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Enigma

Help, With Moghunters Party Script

Question

This is the script

 

When the Scene is called It allows 1 actor to be added

 

What I want is a modification that will allow the player to add more than 1 actor and once they are done adding actors they can press exit which will exit the scene

 

 

 

#_________________________________________________
# MOG_Character Select Screen V1.1          
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Transition Type(Name).  
CSTR = "006-Stripe02"  
end
$mogscript = {} if $mogscript == nil
$mogscript["char_select"] = true
############
# Win Char #
############
class Win_Char < Window_Selectable
def initialize
super(-600, 0, 150, 150)
@column_max = 2
self.opacity = 0
refresh    
self.index = 1
self.visible = false
end
def item
return @data[self.index]
end  
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@item_max = 8
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end end end  
def draw_item(index)
end end
##############
# Scene_Char #
##############
class Scene_Char
def main
@command_window = Win_Char.new
@command_window.back_opacity = 0
@command_window.visible = false
@command_window.index = 0    
@back = Plane.new
@back.bitmap = RPG::Cache.picture("MN_BK")
@back.z = 10
@char_back = Sprite.new
@char_back.bitmap = RPG::Cache.picture("CH_Menu0")
@char_back.z = 20
@char_back.opacity = 0
@char_sel = Sprite.new
@char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
@char_sel.z = 100
@char_sel.opacity = 0
@char_name = Sprite.new
@char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
@char_name.z = 100
@char_name.x = -300
@char_name.y = 180    
@char_name.opacity = 0
@fundo6 = Plane.new
@fundo6.bitmap = RPG::Cache.fog("Fog01",0)
@fundo6.blend_type = 1
@fundo6.z = 15
@fundo6.opacity = 200   
actor = $data_actors[1]
@name = Sprite.new
@name.bitmap = Bitmap.new(200,100)
@name.bitmap.font.size = 48
@name.bitmap.font.bold = false
@name.bitmap.font.name = "Georgia"
@name.color.set(0,0,0)    
@name.x = 100
@name.y = 500
@name.z = 9998
@name.color.set(0,0,0,255)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2 = Sprite.new
@name2.bitmap = Bitmap.new(160,100)
@name2.bitmap.font.size = 48
@name2.bitmap.font.bold = false
@name2.bitmap.font.name = "Georgia"
@name2.color.set(0,0,0)    
@name2.x = 102
@name2.y = 502
@name2.z = 9998
@name2.color.set(55,200,255,255)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end end
for i in 1..50
@char_back.zoom_x += 0.01
@char_back.opacity -= 10
@char_back.x -= 5
@char_name.x -= 3
@char_name.y -= 3
@char_name.zoom_x += 0.02
@char_name.zoom_y += 0.02    
@char_name.opacity -= 7
@char_sel.opacity -= 10
@char_sel.zoom_x += 0.01
@char_sel.opacity -= 10
@char_sel.x -= 5
@name.opacity -= 10
@name2.opacity -= 10    
Graphics.update  
end
Graphics.freeze
@command_window.dispose
@back.dispose
@char_back.dispose
@char_sel.dispose
@char_name.dispose
@fundo6.dispose
@name.dispose
@name2.dispose
$game_map.autoplay
end
def update
@back.ox -= 1
@fundo6.ox += 1
@fundo6.oy += 1    
@command_window.update    
@char_back.opacity += 10
@char_sel.opacity += 10
if @char_name.x < 100
@char_name.x += 20
@char_name.opacity += 6
@name.y -= 7
@name.opacity += 6
@name2.y -= 7
@name2.opacity += 6       
elsif @char_name.x >= 0  
@char_name.x = 100
@name.y = 370
@name.opacity = 255
@name2.y = 372
@name2.opacity = 255
@char_name.opacity = 255
@char_back.opacity = 255
@char_sel.opacity = 255
end    
case @command_window.index
when 0
actor = $data_actors[1]  
@char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
@char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
when 1
actor = $data_actors[2]
@char_sel.bitmap =  RPG::Cache.picture("CH_ID2")
@char_name.bitmap = RPG::Cache.battler("010-Lancer02",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s) 
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
when 2
actor = $data_actors[3]      
@char_sel.bitmap =  RPG::Cache.picture("CH_ID3")
@char_name.bitmap = RPG::Cache.battler("013-Warrior01",0)   
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)  
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
when 3
actor = $data_actors[4]      
@char_sel.bitmap = RPG::Cache.picture("CH_ID4")
@char_name.bitmap = RPG::Cache.battler("019-Thief04",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)        
when 4
actor = $data_actors[5]      
@char_sel.bitmap = RPG::Cache.picture("CH_ID5")
@char_name.bitmap = RPG::Cache.battler("008-Fighter08",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s) 
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
when 5
actor = $data_actors[6]      
@char_sel.bitmap = RPG::Cache.picture("CH_ID6")  
@char_name.bitmap = RPG::Cache.battler("023-Gunner01",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)  
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)     
when 6
actor = $data_actors[7]      
@char_sel.bitmap = RPG::Cache.picture("CH_ID7")  
@char_name.bitmap = RPG::Cache.battler("029-Cleric05",0)
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
when 7
actor = $data_actors[8]      
@char_sel.bitmap =  RPG::Cache.picture("CH_ID8") 
@char_name.bitmap = RPG::Cache.battler("038-Mage06",0)    
@name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
@name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)       
end
if Input.press?(Input.dir4)
@char_name.x = -300
@name.y = 500
@name.opacity = 0
@name2.y = 502
@name2.opacity = 0
@char_name.opacity = 0
@name.bitmap.clear
@name2.bitmap.clear
end
if Input.trigger?(Input::B)
$scene = Scene_Title.new  
end    
if Input.trigger?(Input::C)
Audio.se_play("Audio/SE/007-System07", 150,150)      
case @command_window.index
when 0 
$game_party.add_actor(1)
when 1      
$game_party.add_actor(2)
when 2
$game_party.add_actor(3)
when 3
$game_party.add_actor(4)
when 4
$game_party.add_actor(5)
when 5
$game_party.add_actor(6)   
when 6
$game_party.add_actor(7)  
when 7
$game_party.add_actor(8)    
end
$scene = Scene_Map.new 
end 
end
end

 

 

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