bum_199 1 Report post Posted November 10, 2009 does anyone know of a script or how to make one that would make certain party members count for more than 1 member? basically my idea is powerful people can join your party but the catch is they count for more than 1 party member and take up more room. help would be appreciated. Share this post Link to post Share on other sites
Agckuu_Coceg 5 Report post Posted November 11, 2009 does anyone know of a script or how to make one that would make certain party members count for more than 1 member? basically my idea is powerful people can join your party but the catch is they count for more than 1 party member and take up more room. help would be appreciated. I not quite understood that needs you, but me it seems to, that you need Party Changer. Here a link to you: LINK Share this post Link to post Share on other sites
zane203 8 Report post Posted November 11, 2009 i get it, he wants a system like... Character A = 1 spot Character B = 1 spot character C= 2 spots Character D = 1 Spot if character A B and C are in the party then you have "4" spots taken, so D can not be in the party... um doing this would be weird through events... i suggest learning script =D other than that, know that you'd need a common event based on variables, where the character with more spots would +2 that variable's constant.... the theory in my head would be a long and complicated process... Share this post Link to post Share on other sites
bum_199 1 Report post Posted November 11, 2009 I actually don't know much about scripting so i guess i'm screwed. i am also currently looking for a large party script. Whatever scripts i end up using just need to be compatible with that and gubids tactical battle system script (as far i know now) which i'm already using. But thanks. On a side note if you had some really powerful characters join a group any ideas how you would penalize the party to keep the game tougher? Not thinking tougher enemies cause they would be the powerful characters joining you. Was originally thinking having tougher characters would reduce the party size considerably. I know this is moving in a different direction now so it may have to be moved. 1 Agckuu_Coceg reacted to this Share this post Link to post Share on other sites
Hughesy 0 Report post Posted November 11, 2009 I'll keep quiet for now. :s Share this post Link to post Share on other sites
Agckuu_Coceg 5 Report post Posted November 11, 2009 I actually don't know much about scripting so i guess i'm screwed. i am also currently looking for a large party script. Whatever scripts i end up using just need to be compatible with that and gubids tactical battle system script (as far i know now) which i'm already using. But thanks. On a side note if you had some really powerful characters join a group any ideas how you would penalize the party to keep the game tougher? Not thinking tougher enemies cause they would be the powerful characters joining you. Was originally thinking having tougher characters would reduce the party size considerably. I know this is moving in a different direction now so it may have to be moved. Oh, you wanna some Large Party Script? That is here. I'm give a code: #============================================================================== # ** Large Party #------------------------------------------------------------------------------ # Author: Dargor # Version 1.3 # 02/08/2007 #============================================================================== #============================================================================== # ** Large Party Customization Module #============================================================================== module Dargor module Large_Party # Maximum number of actors allowed in the party Max_Size = 9 # Battle status window refresh rate (used in phase5) Battle_Refresh_Rate = 64 end end #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :battle_actor_index # @actor_index in battle scene #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_temp_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize large_party_temp_initialize @battle_actor_index = 0 end end #============================================================================== # ** Game_Party #------------------------------------------------------------------------------ # This class handles the party. It includes information on amount of gold # and items. Refer to "$game_party" for the instance of this class. #============================================================================== class Game_Party #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :max_size # Max number of actors allowed in the party #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_initialize initialize alias large_party_add_actor add_actor #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize large_party_initialize @max_size = Dargor::Large_Party::Max_Size end #-------------------------------------------------------------------------- # * Add an Actor # actor_id : actor ID #-------------------------------------------------------------------------- def add_actor(actor_id) # Original method large_party_add_actor(actor_id) # Get actor actor = $game_actors[actor_id] # If the party has less than 4 members and this actor is not in the party if @actors.size < @max_size and not @actors.include?(actor) # Add actor @actors.push(actor) # Refresh player $game_player.refresh end end end #============================================================================== # ** Sprite_Battler #------------------------------------------------------------------------------ # This sprite is used to display the battler.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_sprite_update update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Original method large_party_sprite_update # Set sprite coordinates if @battler.is_a?(Game_Actor) self.x = @battler.screen_x - ($game_temp.battle_actor_index / 4) * 640 end end end #============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within # the Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_spriteset_update update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Cycle through all extra actors (4+) # Create/update sprites for i in 4...$game_party.actors.size if @actor_sprites[i].nil? @actor_sprites.push(Sprite_Battler.new(@viewport2)) end @actor_sprites[i].battler = $game_party.actors[i] end # Original method large_party_spriteset_update end end #============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_menu_status_initialize initialize alias large_party_menu_status_refresh refresh alias large_party_menu_status_update_cursor_rect update_cursor_rect #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # Original method large_party_menu_status_initialize # Adjust contents height @item_max = $game_party.actors.size height = @item_max * 118 self.contents = Bitmap.new(width - 32, height - 32) # Refresh refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(*args) # Original method large_party_menu_status_refresh(*args) # Adjust default height self.height = 480 end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect large_party_menu_status_update_cursor_rect row = @index / @column_max if row < self.top_row self.top_row = row end if row > self.top_row + (self.page_row_max - 1) self.top_row = row - (self.page_row_max - 1) end cursor_width = self.width / @column_max - 32 x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 116 - self.oy self.cursor_rect.set(x, y, cursor_width, 96) end #-------------------------------------------------------------------------- # * Top Row #-------------------------------------------------------------------------- def top_row return self.oy / 116 end #-------------------------------------------------------------------------- # * Set Top Row # row : new row #-------------------------------------------------------------------------- def top_row=(row) if row < 0 row = 0 end if row > row_max - 1 row = row_max - 1 end self.oy = row * 116 end #-------------------------------------------------------------------------- # * Page Row Max #-------------------------------------------------------------------------- def page_row_max return 4 end end #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_battle_status_initialize initialize alias large_party_battle_status_refresh refresh alias large_party_battle_status_update update #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @column_max = 4 large_party_battle_status_initialize width = $game_party.actors.size * 160 self.contents = Bitmap.new(width - 32, height - 32) self.width = 640 @level_up_flags = [] for i in 0...$game_party.actors.size @level_up_flags << false end @item_max = $game_party.actors.size refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Refresh contents when actors are added/removed in-battle if $game_party.actors.size != @item_max @item_max = $game_party.actors.size width = @item_max * 160 self.contents = Bitmap.new(width - 32, height - 32) self.width = 640 end large_party_battle_status_refresh column = $game_temp.battle_actor_index / 4 self.ox = column * 640 end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_phase3_setup_command_window phase3_setup_command_window alias large_party_update_phase4_step2 update_phase4_step2 alias large_party_start_phase5 start_phase5 alias large_party_update_phase5 update_phase5 #-------------------------------------------------------------------------- # * Actor Command Window Setup #-------------------------------------------------------------------------- def phase3_setup_command_window $game_temp.battle_actor_index = @actor_index @status_window.refresh large_party_phase3_setup_command_window @actor_command_window.x = (@actor_index%4) * 160 end #-------------------------------------------------------------------------- # * Frame Update (main phase step 2 : start action) #-------------------------------------------------------------------------- def update_phase4_step2 if @active_battler.is_a?(Game_Actor) $game_temp.battle_actor_index = @active_battler.index @status_window.refresh end large_party_update_phase4_step2 end #-------------------------------------------------------------------------- # * Start After Battle Phase #-------------------------------------------------------------------------- def start_phase5 @actor_index = 0 @status_wait = Graphics.frame_count large_party_start_phase5 end #-------------------------------------------------------------------------- # * Frame Update (after battle phase) #-------------------------------------------------------------------------- def update_phase5 refresh_rate = Dargor::Large_Party::Battle_Refresh_Rate if Graphics.frame_count >= @status_wait + refresh_rate $game_temp.battle_actor_index = @actor_index @status_window.refresh @status_wait = Graphics.frame_count max = ($game_party.actors.size.to_f/4).ceil * 4 @actor_index = (@actor_index+1) % max end large_party_update_phase5 end end Share this post Link to post Share on other sites
bum_199 1 Report post Posted November 11, 2009 would i insert it below gubids tactical battle system and above main? Share this post Link to post Share on other sites
Agckuu_Coceg 5 Report post Posted November 11, 2009 would i insert it below gubids tactical battle system and above main? Of course. Share this post Link to post Share on other sites