Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: jcsnider on July 15, 2008, 08:45:52 am

Title: [RESOLVED] confusing...
Post by: jcsnider on July 15, 2008, 08:45:52 am
To recreate the pokemon battle system in my game... I am using a script so that only 1 person can battle at one time... I am using the 6 actors in battle... and im using blizzards party switch but one thing I did find yesterday is that when the battle is over all the actors/pokemon get the exp...  Is there a way to make it devide out the exp to every pokemon that battles?

I can also post a few of my scripts if you need to see them...

thanks
Title: Re: confusing...
Post by: Blizzard on July 15, 2008, 08:51:36 am
Gimme a moment, I still have your Scripts.rxdata. I'll do that for you.
Title: Re: confusing...
Post by: jcsnider on July 15, 2008, 08:53:24 am
ok, that one is kinda outdated so  when u send it to me, could u tell em which ones u changed?



I forgot I was going to ask for this instead of making too different post... this one is probaly easy... is there a way to get your face set script to instead of get actor graphic name_face change it to battler graphic_face?
Title: Re: confusing...
Post by: Blizzard on July 15, 2008, 09:12:03 am
Ok, in my party switch script find this piece of code:

Spoiler: ShowHide
  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
    start_phase5_eps_later
    (1...$data_actors.size).each {|i|
        unless $game_party.actors.include?($game_actors[i])
          if $game_actors[i].not_available
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_NOT_AVAILABLE/100
          elsif $game_actors[i].disabled_for_party
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_DISABLED_FOR_PARTY/100
          else
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_RESERVE/100
          end
        end}
  end


Replace it with this here:

Spoiler: ShowHide
  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)
      @exp_earned |= $game_party.actors[0].id
    end
  end
 
  alias main_eps_later main
  def main
    @exp_earned = []
    main_eps_later
  end
 
  alias start_phase5_eps_later start_phase5
  def start_phase5
    old_exp = []
    $game_party.actors.each {|actor| old_exp.push(actor.exp)}
    start_phase5_eps_later
    exp = 0
    $game_party.actors.each_index {|i|
        exp = $game_party.actors[i].exp - old_exp[i]
        $game_party.actors[i].exp = old_exp[i]}
    exp /= @exp_earned.size
    @result_window.refresh
    $game_party.actors.each_index {|i|
        @status_window.level_up_flags[i] = false
        actor = $game_party.actors[i]
        if !actor.cant_get_exp? && @exp_earned.include?(actor.id)
          last_level = actor.level
          actor.exp += exp
          @status_window.level_up(i) if actor.level > last_level
        end}
  end


And yes, just use this code instead of the original facesets:

Spoiler: ShowHide
#==============================================================================
# Window_Base
#==============================================================================

class Window_Base < Window
 
  alias draw_actor_graphic_faces_later draw_actor_graphic
  def draw_actor_graphic(actor, x, y)
    if self.is_a?(Window_MenuStatus)
      draw_actor_face(actor, x, y) if actor != nil && actor.battler_name != ''
    else
      draw_actor_graphic_faces_later(actor, x, y)
    end
  end
 
  def draw_actor_face(actor, x, y)
    hue = (FACE_HUE ? actor.battler_hue : 0)
    bitmap = RPG::Cache.battler("#{actor.battler_name}_face", hue)
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x-bitmap.width/2, y-bitmap.height, bitmap, src_rect)
  end

end


Keep in mind that you have to put them now in the "Battlers" folder.
Title: Re: confusing...
Post by: jcsnider on July 15, 2008, 09:18:20 am
thanks I will go test them now
Title: Re: confusing...
Post by: jcsnider on July 15, 2008, 11:13:53 am
ok the faceset thing is working so now i cna make it so people cna choose their char... and i still havnt been able to try the party thing but i am not sure if this is gonna be a bug but i might be... when you do the party switch dosnt change the graphic? and that would mess it up... so is there a way to add a little more to that script so when you leave a battle or switch pokemon in like a PC or sotrage area can u make it so it runs common event 11?

Also I just fount this... it is still looking for graphics/character_face instead of battler/_face in this script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Easy Party Switcher by Blizzard
# Version 2.4b
# 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
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  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
#
#
# 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
#     
#   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 = 6
  # set to true to use facesets instead of spritesets
  FACESETS = true
  # allows a party with 0 members
  ALLOW_EMPTY_PARTY = false
  # allows switching the party in battle
  BATTLE_SWITCH = true
  # 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 = 2.4

#==============================================================================
# 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
 
  alias init_eps_later initialize
  def initialize
    init_eps_later
    @order_only = @battle_order_only = false
  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
    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)
    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|
        unless $game_party.actors.include?($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, y = (@index % @column_max)*112 + 8, (@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, 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 = $defaultfontsize
    end
    self.contents.font.size = 24
    self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
    self.contents.font.color = normal_color
    if mode
      self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
      num = [$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

if BlizzCFG::BATTLE_SWITCH
#==============================================================================
# Window_PartyCommand
#==============================================================================

class Window_PartyCommand < Window_Selectable
 
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    @commands = ['Fight', 'Escape', 'Switch']
    @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)
    self.active, self.visible, self.index = false, false, 0
  end
 
  def draw_item(index, color)
    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)
  end
 
  def update_cursor_rect
    self.cursor_rect.set(80 + index * 160, 0, 128, 32)
  end
 
  def command(index = self.index)
    return @commands[index]
  end
 
end
end

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

class Scene_PartySwitcher
 
  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
 
  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(true)
        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) unless @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
      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
      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|
          unless $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(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, @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)
      @exp_earned |= $game_party.actors[0].id
    end
  end
 
  alias main_eps_later main
  def main
    @exp_earned = []
    main_eps_later
  end
 
  alias start_phase5_eps_later start_phase5
  def start_phase5
    old_exp = []
    $game_party.actors.each {|actor| old_exp.push(actor.exp)}
    start_phase5_eps_later
    exp = 0
    $game_party.actors.each_index {|i|
        exp = $game_party.actors[i].exp - old_exp[i]
        $game_party.actors[i].exp = old_exp[i]}
    exp /= @exp_earned.size
    @result_window.refresh
    $game_party.actors.each_index {|i|
        @status_window.level_up_flags[i] = false
        actor = $game_party.actors[i]
        if !actor.cant_get_exp? && @exp_earned.include?(actor.id)
          last_level = actor.level
          actor.exp += exp
          @status_window.level_up(i) if actor.level > last_level
        end}
  end



if BlizzCFG::BATTLE_SWITCH
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# EPS Battle Switch Mod by Blizzard
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle

  alias start_phase1_esp_mod_later start_phase1
  def start_phase1
    start_phase1_esp_mod_later
    @switch_pos = @actor_command_window.commands.size
    @actor_command_window.add_command('Pokemon')
  end

  alias update_phase3_basic_command_eps_mod_later update_phase3_basic_command
  def update_phase3_basic_command
    update_phase3_basic_command_eps_mod_later
    if Input.trigger?(Input::C) && @actor_command_window.index == @switch_pos
      $game_system.se_play($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
      @active_battler.blink = false if @active_battler != nil
      @actor_index = 0
      start_phase3
      @actor_command_window.index = @switch_pos
      Graphics.transition(10)
    end
  end

end

end



I think you have made a few ajustments to this script fo rme in the past blizzard

Thanks
Title: Re: confusing...
Post by: Blizzard on July 17, 2008, 09:38:47 am
Find this line here:
      @exp_earned |= $game_party.actors[0].id

Add this below:
      interpreter = Interpreter.new(0, false)
      interpreter.setup($data_common_events[11].list, 11)
      interpreter.setup_starting_event
      interpreter.update

Find these lines:
Spoiler: ShowHide
#==============================================================================
# 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


And replace them with these here:
Spoiler: ShowHide
#==============================================================================
# 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.battler_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.battler(actor.battler_name, actor.battler_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.battler_hue
    end
    bitmap = RPG::Cache.battler("#{actor.battler_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

Title: Re: confusing...
Post by: jcsnider on July 17, 2008, 09:47:50 am
The title of this thread says it all... common event 11 is supposed to look at 16 switches and change the char sprite when you exit the pc... but wtill when I exit the pc my sprite becomes nothing...
other then that the facesets are working and hopefully my last request for awhile...

when I finish a battle now... I get a no exp deivision error on this line exp /= @exp_earned.size of this area on the party change script

Spoiler: ShowHide
  alias start_phase5_eps_later start_phase5
  def start_phase5
    old_exp = []
    $game_party.actors.each {|actor| old_exp.push(actor.exp)}
    start_phase5_eps_later
    exp = 0
    $game_party.actors.each_index {|i|
        exp = $game_party.actors[i].exp - old_exp[i]
        $game_party.actors[i].exp = old_exp[i]}
    exp /= @exp_earned.size
    @result_window.refresh
    $game_party.actors.each_index {|i|
        @status_window.level_up_flags[i] = false
        actor = $game_party.actors[i]
        if !actor.cant_get_exp? && @exp_earned.include?(actor.id)
          last_level = actor.level
          actor.exp += exp
          @status_window.level_up(i) if actor.level > last_level
        end}
  end
 
end


is there a way to fix that?

thanks
Title: Re: confusing...
Post by: Blizzard on July 17, 2008, 09:56:07 am
Instead of this:
  alias main_eps_later main
  def main
    @exp_earned = []
    main_eps_later
  end

Use this:
  alias main_eps_later main
  def main
    @exp_earned = [$game_party.actors[0].id]
    main_eps_later
  end

Try adding this call script to at the end of that common event:
$game_player.refresh
Title: Re: confusing...
Post by: jcsnider on July 18, 2008, 08:15:11 am
Ok everything is working now except the common event....

In the actors... all their sprites are none...
So when I call Scene_party switcher it refreshes the graphic of the actors in the party so it makes the actors graphic blank... But if i put the common events under the script : $scene party switcher it tries to run it during the party switcher so when you exit the party switcher... the common event dosnt load...soo is there a way to make it wait for scene party switcher is over then continue the event... or maybe change the scene party switcher so it never changes the graphic of the player even though it is different from the actor?
Title: Re: confusing...
Post by: Blizzard on July 19, 2008, 11:02:56 am
If it's a common event then the other common event that is called by script interrupts the running one. Best you remove this part from the script:

      interpreter = Interpreter.new(0, false)
      interpreter.setup($data_common_events[11].list, 11)
      interpreter.setup_starting_event
      interpreter.update


and add it as a Call Script event command at the end of your common event.
Title: Re: confusing...
Post by: jcsnider on July 19, 2008, 12:17:49 pm
i am trying to do the opposite... the script changes the graphic... i want it so it waits until im done switching my party then run the common event but it dosnt work is there a way to just take out the change actor grahic or w/e for the script?
Title: Re: confusing...
Post by: Blizzard on July 19, 2008, 01:05:46 pm
Ok, now I'm officially confused. Let me get this straight. This code will call the common event 11:

      interpreter = Interpreter.new(0, false)
      interpreter.setup($data_common_events[11].list, 11)
      interpreter.setup_starting_event
      interpreter.update


This code will refresh the player's sprite:

$game_player.refresh


I can't find in any of yours scripts a piece of code that forces a different player spriteset than the first pokemon that you have. If you want that, use this extra code:

class Game_Player
 
  attr_accessor :character_name
  attr_accessor :character_hue
 
  def refresh
    @opacity = 255
    @blend_type = 0
  end
 
end


Put it above SDK. Now you can change the player's graphics by using a Call Script event command with:

$game_player.character_name =
'FILENAME'


Did that solve your problem? If not, please try to explain it better.
Title: Re: confusing...
Post by: jcsnider on July 20, 2008, 01:18:43 pm
I dont think it would... here is a small video of what is wrong i think it is only 5 mb...
http://www.fileden.com/files/2007/5/14/1079196/Help.wmv (http://www.fileden.com/files/2007/5/14/1079196/Help.wmv)

And there are three pictures of scripts in the video that didnt turn out right.....

Sp here is the first one...
Spoiler: ShowHide
(http://www.fileden.com/files/2007/5/14/1079196/Choose%20boy.bmp)

Second...
Spoiler: ShowHide
(http://www.fileden.com/files/2007/5/14/1079196/PC%20Event.bmp)

And Third
Spoiler: ShowHide
(http://www.fileden.com/files/2007/5/14/1079196/Choose%20boy.bmp)
Title: Re: confusing...
Post by: Blizzard on July 21, 2008, 10:18:42 am
The video doesn't work somehow. -_- Can you upload it on sendspace?
Title: Re: confusing...
Post by: jcsnider on July 21, 2008, 10:29:45 am
here is the send space link
http://www.sendspace.com/file/k7k3fw (http://www.sendspace.com/file/k7k3fw)