Hmm, I'll check this out when I get home. I have my suspicions.
EDIT: The demo is running on 1.02a, which I have downloaded (along with 1.04). The editor is still the same. Not sure if computers were capable of decreasing font size or anything, but I can ensure you it was not a hacked editor nor modded in any way.
I know you can hard-code your events to be that way. This is pretty rushed and unfriendly code, but it gets the job done:
MAPID = 2
SCRIPT_CALL = "$game_actors[3].disabled_for_party = true
$game_actors[5].disabled_for_party = true
$game_actors[6].disabled_for_party = true
$game_actors[7].disabled_for_party = true
$game_actors[8].disabled_for_party = true"
begin
map = load_data(sprintf("Data/Map%03d.rxdata", MAPID))
i = 0
SCRIPT_CALL.split("\n").each{|line|
cmd = RPG::EventCommand.new((i == 0 ? 355 : 655), 0, [line])
map.events[1].pages[0].list[i] = cmd
i+=1
}
map.events[1].pages[0].list[i] = RPG::EventCommand.new
file = File.open(sprintf("Data/Map%03d.rxdata", MAPID), "wb")
Marshal.dump(map, file)
file.close
p "Successfully created. Please close and re-open game to get your script call. DO NOT SAVE!"
exit
end
This will modify the first event (i.e. EV001) on the MAPID of your choosing. In the example above, I created a blank second map with one event in it. Put in your script call string, making sure you have double quotes at the start and end. Place this script anywhere above Main in your project. Run the project and a message window should pop up. Close and reopen the game and look at your event.
Now you can copy and paste that script call into any event you want. Just be sure to not edit it.