[XP] Easy Party Switcher

Started by Blizzard, January 09, 2008, 04:30:52 pm

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Someone

October 21, 2012, 05:41:17 am #180 Last Edit: October 21, 2012, 05:42:46 am by Someone
Quote from: Ezel Berbier on October 20, 2012, 09:37:58 pm
Can I see the exact syntax that you are using?

Sure, I took a screenshot:

This gives me an error. Replacing the [006] with just [6] removes the error and makes it do absolutely nothing instead.

Blizzard

Try this.

$game_actors[6].disabled_for_party =
true


Never use leading zeros, BTW.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Someone

October 21, 2012, 06:51:52 am #182 Last Edit: October 21, 2012, 06:58:44 am by Someone
EDIT: I tried that, but the code is just being ignored now.  :(
EDIT2: The not available command seems to work a little bit. The N/A characters can't be placed in your party, but they don't appear to be greyed out.

Blizzard

Could you make a demo? I'm not sure you set up the script properly.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Someone

The script is exactly the same as the script in the downloadable demo. I'm nor running any other scripts.
But as I mentioned before, the downloadable demo isn't working properly for me either.

KK20

Try this out:
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Easy Party Switcher by Blizzard
# Version 2.5b
# Type: Party Changing System
# Date: 21.05.2006
# Date v1.1: 25.05.2006
# Date v1.2b: 27.05.2006
# Date v1.5b: 3.11.2006
# Date v1.51b: 29.11.2006
# Date v1.52b: 6.12.2006
# Date v1.7b: 23.2.2007
# Date v1.8b: 30.4.2007
# Date v2.0b: 7.8.2007
# Date v2.1b: 24.8.2007
# Date v2.11b: 24.9.2007
# Date v2.3b: 26.1.2008
# Date v2.32b: 28.1.2008
# Date v2.4b: 29.1.2008
# Date v2.41b: 6.8.2008
# Date v2.42b: 14.10.2008
# Date v2.43b: 20.10.2008
# Date v2.5b: 4.10.2012
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Special Thanks to:
#
#   Zeriab for pointing out a few glitches and shortening the code in an
#   earlier version. =D
#
#
# IMPORTANT NOTE:
#
#   Be sure to set the MAX_PARTY to the maximum size of your party. There is
#   already a preconfiguration of 4.
#
#
# Compatibility:
#
#   98% compatible with SDK v1.x. 90% compatible with SDK 2.x. Can cause
#   incompatibility issued with other Party Change Systems. Can cause problems
#   with CBS-es if you use the battle switch feature. WILL corrupt your old
#   savegames.
#
#
# Features:
#
#   - set party members for "not _available" (shown transparent in the reserve)
#   - remove party members from the reserve list ("disabled_for_party")
#   - set party members, who MUST be in the party (shown transparent in the
#     current party, "must_be_in_party")
#   - set up forced positions for party members
#   - set up forced party size
#   - option either to wipe the party (for multi-party use) or only remove
#     every member (except 1) from the party.
#   - easy to use and easy to switch party members
#   - also supports small parties (2 or 3 members) and large parties (5 or
#     more)
#   - uses facesets optionally
#
# v1.5b:
#   - better, shorter and more efficient code (less memory use, less CPU use)
#   - fixed potential bugs
#
# v1.7b:
#   - improved coding
#   - facesets now optional
#   - no extra bitmap files needed anymore
#   - works now with Tons of Add-ons
#
# v1.8b:
#   - added "forced position"
#   - added "forced party size"
#
# v2.0b:
#   - fixed the bug where you could empty the party... again...
#   - fixed the bug that appeared when you pressed SHIFT
#   - added option to allow an empty party
#   - added "EXP for party members in reserve" option
#   - made the forced_size for party work more convenient
#   - improved coding
#   - slightly decreased lag
#
# v2.1b:
#   - fixed a bug
#   - improved coding
#   - rewritten conditions using classic syntax to avoid RGSS conditioning bug
#   - now can serve as enhancement for CP Debug System
#
# v2.11b:
#   - improved coding and performance
#
# v2.3b:
#   - optional feature to call the Party Switcher during battle
#
# v2.32b:
#   - fixed crash problem with SDK 2.x when using the BATTLE_SWITCH option
#   - fixed SP display glitch when using BARS from Tons of Add-ons
#
# v2.4b:
#   - now you can activate party order change only in the party switcher
#   - add option for automatic party order change only in battle
#
# v2.41b:
#   - fixed problem where you could put together a party where everybody is
#     dead
#
# v2.42b:
#   - added possibility to change the BATTLE_SWITCH setting during the game
#
# v2.43b:
#   - fixed a problem with SDK 2.x
#
# v2.5b:
#   - fixed a problem caused by other scripts that remove the result window
#
#
# How to use:
#
#   To call this script, make a "Call script" command in an event.
#
#   1. Syntax: $scene = Scene_PartySwitcher.new
#      No extra feature will be applied and you can switch the party as you
#      wish.
#
#   2. Syntax: $scene = Scene_PartySwitcher.new(XXX)
#      You can replace XXX for 1 to remove all party members except one (either
#      one, who must be in the party or a random one), or replace XXX with 2,
#      to cause a wipe party. Wiping a party will disable the of the current
#      members and a NEW party of the remaining members must be formed. If you
#      replace it with 3, the current party configuration will be stored for a
#      later fast switch-back. If XXX is 10, all actors will be available for
#      party switching no matter if the are "not_available" or
#      "disabled_for_party". This feature if used by the CP Debug System. No
#      faceset will be used in this case for a more convenient working.
#
#   3. Syntax: $scene = Scene_PartySwitcher.new(XXX, 1)
#      You can use the XXX as described above or just set it to 0 to disable
#      it. Also the "1" in the syntax will reset any disabled_for_party and is
#      made to be used after multi-party use.
#
#   4. Syntax: $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
#      You can replace ZZZ with 1 to replace the party with a stored one AND
#      store the current or replace it with 2 to replace the party with a
#      stored one, but without storing the current. USE THIS ONLY IF YOU ASSUME
#      TO HAVE A STORED PARTY READY! You can simply test if there is a store
#      party by putting this code into the conditional branch script:
#
#      $game_system.stored_party != nil
#
#      This syntax will not open the Party Switcher and it will override the
#      commands XXX and YYY, so you can replace these with any number.
#   
#   5. To activate/deactivate the option of order change only, simply use the
#      event command "Call Script" with following syntax:
#     
#      $game_system.order_only = true/false
#     
#      If the setting is set to true, the switcher will allow only party order
#      change. The same goes for battle change (if you are using the
#      BATTLE_SWITCH option), but the syntax is different:
#     
#      $game_system.battle_order_only = true/false
#     
#      The BATTLE_SWITCH option can be changed during the game by using
#      following syntax:
#     
#      $game_system.battle_switch = true/false
#     
#      This option is intially set to the same setting as BATTLE_SWITCH is.
#     
#   Character faces go into the "Characters" folder and they have the same name
#   as the character spritesets have with _face added
#
#   Example:
#
#     sprite - Marlen.png
#     face   - Marlen_face.png
#
#   Other syntaxes:
#     $game_actors[ID].not_available = true/false
#     $game_actors[ID].disabled_for_party = true/false
#     $game_actors[ID].must_be_in_party = true/false
#     $game_actors[ID].forced_position = nil/0/1/2/...
#   OR
#     $game_party.actors[POS].not_available = true/false
#     $game_party.actors[POS].disabled_for_party = true/false
#     $game_party.actors[POS].must_be_in_party = true/false
#     $game_party.actors[POS].forced_position = nil/0/1/2/...
#
#   ID  - the actor's ID in the database
#   POS - the actor's position in the party (STARTS FROM 0, not 1!)
#
#   not_available
#   - will disable the possibility of an already unlocked character to be in
#     the current party
#
#   disabled_for_party
#   - will cause the character NOT to appear in the party switch screen at all
#
#   must_be_in_party
#   - will cause the character to be automatically moved into the current party
#     and he also cannot be put in the reserve
#
#   forced_position
#   - will enforce the player to be at a specific position in the party, set
#     this value to nil to disable this feature, use it in combination with
#     must_be_in_party and $game_party.forced_size or you might experience
#     bugs,
#
#   $game_party.forced_size = nil/0/1/2/...
#
#   Using this syntax will enforce a specific party size. The EPS won't exit
#   until this size is filled up or there are no more in the reserve. EPS will
#   automatically "correct" this number if there are not enough characters in
#   the reserve to fill up a party of forced_size. Set this value to nil to
#   disable the size requirement. Note that the actor DO NOT HAVE TO be set in
#   normal order without any empty position like in version 1.x.
#
#
# Additional note:
#
#   For your own sake, do not apply the attribute "must_be_in_party" to a
#   character at the same time with "not_available" or "disabled_for_party" as
#   this WILL disrupt your party and party switch system. Use "forced_position"
#   together with "must_be_in_party" to avoid bugs. Be careful when using
#   "forced_position" with "$game_party.forced_size". Add actors at the very
#   end to be sure the player can't put others after them if the "forced_size"
#   is smaller than the maximum party size.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # how many party members do you use
  MAX_PARTY = 4
  # set to true to use facesets instead of spritesets
  FACESETS = false
  # allows a party with 0 members
  ALLOW_EMPTY_PARTY = false
  # allows switching the party in battle
  BATTLE_SWITCH = false
  # name of the call command in the party menu in battle
  SWITCH_COMMAND = 'Switch'
  # gives all other characters EXP (specify in %)
  EXP_RESERVE = 50
  # gives "not available" characters EXP (specify in %)
  EXP_NOT_AVAILABLE = 0
  # gives "disabled for party" characters EXP (specify in %)
  EXP_DISABLED_FOR_PARTY = 0
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

end

# recognition variable for plug-ins
$easy_party_switcher = 2.5

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

  attr_accessor :must_be_in_party
  attr_accessor :disabled_for_party
  attr_accessor :not_available
  attr_accessor :forced_position
 
  alias setup_eps_later setup
  def setup(actor_id)
    setup_eps_later(actor_id)
    @must_be_in_party = @disabled_for_party = @not_available = false
  end
 
end

#==============================================================================
# Game_System
#==============================================================================

class Game_System

  attr_accessor :stored_party
  attr_accessor :order_only
  attr_accessor :battle_order_only
  attr_accessor :battle_switch
 
  alias init_eps_later initialize
  def initialize
    init_eps_later
    @order_only = @battle_order_only = false
    @battle_switch = BlizzCFG::BATTLE_SWITCH
  end
 
end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party

  attr_accessor :actors
  attr_accessor :forced_size
 
  def any_forced_position
    return (@actors.any? {|actor| actor != nil && actor.forced_position != nil})
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

  alias draw_actor_graphic_eps_later draw_actor_graphic
  def draw_actor_graphic(actor, x, y)
    if actor != nil && actor.character_name != ''
      classes = [Window_Current, Window_Reserve, Window_HelpStatus]
      if BlizzCFG::FACESETS && !$all_available && classes.include?(self.class)
        draw_actor_face_eps(actor, x, y)
      else
        if classes.include?(self.class)
          bitmap = RPG::Cache.character(actor.character_name,
              actor.character_hue)
          x += bitmap.width / 8 + 24
          y += bitmap.height / 4 + 16
        end
        draw_actor_graphic_eps_later(actor, x, y)
      end
    end
  end

  def draw_actor_face_eps(actor, x, y)
    if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
      hue = 0
    else
      hue = actor.character_hue
    end
    bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    if actor.not_available || actor.must_be_in_party
      self.contents.blt(x, y, bitmap, src_rect, 128)
    else
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end
 
end

#==============================================================================
# Window_BattleResult
#==============================================================================

class Window_BattleResult
 
  attr_reader :exp
 
end

#==============================================================================
# Window_Current
#==============================================================================

class Window_Current < Window_Selectable

  def initialize
    super(0, 0, 240 + 32,
        BlizzCFG::MAX_PARTY > 4 ? 480 : BlizzCFG::MAX_PARTY * 120)
    self.contents = Bitmap.new(width - 32,
        448 + (BlizzCFG::MAX_PARTY - 4) * 120)
    @item_max = BlizzCFG::MAX_PARTY
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    refresh
    self.active, self.index, self.z = false, -1, 5000
  end
 
  def refresh
    self.contents.clear
    $game_party.actors.each_index {|i|
        if $game_party.actors[i] != nil
          draw_actor_graphic($game_party.actors[i], 4, i * 120 + 4)
          draw_actor_name($game_party.actors[i], 152, i * 120 - 4)
          draw_actor_level($game_party.actors[i], 88, i * 120 - 4)
          draw_actor_hp($game_party.actors[i], 88, i * 120 + 24)
          draw_actor_sp($game_party.actors[i], 88, i * 120 + 52)
        end}
  end

  def setactor(index_1, index_2)
    $game_party.actors[index_2], $game_party.actors[index_1] =
        $game_party.actors[index_1], $game_party.actors[index_2]
    refresh
  end

  def getactor(index)
    return $game_party.actors[index]
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    if row > top_row + (page_row_max - 1)
      self.top_row = row - (page_row_max - 1)
    end
    y = (@index / @column_max) * 120 - self.oy
    self.cursor_rect.set(0, y, self.width - 32, 88)
  end

  def clone_cursor
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    if row > top_row + (page_row_max - 1)
      self.top_row = row - (page_row_max - 1)
    end
    y = (@index / @column_max) * 120
    src_rect = Rect.new(0, 0, self.width, 88)
    bitmap = Bitmap.new(self.width-32, 88)
    bitmap.fill_rect(0, 0, self.width-32, 88, Color.new(255, 255, 255, 192))
    bitmap.fill_rect(2, 2, self.width-36, 84, Color.new(255, 255, 255, 80))
    self.contents.blt(0, y, bitmap, src_rect, 192)
  end
 
  def top_row
    return self.oy / 116
  end

  def top_row=(row)
    self.oy = (row % row_max) * 120
  end

  def page_row_max
    return (self.height / 120)
  end

end

#==============================================================================
# Window_Reserve
#==============================================================================

class Window_Reserve < Window_Selectable
 
  attr_reader :actors
 
  def initialize(scene)
    super(0, 0, 368, 320)
    setup
    @column_max, rows = 3, @item_max / @column_max
    self.contents = Bitmap.new(width - 32, rows >= 3 ? rows * 96 : height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    self.active, self.index, self.z = false, -1, 5000
    refresh
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 128
    end
  end
 
  def setup
    @actors = []
    (1...$data_actors.size).each {|i| #kk20
        if !$game_party.actors.include?($game_actors[i]) && !$game_actors[i].disabled_for_party && !$all_available
          @actors.push($game_actors[i])
        end}
    @item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
  end
 
  def refresh
    self.contents.clear
    @actors.each_index {|i|
        draw_actor_graphic(@actors[i], i % 3 * 112 + 16, i / 3 * 96 + 8)}
  end
 
  def getactor(index)
    return @actors[index]
  end
 
  def get_number
    return (@actors.find_all {|actor| actor != nil}).size if $all_available
    return (@actors.find_all {|actor| actor != nil &&
        !actor.not_available}).size
  end
 
  def setactor(index_1, index_2)
    @actors[index_1], @actors[index_2] = @actors[index_2], @actors[index_1]
    refresh
  end

  def setparty(index_1, index_2)
    @actors[index_1], $game_party.actors[index_2] =
        $game_party.actors[index_2], @actors[index_1]
    refresh
  end

  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max-1) if row > top_row + (page_row_max-1)
    x = (@index % @column_max) * 112 + 8
    y = (@index / @column_max) * 96 - self.oy
    self.cursor_rect.set(x, y, 96, 96)
  end

  def clone_cursor
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    if row > top_row + (page_row_max - 1)
      self.top_row = row - (page_row_max - 1)
    end
    x, y = (@index % @column_max) * 112 + 8, (@index / @column_max) * 96
    src_rect = Rect.new(0, 0, 96, 96)
    bitmap = Bitmap.new(96, 96)
    bitmap.fill_rect(0, 0, 96, 96, Color.new(255, 255, 255, 192))
    bitmap.fill_rect(2, 2, 92, 92, Color.new(255, 255, 255, 80))
    self.contents.blt(x, y, bitmap, src_rect, 192)
  end
 
  def top_row
    return self.oy / 96
  end

  def top_row=(row)
    row = row % row_max
    self.oy = row * 96
  end

  def page_row_max
    return (self.height - 32) / 96
  end

end

#==============================================================================
# Window_HelpStatus
#==============================================================================

class Window_HelpStatus < Window_Base

  def initialize(gotactor, scene)
    super(0, 0, 400 - 32, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    refresh(gotactor)
    self.active, self.z = false, 5000
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 128
    end
  end
 
  def refresh(actor)
    self.contents.clear
    if actor != nil
      self.contents.font.color = normal_color
      if actor.not_available && !$all_available
        self.contents.draw_text(8, 0, 160, 32, 'not available', 0)
      end
      draw_actor_graphic(actor, 0, 40)
      draw_actor_name(actor, 160, 32)
      draw_actor_level(actor, 96, 32)
      draw_actor_hp(actor, 96, 64)
      draw_actor_sp(actor, 96, 96)
    end
  end

end

#==============================================================================
# Window_Warning
#==============================================================================

class Window_Warning < Window_Base

  def initialize(mode, members)
    super(0, 0, 320, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
    self.contents.font.color = normal_color
    case mode
    when 0
      self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
      num = [$game_party.forced_size, members + $game_party.actors.nitems].min
      self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
    when 1
      self.contents.draw_text(0, 0, 288, 32, 'You cannot remove', 1)
      self.contents.draw_text(0, 32, 288, 32, 'the last party member!', 1)
    when 2
      self.contents.draw_text(0, 0, 288, 32, 'At least one member', 1)
      self.contents.draw_text(0, 32, 288, 32, 'has to be alive!', 1)
    end
  end

end

#==============================================================================
# Window_PartyCommand
#==============================================================================

class Window_PartyCommand
 
  alias init_eps_later initialize
  def initialize
    if $game_system.battle_switch
      if defined?(SDK) && self.is_a?(Window_HorizCommand)
        s1 = SDK::Scene_Commands::Scene_Battle::Fight
        s2 = SDK::Scene_Commands::Scene_Battle::Escape
        s3 = BlizzCFG::SWITCH_COMMAND
        super(640, [s1, s2, s3])
        disable_item(1) if !$game_temp.battle_can_escape
      else
        super(0, 0, 640, 64)
        self.contents = Bitmap.new(width - 32, height - 32)
        @commands = ['Fight', 'Escape', BlizzCFG::SWITCH_COMMAND]
        @item_max = @column_max = 3
        draw_item(0, normal_color)
        draw_item(1, $game_temp.battle_can_escape ?
            normal_color : disabled_color)
        draw_item(2, normal_color)
      end
      self.active, self.visible, self.index = false, false, 0
      self.back_opacity = 160
    else
      init_eps_later
    end
  end
 
  alias draw_item_eps_later draw_item
  def draw_item(index, color)
    if $game_system.battle_switch
      self.contents.font.color = color
      rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      self.contents.draw_text(rect, @commands[index], 1)
    else
      draw_item_eps_later(index, color)
    end
  end
 
  alias update_cursor_rect_eps_later update_cursor_rect
  def update_cursor_rect
    if $game_system.battle_switch
      self.cursor_rect.set(80 + index * 160, 0, 128, 32)
    else
      update_cursor_rect_eps_later
    end
  end
 
  def command(index = self.index)
    return @commands[index]
  end
 
end

#==============================================================================
# Scene_PartySwitcher
#==============================================================================

class Scene_PartySwitcher
 
  def initialize(wipe_party = 0, reset = 0, store = 0)
    @wipe_party, @store, @reset = wipe_party, store, reset #KK20
    @current_window_temp = @reserve_window_temp = 0
    @scene_flag, @temp_window = false, ''
    @scene = $scene.class
  end
 
  def main
    if @store != 0
      swap_parties
      $scene = Scene_Map.new
      $game_player.refresh
      return
    end
    case @wipe_party
    when 1 then setup_forced_party
    when 2 then wipe_party
    when 3
      $game_system.stored_party = $game_party.actors
      wipe_party
    when 10 then $all_available = true
    end
    if @reset == 1
      (1...$data_actors.size).each {|i| $game_actors[i].not_available = false}
    end
    @current_window = Window_Current.new
    @current_window.index, @current_window.active = 0, true
    @reserve_window = Window_Reserve.new(@scene)
    @reserve_window.x, @reserve_window.y = 272, 160
    @help_window = Window_HelpStatus.new(@reserve_window.getactor(0), @scene)
    @help_window.x = 240 + 32
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    [@current_window, @reserve_window, @help_window].each {|win| win.dispose}
    $game_party.actors.compact!
    $game_player.refresh
    $all_available = nil
  end
 
  def update
    check = @reserve_window.index
    if @reserve_window.active
      reserve_update
      @reserve_window.update
    end
    if check != @reserve_window.index
      if @reserve_window.active
        actor = @reserve_window.getactor(@reserve_window.index)
      elsif @current_window.active
        actor = @reserve_window.getactor(@reserve_window_temp)
      end
      @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
    end
    current_update if @current_window.active
    if Input.trigger?(Input::B)
      if @scene_flag
        $game_system.se_play($data_system.cancel_se)
        @scene_flag, @temp_window = false, ''
        if @reserve_window.active
          actor = @reserve_window.getactor(@reserve_window.index)
        elsif @current_window.active
          actor = @reserve_window.getactor(@reserve_window_temp)
        end
        @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
        [@current_window, @reserve_window].each {|win| win.refresh}
        return
      end
      if $game_party.forced_size != nil &&
          ($game_party.forced_size < $game_party.actors.nitems ||
          ($game_party.forced_size > $game_party.actors.nitems &&
          @reserve_window.get_number != 0))
        $game_system.se_play($data_system.buzzer_se)
        warning(1)
        return
      end
      if $game_party.actors.all? {|actor| actor == nil ||
            actor != nil && actor.dead?}
        $game_system.se_play($data_system.buzzer_se)
        warning(2)
        return
      end
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::A)
      if $game_party.any_forced_position
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.decision_se)
        $game_party.actors.compact!
        @current_window.refresh
      end
    end
  end
   
  def current_update
    @current_window.update
    if Input.trigger?(Input::C)
      actor = @current_window.getactor(@current_window.index)
      if actor != nil && actor.forced_position != nil
        $game_system.se_play($data_system.buzzer_se)
      else
        if @scene_flag
          switch_members
        else
          $game_system.se_play($data_system.decision_se)
          @scene_flag, @temp_window = true, 'Current'
          @temp_actor_index = @current_window.index
          @current_window.clone_cursor
        end
      end
    elsif Input.trigger?(Input::RIGHT)
      if @scene == Scene_Map && $game_system.order_only ||
          @scene == Scene_Battle && $game_system.battle_order_only
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cursor_se)
        @current_window.active = false
        @reserve_window.active = true
        @current_window_temp = @current_window.index
        actor = @reserve_window.getactor(@reserve_window_temp)
        @current_window.index = -1
        @reserve_window.index = @reserve_window_temp
        @help_window.refresh(actor) if !@scene_flag
      end
    end
  end
 
  def reserve_update
    if Input.trigger?(Input::C)
      if @scene_flag
        switch_members
      else
        $game_system.se_play($data_system.decision_se)
        @scene_flag, @temp_window = true, 'Reserve'
        @temp_actor_index = @reserve_window.index
        @reserve_window.clone_cursor
      end
    elsif @reserve_window.index % 3 == 0 && Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @reserve_window.active = false
      @current_window.active = true
      @reserve_window_temp = @reserve_window.index
      @reserve_window.index = -1
      @current_window.index = @current_window_temp
    end
  end
 
  def switch_members
    if @temp_window == 'Reserve' && @reserve_window.active
      @reserve_window.setactor(@temp_actor_index, @reserve_window.index)
      actor = @reserve_window.getactor(@reserve_window.index)
      @help_window.refresh(actor)
    end
    if @temp_window == 'Current' && @current_window.active
      @current_window.setactor(@temp_actor_index, @current_window.index)
    end
    if @temp_window == 'Reserve' && @current_window.active
      actor1 = @current_window.getactor(@current_window.index)
      actor2 = @reserve_window.getactor(@temp_actor_index)
      if call_warning?(@current_window.index, actor2)
        if actor1 != nil && actor1.must_be_in_party
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window_temp)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        if actor2 != nil && actor2.not_available && !$all_available
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window_temp)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        @reserve_window.setparty(@temp_actor_index, @current_window.index)
        @current_window.refresh
        actor = @reserve_window.getactor(@reserve_window_temp)
        @help_window.refresh(actor)
      else
        warning(0)
      end
    end
    if @temp_window == 'Current' && @reserve_window.active
      actor1 = @current_window.getactor(@temp_actor_index)
      actor2 = @reserve_window.getactor(@reserve_window.index)
      if call_warning?(@temp_actor_index, actor2)
        if actor1 != nil && actor1.must_be_in_party
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window.index)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        if actor2 != nil && actor2.not_available && !$all_available
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window.index)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        @reserve_window.setparty(@reserve_window.index, @temp_actor_index)
        @current_window.refresh
        actor = @reserve_window.getactor(@reserve_window.index)
        @help_window.refresh(actor)
      else
        warning(0)
      end
    end
    $game_system.se_play($data_system.decision_se)
    @scene_flag, @temp_window = false, ''
  end
   
  def wipe_party
    $game_party.actors.each {|actor| actor.not_available = true if actor != nil}
    setup_forced_party(true)
    if $game_party.actors == []
      (1...$data_actors.size).each {|i|
          if !$game_actors[i].not_available ||
              $game_actors[i].disabled_for_party
            $game_party.actors.push($game_actors[i])
            return
          end}
    end
  end
 
  def setup_forced_party(flag = false)
    $game_party.actors, party = [], []
    (1...$data_actors.size).each {|i|
        if $game_actors[i] != nil && $game_actors[i].must_be_in_party &&
             (!$game_actors[i].disabled_for_party || flag) &&
             !$game_actors[i].not_available
          party.push($game_actors[i])
        end}
    party.clone.each {|actor|
        if actor.forced_position != nil
          $game_party.actors[actor.forced_position] = actor
          party.delete(actor)
        end}
    $game_party.actors.each_index {|i|
        $game_party.actors[i] = party.shift if $game_party.actors[i] == nil}
    $game_party.actors += party.compact
  end 
 
  def swap_parties
    $game_party.actors.compact!
    temp_actors = $game_party.actors
    temp_actors.each {|actor| actor.not_available = true}
    $game_system.stored_party.compact!
    $game_system.stored_party.each {|actor| actor.not_available = false}
    $game_party.actors = $game_system.stored_party
    $game_system.stored_party = (@store == 1 ? temp_actors : nil)
  end
 
  def call_warning?(index, actor2)
    return (BlizzCFG::ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
        actor2 != nil || $game_party.actors.nitems > 1)
  end
 
  def warning(type)
    $game_system.se_play($data_system.buzzer_se)
    @warning_window = Window_Warning.new(type, @reserve_window.get_number)
    loop do
      Graphics.update
      Input.update
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se) if type > 0
        [@current_window, @reserve_window].each {|win| win.refresh}
        @warning_window.dispose
        @warning_window = nil
        break
      end
    end
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================
 
class Scene_Battle
 
  alias update_phase2_eps_later update_phase2
  def update_phase2
    update_phase2_eps_later
    if Input.trigger?(Input::C) && @party_command_window.index == 2
      $game_system.se_play($data_system.decision_se)
      @spriteset.dispose
      $scene = Scene_PartySwitcher.new
      $scene.main
      $scene = self
      @spriteset = Spriteset_Battle.new
      15.times {@spriteset.update}
      @status_window.refresh
      Graphics.transition(0)
    end
  end
 
  alias start_phase5_eps_later start_phase5
  def start_phase5
    exp = 0
    oldexp = 0
    if $game_party.actors.size > 0
      oldexp = $game_party.actors[0].exp
      start_phase5_eps_later
      exp = $game_party.actors[0].exp - oldexp if $game_party.actors.size > 0
    else
      start_phase5_eps_later
    end
    exp = @result_window.exp if exp == 0 && @result_window != nil
    exp = @exp if exp == 0 && @exp != nil
    if exp > 0
      (1...$data_actors.size).each {|i|
          if !$game_party.actors.include?($game_actors[i])
            if $game_actors[i].not_available
              addexp = exp * BlizzCFG::EXP_NOT_AVAILABLE / 100
            elsif $game_actors[i].disabled_for_party
              addexp = exp * BlizzCFG::EXP_DISABLED_FOR_PARTY / 100
            else
              addexp = exp * BlizzCFG::EXP_RESERVE / 100
            end
            $game_actors[i].exp += addexp
          end}
    end
  end
 
end


@Blizz: I noticed two things in the script. The changes I made are marked with '#KK20' in the code above. They were:
  def setup
    @actors = []
    (1...$data_actors.size).each {|i|
        if !$game_party.actors.include?($game_actors[i]) ||
            $game_actors[i].disabled_for_party && !$all_available
          @actors.push($game_actors[i])
        end}
    @item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
  end
and
  def initialize(wipe_party = 0, reset = 0, store = 0)
    @wipe_party, @store, @reset = store, reset, wipe_party
    @current_window_temp = @reserve_window_temp = 0
    @scene_flag, @temp_window = false, ''
    @scene = $scene.class
  end

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Blizzard

I wonder how it's possible that nobody reported this earlier. O_o
If Someone can confirm that this works, I'll add it to the script.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Someone


Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Elevenius

I apologize if this has already been asked, but I read through the topic and didn't see this specific question. But I wondered if there was an easy way to change leaders, only for cutscenes. I wanted a certain character to be the leader, so that they're the ones moving and speaking correctly, but I realized that the player could change to another character. These mini-cutscenes are random small events scattered around the map, so forcing a party screen rearrange just for them seems slightly over the top.

Although, if there was a way to make the player turn invisible during the cutscene, that would also be perfect, but I've searched and can't seem to find a way to do that.

Metaron

Elevenius the best method I've found for turning an actor invisible is to create an entirely new actor with no character graphic that you add to the party for cutscenes and then remove after, while having him permanently disabled in the party switcher.

I've encountered an odd error of my own, I've turn a character to non available, however when trying to turn him available again using this code "$game_actors[2].not_available = false" the game simply freezes and refuses to do anything else.

KK20


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Metaron

Brilliant, this works perfectly  :haha: I spent so much time thinking I had made an error somewhere in the game. *Levels up*

Elevenius

Quote from: Metaron on January 03, 2013, 04:52:58 pm
Elevenius the best method I've found for turning an actor invisible is to create an entirely new actor with no character graphic that you add to the party for cutscenes and then remove after, while having him permanently disabled in the party switcher.


I appreciate your help.  I wonder though, is there a special command to switch this invisible party member for the leader? If it was, say, my seventh party member?

Zachfive

Is there a way to completely disable the party reserve window and the status window. Rather than just disabling their use, it would be nice to have them completely gone or just one solid color with no icons.

Blizzard

Technically you could disable them and then draw a sprite with a black bitmap over them so they aren't visible. But if a "party re-arranger" is all you need, there are other scripts out there that were intended for this and will probably work the same while providing a more consistent interface.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Skitzen

I love this script!

Just one question though.. I want to be able to have 9+ party members, but make the max /in/ battle only 4. As having more than 4 in battle makes the battle bug.
Even with no extra script for the battle, it will still bug out.

Is there anyway to do this? I found in the one KGC script they had a Max_Battle member = 4 but that script did not work for what I needed and killed my menu script.
I'm usually good at adjusting scripts, but I didn't want to just edit yours without asking and I'm not sure how to go about it.

Thanks so much if you can help! :^_^':

KK20

Did you change the constant MAX_PARTY to something higher than 4?

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Skitzen

QuoteDid you change the constant MAX_PARTY to something higher than 4?


Yes I did.. But if I do that it makes the BATTLE bug. I need something that makes the max 4 when you are /IN/ battle..

KK20

The point is to leave it at 4.

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