, and when we're getting the DWM remake.

    I don't think there is going to be one if Square-enix really wants people to play it since Dq isn't that much popular in america/europe... But wait, are you saying that you actually want that fee?

     

    It's clear you've never played a real MMORPG. There are no MMORPGs currently out that do not have some kind of way to generate income. (( Yes, obviously there might be one or two really crappy ones that run off some dude's basement. )) I'm going to have to be blunt when I say this.

     

    You and a slice of the forum-goers here are too damn optimistic. DQX will cost money per month, or we won't get a full MMORPG. DQX will cost likely 5-10$ a month, the same as FFXI, Square-Enix's other console-based MMORPG.

     

    Sure, Dragon Quest may not be as popular, but that doesn't mean it won't cost money. If it means getting a full MMORPG experience? Yes, I want that fee. In today's MMORPG markets there's only two real kinds of MMOs, Freemium (( MMOs with either a free-tier account that's extremely limited, or a horribly balancing cash shop. )) and Premium (( You have to pay to play. )). A dumbed-down Friend-code-y Dragon Quest X will kill the franchise here.

     

    So yes. I want to pay for it. Would you expect World of Warcraft to be free if it were ported to a console? Star Wars : The Old Republic? No. They are the same. They have to have money incoming to justify keeping servers up, to provide a further service for the player, the keeping of a staff for doing events and punishing rulebreakers.

     

    Otherwise, we'd get a really shitty dumbed-down port of DQX that would feel like 1/4 of the game.

    Well, they could do like runescape. Even if it doesn't have any fee, its really good. We just need to pay for extra content and places. Guild wars, once you bought it, everything is unlocked. And i think that DQX should take exemple on wizard 101. If we remove the special money, you can get alot of good stuff with regular money. And about paying, they could just do a regular storyline for free and add extra quest if we pay for. But if we don't pay for extra quests or dungeon, farming could be long and people would want to pay for. See what i mean? A monthly fee isn't that much necessary. Even without it, mmos can be amazing!

  11. I just would like to know DQX's monthly cost, and when we're getting the DWM remake.

    I don't think there is going to be one if Square-enix really wants people to play it since Dq isn't that much popular in america/europe... But wait, are you saying that you actually want that fee?

  12. Yeah, i need to agree that they will probably keep pro exculisif for japan. Im not sure about X, unless they make it free to go online in america, i don't think it will have that much player. And as terry wonderland 3d, i wouldn't see any problems (Except they hide the fact that some monsters come from DQX if it doesn't release)

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