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# Easy Party Switcher by Blizzard
# Version 2.0b
# 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
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#
# Special Thanks to:
# Zeriab for pointing out a few glitches and shortening the code. =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. 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
#
#
# 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.
#
# 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.
#
# - 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,
# set to nil to disable
#
# $game_party.forced_size = nil/0/1/2/...
#
# Using this syntax will enforce a specific party size. The EPS won't exit
# until this size is filled up or there are no more in the reserve. EPS will
# automatically "correct" this number if there are not enough characters in the
# reserve to fill up a party of forced_size. Set this value to nil to disable
# the size requirement. Note that the actor DO NOT HAVE TO be set in normal
# order without any empty position like in version 1.x.
#
#
# Additional note:
#
# For your own sake, do not apply the attribute "must_be_in_party" to a
# character at the same time with "not_available" or "disabled_for_party" as
# this WILL disrupt your party and party switch system. Use "forced_position"
# together with "must_be_in_party" to avoid bugs. Be careful when using
# "forced_position" with "$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
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#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# how many party members do you use
MAX_PARTY = 2
# set to true to use facesets instead of spritesets
FACESETS = true
# allows a party with 0 members
ALLOW_EMPTY_PARTY = false
# gives all other characters EXP (specify in %)
EXP_RESERVE = 100
# gives "not available" characters EXP (specify in %)
EXP_NOT_AVAILABLE = 100
# gives "disabled for party" characters EXP (specify in %)
EXP_DISABLED_FOR_PARTY = 100
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# recognition variable for plug-ins
$easy_party_switcher = true
#==============================================================================
# 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 = false
@disabled_for_party = false
@not_available = false
end
end
#==============================================================================
# Game_System
#==============================================================================
class Game_System
attr_accessor :stored_party
end
#==============================================================================
# Game_Party
#==============================================================================
class Game_Party
attr_accessor :actors
attr_accessor :forced_size
def any_forced_position
for actor in @actors
return true if actor != nil and actor.forced_position != nil
end
return false
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 and actor.character_name != ''
if FACESETS and
[Window_Current, Window_Reserve, Window_HelpStatus].include?(self.class)
draw_actor_face_eps(actor, x, y)
else
if [Window_Current, Window_Reserve, Window_HelpStatus].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 or $tons_version < 3.71 or not 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 or 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, (MAX_PARTY > 4 ? 480 : MAX_PARTY * 120))
self.contents = Bitmap.new(width - 32, 448 + (MAX_PARTY-4) * 120)
@item_max = MAX_PARTY
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
y = i * 120 - 4
self.contents.font.color = normal_color
if $game_party.actors[i] != nil
draw_actor_graphic($game_party.actors[i], 4, y + 8)
draw_actor_name_new($game_party.actors[i], 152, y)
#draw_actor_level($game_party.actors[i], 88, y)
draw_actor_hp_new($game_party.actors[i], 88, y + 32)
#draw_actor_bar(88, y+40,"horizontal",30,5, $game_party.actors[i].hp, $game_party.actors[i].maxhp,Color.new(150, 0, 0, 200) ,Color.new(255, 255, 60, 200))
#draw_actor_sp_new($game_party.actors[i], 88, y + 64)
end
end
end
def setactor(index_1, index_2)
temp = $game_party.actors[index_1]
$game_party.actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end
def getactor(index)
return $game_actors[$game_party.actors[index].id]
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)
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
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
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)
row = row % row_max
self.oy = row * 120
end
def page_row_max
return (self.height / 120)
end
end
#==============================================================================
# Window_Reserve
#==============================================================================
class Window_Reserve < Window_Selectable
attr_reader :actors
def initialize
super(0, 0, 368, 320)
setup
@column_max = 3
rows = @item_max / @column_max
self.contents = Bitmap.new(width - 32, (rows >= 3 ? rows * 96 : height - 32))
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.active = false
self.index = -1
refresh
end
def setup
@actors = []
for i in 1...$data_actors.size
unless $game_party.actors.include?($game_actors[i]) or
$game_actors[i].disabled_for_party
@actors.push($game_actors[i])
end
end
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end
def refresh
self.contents.clear
for i in 0...@actors.size
draw_actor_graphic(@actors[i], i%3*112 + 16, i/3*96 + 8)
end
end
def getactor(index)
return @actors[index]
end
def get_number
count = 0
for actor in @actors
count += 1 unless actor == nil or actor.not_available
end
return count
end
def setactor(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = @actors[index_2]
@actors[index_2] = temp
refresh
end
def setparty(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
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
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
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)
super(0, 0, 400 - 32, 160)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
refresh(gotactor)
self.active = false
end
def refresh(actor)
self.contents.clear
if actor != nil
x = y = 0
self.contents.font.color = normal_color
if actor.not_available
self.contents.draw_text(x + 8, y, 160, 32, 'not available', 0)
end
draw_actor_graphic(actor, x, y + 40)
draw_actor_name_new(actor, x + 160, y + 32)
#draw_actor_level(actor, x + 96, y + 32)
draw_actor_hp_new(actor, x + 96, y + 64)
#draw_actor_sp(actor, x + 96, y + 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
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.x = 320 - width/2
self.y = 240 - height/2
self.z = 9999
self.contents.font.color = normal_color
if mode
self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
num = [$game_party.forced_size, members + $game_party.actors.nitems].min
self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
else
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)
end
end
end
#==============================================================================
# Scene_PartySwitcher
#==============================================================================
class Scene_PartySwitcher
def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party = wipe_party
@store = store
@reset = reset
@current_window_temp = 0
@reserve_window_temp = 0
@scene_flag = false
@temp_window = ''
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 = $game_party.actors
wipe_party
end
if @reset == 1
for i in 1...$data_actors.size
$game_actors[i].not_available = false
end
end
@current_window = Window_Current.new
@current_window.index = 0
@current_window.active = true
@reserve_window = Window_Reserve.new
@reserve_window.x = 240 + 32
@reserve_window.y = 160
@help_window = Window_HelpStatus.new(@reserve_window.getactor(0))
@help_window.x = 240 + 32
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@current_window.dispose
@reserve_window.dispose
@help_window.dispose
$game_party.actors.compact!
$game_player.refresh
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)
@temp_window = ''
@scene_flag = 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.refresh
@reserve_window.refresh
return
end
if $game_party.forced_size != nil
if $game_party.forced_size < $game_party.actors.nitems or
($game_party.forced_size > $game_party.actors.nitems and
@reserve_window.get_number != 0)
$game_system.se_play($data_system.buzzer_se)
warning(true)
return
end
end
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if 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 and 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 = true
@temp_actor_index = @current_window.index
@temp_window = 'Current'
@current_window.clone_cursor
end
end
return
end
if Input.trigger?(Input::RIGHT)
$game_system.se_play($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) unless @scene_flag
return
end
end
def reserve_update
if Input.trigger?(Input::C)
unless @scene_flag
$game_system.se_play($data_system.decision_se)
@scene_flag = true
@temp_actor_index = @reserve_window.index
@temp_window = 'Reserve'
@reserve_window.clone_cursor
else
switch_members
end
return
end
if (@reserve_window.index % 3) == 0
if 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
end
def switch_members
if @temp_window == 'Reserve' and @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' and @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == 'Reserve' and @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 and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ''
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ''
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.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
end
end
if @temp_window == 'Current' and @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 and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ''
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ''
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.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
end
end
$game_system.se_play($data_system.decision_se)
@scene_flag = false
@temp_window = ""
end
def wipe_party
for i in 0...$game_party.actors.size
$game_party.actors[i].not_available = true if $game_party.actors[i] != nil
end
setup_forced_party(true)
if $game_party.actors == []
for i in 1...$data_actors.size
unless $game_actors[i].not_available or $game_actors[i].disabled_for_party
$game_party.actors[$game_party.actors.size] = $game_actors[i]
return
end
end
end
end
def setup_forced_party(flag = false)
$game_party.actors = []
party = []
for i in 1...$data_actors.size
actor = $game_actors[i]
if actor != nil and actor.must_be_in_party and
(not actor.disabled_for_party or flag) and not actor.not_available
party[party.size] = actor
end
end
for i in 0...party.size
if actor.forced_position != nil
$game_party.actors[party[i].forced_position] = party[i]
party[i] = nil
end
end
party.compact!
for actor in party
$game_party.actors.push(actor)
end
end
def swap_parties
$game_party.actors.compact!
temp_actors = $game_party.actors
for actor in temp_actors
actor.not_available = true
end
$game_system.stored_party.compact!
for actor in $game_system.stored_party
actor.not_available = false
end
$game_party.actors = $game_system.stored_party
$game_system.stored_party = nil
$game_system.stored_party = temp_actors if @store == 1
end
def call_warning?(index, actor2)
return (ALLOW_EMPTY_PARTY or $game_party.actors[index] == nil or
actor2 != nil or $game_party.actors.nitems > 1)
end
def warning(flag = false)
$game_system.se_play($data_system.buzzer_se)
@warning_window = Window_Warning.new(flag, @reserve_window.get_number)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se) if flag
@current_window.refresh
@reserve_window.refresh
@warning_window.dispose
@warning_window = nil
break
end
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
alias start_phase5_eps_later start_phase5
def start_phase5
start_phase5_eps_later
for i in 1...$data_actors.size
unless $game_party.actors.include?($game_actors[i])
if $game_actors[i].not_available
$game_actors[i].exp += @result_window.exp * EXP_NOT_AVAILABLE/100
elsif $game_actors[i].disabled_for_party
$game_actors[i].exp += @result_window.exp * EXP_DISABLED_FOR_PARTY/100
else
$game_actors[i].exp += @result_window.exp * EXP_RESERVE/100
end
end
end
end
end