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RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: jcsnider on April 22, 2009, 04:17:15 pm

Title: Blizz Party Switching (Edits)
Post by: jcsnider on April 22, 2009, 04:17:15 pm
Ok, I am making a pokemon game and I used Blizzard's party switcher for the pokemon pc system and in battle switching order of the pokemon but I seem to have a few problems since I am making a pokemon game and this script wasnt made for it in particular...

Here is the script I am using now, it has a few edits Blizzard made for me awhile back...
Spoiler: ShowHide
#==============================================================================
# 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 = 0
  # 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

      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!

    $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
        $game_temp.common_event_id = 11
      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
    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
 
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


The main problem I have is, if you enter more than 1 of the same actor, even if they have different moves/level/stats, anything, the first one dissapares, I would like it to keep the actor no matter how many copies there are.

The second is more of an edit which is not really needed so please don't spend too much time on it, I asked for an edit so you could switch in battle but not get the pokemon from the pc while in battle, just move around the pokemon that are in your party, but at this time, it still shows the pc, just dimmed out, I was wondering if you could just expand the party box to cover that when accessing it in battle?

Thanks to all that help.

Title: Re: Blizz Party Switching (Edits)
Post by: jcsnider on April 23, 2009, 05:21:45 pm
BUMP! Please someone!
Title: Re: Blizz Party Switching (Edits)
Post by: RoseSkye on April 23, 2009, 05:23:26 pm
Quote from: jcsnider on April 22, 2009, 04:17:15 pm
Ok, I am making a pokemon game and I used Blizzard's party switcher for the pokemon pc system and in battle switching order of the pokemon but I seem to have a few problems since I am making a pokemon game and this script wasnt made for it in particular...

Here is the script I am using now, it has a few edits Blizzard made for me awhile back...
Spoiler: ShowHide
#==============================================================================
# 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 = 0
  # 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

      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!

    $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
        $game_temp.common_event_id = 11
      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
    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
 
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


The main problem I have is, if you enter more than 1 of the same actor, even if they have different moves/level/stats, anything, the first one dissapares, I would like it to keep the actor no matter how many copies there are.

The second is more of an edit which is not really needed so please don't spend too much time on it, I asked for an edit so you could switch in battle but not get the pokemon from the pc while in battle, just move around the pokemon that are in your party, but at this time, it still shows the pc, just dimmed out, I was wondering if you could just expand the party box to cover that when accessing it in battle?

Thanks to all that help.




correct me if I'm wrong but isn't there a pokemon starter kit out there?

Anywho, I'm sure Blizz can come up with a more reasonable answer.. but my answer would be make more than one of the same pokemon if you desperately want to do that. Forgive my passe view on this.. something about fangames really grinds my gears.
Title: Re: Blizz Party Switching (Edits)
Post by: jcsnider on April 23, 2009, 05:33:52 pm
Lol, yes there is, but, it is not compatible with netplay which I want more than the extra features of the starter kit so this is one of my only options.
Title: Re: Blizz Party Switching (Edits)
Post by: Blizzard on April 23, 2009, 05:47:24 pm
I'll take care of that as well.
Title: Re: Blizz Party Switching (Edits)
Post by: G_G on April 23, 2009, 05:53:25 pm
Quote from: jcsnider on April 23, 2009, 05:33:52 pm
Lol, yes there is, but, it is not compatible with netplay which I want more than the extra features of the starter kit so this is one of my only options.

I believe the newset version has some sort of netplay thing in it. You setup a Hamachi ip thing and enter the info in this txt file, keep hamachi up and running. Its a bit confusing maybe but it'll do what you need and it at least has online trading.
Title: Re: Blizz Party Switching (Edits)
Post by: jcsnider on April 23, 2009, 06:29:32 pm
it allows you to trade online, but it dosnt show other players or anything like that.
Title: Re: Blizz Party Switching (Edits)
Post by: Ryex on April 25, 2009, 10:38:32 pm
you know the the online trade in the pk starter kit it built off net-play and would be a simple matter to add.
Title: Re: Blizz Party Switching (Edits)
Post by: Blizzard on April 26, 2009, 06:34:44 am
But it would still require modding because the current system might not be fully compatible with that mod of NP+. Especially since I am going to optimize jc's version of NP+. And with optimize I am talking about communication. ;)