Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
  • 0
Sign in to follow this  
PilotBK

Need Help with Leon's Party Script

Question

I'm not very good with scripting and I can usually figure things out by playing around with them, but this script continues to elude me. I'm using Leon's Party Changing System v1.2 and when I try to take a party member out of the party and put them into reserve an error pops up...

 

"ArgumentError occurred while running script.

 

wrong number of arguments(0 for 1)"

 

 

This is the event command that I'm using: $game_party.remove_actor_from_party(9)

 

I've tried everything I know of and it just doesn't want to work for me. I searched google and several other forums and haven't found any solution. Any help would be greatly appreciated.

 

EDIT:

 

:pinch: Strange how things figure themselves out...I found out what the problem was.

Share this post


Link to post
Share on other sites

Recommended Posts

  • 0

Please use the edit post next time.

 

Good job on figuring out the problem. You should post it so people can learn from this. ^~^

 

Leon is an active member here BTW, so you can ask him personally. : >

Share this post


Link to post
Share on other sites
  • 0

What a coincidence! :) I was about to make a help topic about this script.So,I'll just add my question :) Since,I suck big time at scripts,I have trouble even configuring them(HONEST!!!),

 

So,err...I just added the script before main.First of all,hoow do I open up the Party changer menu(:D) ? and What do I do if I get an error like PilotBK? :)

Share this post


Link to post
Share on other sites
  • 0

To open up the party changer menu:

 

1. Make an event

2. Tab 3, all the way down at the bottom right there's a "Script..." command. Click it.

3. A window will pop up that allows you to enter text. Put this in: '$scene = Scene_Party_Change.new' then click ok.

When you start the game and activate the event, the party window should come up.

With the error from before...I found out that you don't have to manually remove people from the party to put them in the reserve list. If you just keep adding people to the party with the regular 'Change Party Member' command, if the party is full, the newest party member that you add will replace the oldest one (excluding the main actor) and the older one will automatically be added to the reserve list. smile.gif

Share this post


Link to post
Share on other sites
  • 0

Alternatively you can edit the Scene_Menu script to include an option to go to the party changer.

Share this post


Link to post
Share on other sites
  • 0

@Kiriashi-How do I do that? O.o :)

 

@PilotBK-I wanna open up the party changer by pressing a button..like A :) How do I do that? :) Should I make a commen event? If that's not possible I'll just stick to this way itself :)

Share this post


Link to post
Share on other sites
  • 0

I'm not sure about having the party changer assigned to a specific key, but, as Kiriashi stated, you can put it as an option in the menu.

 

If you delete everything from the Scene_Menu slot, and paste this script in there instead, Party Change should show up as an option in the menu. I had to edit out the Steps box because everything wouldn't fit. pinch.gif

 

 

 

 

V Download Kiriashi's Demo V

Edited by Ypsami

Share this post


Link to post
Share on other sites
  • 0

Ok,I'll try that :) But one more thing with Leon's script:

 

IF I remove the actor's from the party,I get an error "Undefined method include/delete" or something :(

 

AND I get another error:some problem with Ccoa's UMS :'(

 

http://a.imageshack.us/img844/144/errorm.png

Share this post


Link to post
Share on other sites
  • 0

Are you using the regular "Change Party Member" command or are you using the script command "$game_party.remove_actor_from_party(actor_id)"?

 

Could you also tell me all the scripts you are using?

Share this post


Link to post
Share on other sites
  • 0

I installed all the scripts in a new game file to test them out and didn't get any error messages. I even changed some things around to purposely get the errors you mentioned, but it's not working. I'm guessing some of the scripts are colliding somehow....You should try to isolate each script in a new game file to see if they still error. Then try combining them (only using a combination of 2 of the scripts at a time, or maybe 3) and see if you get the same errors, then hopefully you'll find out what the problem is by process of elimination. I'll continue to mess around with the scripts to see if I can get them to error like yours did. ermm.gif

Share this post


Link to post
Share on other sites
  • 0

I'm not sure about having the party changer assigned to a specific key, but, as Kiriashi stated, you can put it as an option in the menu.

 

If you delete everything from the Scene_Menu slot, and paste this script in there instead, Party Change should show up as an option in the menu. I had to edit out the Steps box because everything wouldn't fit. pinch.gif

 

 

No offense, but that edit is incomplete.

 

 

Jya1993, I edited four scripts for you so that the menu would include a Party Changer Option. You will need to replace all four of these with the normal ones:

 

Window_PlayTime

 

 

#==============================================================================
# ** Window_PlayTime                                         Edited by Kiriashi
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Play Time")
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end

 

 

The window is smaller to make space.

 

Window_Steps

 

 

#==============================================================================
# ** Window_Steps                                            Edited by Kiriashi
#------------------------------------------------------------------------------
#  This window displays step count on the menu screen.
#==============================================================================

class Window_Steps < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 160, 67)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Step Count")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 0, 120, 32, $game_party.steps.to_s, 2)
 end
end

 

 

Also edited the size.

 

Scene_Menu

 

 

#==============================================================================
# ** Scene_Menu                                              Edited by Kiriashi
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#  Edited to include Party Changer option.
#==============================================================================

class Scene_Menu
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     menu_index : command cursor's initial position
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Make command window
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Save"
   s6 = "End Game"
   s7 = "Party"
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
   @command_window.index = @menu_index
   # If number of party members is 0
   if $game_party.actors.size == 0
     # Disable items, skills, equipment, and status
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   # If save is forbidden
   if $game_system.save_disabled
     # Disable save
     @command_window.disable_item(4)
   end
   # Make play time window
   @playtime_window = Window_PlayTime.new
   @playtime_window.x = 0
   @playtime_window.y = 255
   # Make steps window
   @steps_window = Window_Steps.new
   @steps_window.x = 0
   @steps_window.y = 350
   # Make gold window
   @gold_window = Window_Gold.new
   @gold_window.x = 0
   @gold_window.y = 416
   # Make status window
   @status_window = Window_MenuStatus.new
   @status_window.x = 160
   @status_window.y = 0
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @command_window.dispose
   @playtime_window.dispose
   @steps_window.dispose
   @gold_window.dispose
   @status_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update windows
   @command_window.update
   @steps_window.update
   @gold_window.update
   @status_window.update
   @playtime_window.update
   # If command window is active: call update_command
   if @command_window.active
     update_command
     return
   end
   # If status window is active: call update_status
   if @status_window.active
     update_status
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when command window is active)
 #--------------------------------------------------------------------------
 def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If command other than save or end game, and party members = 0
     if $game_party.actors.size == 0 and @command_window.index < 4
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Branch by command window cursor position
     case @command_window.index
     when 0  # item
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to item screen
       $scene = Scene_Item.new
     when 1  # skill
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3  # status
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4  # save
       # If saving is forbidden
       if $game_system.save_disabled
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to save screen
       $scene = Scene_Save.new
     when 5  # end game
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to end game screen
       $scene = Scene_End.new
     when 6  # Party changer
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to party changer
       $scene = Scene_Party_Change.new
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Make command window active
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 1  # skill
       # If this actor's action limit is 2 or more
       if $game_party.actors[@status_window.index].restriction >= 2
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to skill screen
       $scene = Scene_Skill.new(@status_window.index)
     when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to equipment screen
       $scene = Scene_Equip.new(@status_window.index)
     when 3  # status
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to status screen
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
 end
end

 

 

Added the Party Changer option

 

Leon's Party Changer

 

 

#==============================================================================
#  Party Changing System by Leon_Westbrooke
#   -v 1.3
# Minor Edits by Kiriashi to incorporate this scene with the menu.
#----------------------------------------------------------------------
#  Instructions:  Place above main, but below all other default scripts.
#  
#  Features:  
#    -Allows the player to make a party from the minimum to maximum size.
#    -Extra members are limitless.
#    -You can remove a person from the party and put it into reserve using:
#       $game_party.remove_actor_to_party(actor_id)
#    -You can remove a person from the reserve if they exist, and them into
#     the party:
#       $game_party.add_actor_to_party(actor_id)
#    -You can lock a character in reserve or active party by using:
#       $game_party.locked.push(actor_id)
#    -You can set the maximum and minimum number of the party in-game using:
#       $game_party.min_size = x
#       $game_party.max_size = x
#       (NOTE: Do NOT make the max size lower than the minimum size.)
#    -Allows you to use the default add/remove actors command.
#       (NOTE: If you remove an actor with this method, he is gone from both
#              the party and the reserve members.)
#
#  Credits:
#    This setup uses SephirothSpawn's coding to simplify the cursor's position.
#
# 
#  Command Quick-list:
#    $game_party.remove_actor_from_party(actor_id)
#      -Removes an actor from the party, and puts them in reserve.
#    $game_party.add_actor_to_party(actor_id)
#      -Replaces the last actor in the party with the actor in reserve.
#    $game_party.locked.push(actor_id)
#      -Locks the actor in place.
#    $game_party.min_size = x
#    $game_party.max_size = x
#      -Sets the minimum and maximum party size.
#
#
#  Notes:
#    This script rewrites these methods from Game_Party:
#      add_actor
#      remove_actor
#===================================

#==================================================
#  Game_Party
#==================================================
class Game_Party

 attr_accessor :party_members
 attr_accessor :move
 attr_accessor :locked
 attr_accessor :min_size
 attr_accessor :max_size

 alias leon_partyswitch_gameactor_initialize initialize

 def initialize
   leon_partyswitch_gameactor_initialize
   @party_members = []
   #  Edit :This is to change if an actor is locked or not. To lock them, add
   #        their id to the array below.
   @locked = [1]
   @min_size = 1
   @max_size = 4
 end


 def add_actor(actor_id)
   actor = $game_actors[actor_id]
   if @actors.size < @max_size
     unless @actors.include?(actor)
       unless @party_members.include?(actor.id)
         @actors.push(actor)
         $game_player.refresh
       end
     end
   else
     unless @party_members.include?(actor.id)
       unless @actors.include?(actor)
         @party_members.push(actor.id)
         $game_player.refresh
       end
     end
   end
 end

 def remove_actor(actor_id)
   @actors.delete($game_actors[actor_id])
   @party_members.delete(actor_id)
   $game_player.refresh
 end

 def remove_actor_from_party(actor_id)
   if @actors.include?($game_actors[actor_id])
     unless @party_members.include?(actor_id)
       @party_members.push(actor_id)
       @party_members.sort!
     end
   end
       @actors.delete($game_actors[actor_id])
   $game_player.refresh
 end

 def add_actor_to_party(actor_id)
   if @party_members.include?(actor_id)
     if @actors[@max_size - 1] != nil
       @party_members.push(@actors[@max_size - 1].id)
       @actors.delete_at(@max_size - 1)
     end
     @actors.push($game_actors[actor_id])
     @party_members.delete(actor_id)
   end
 end
end
#==================================================
#  END Game_Party
#==================================================

#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :cursor_height
 #--------------------------------------------------------------------------
 # * Alias Initialization
 #--------------------------------------------------------------------------
 alias custom_int initialize
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
   custom_int(x, y, width, height)
   @cursor_height = 32
 end
 #--------------------------------------------------------------------------
 # * Get Top Row
 #--------------------------------------------------------------------------
 def top_row
   # Divide y-coordinate of window contents transfer origin by 1 row
   # height of @cursor_height
   return self.oy / @cursor_height
 end
 #--------------------------------------------------------------------------
 # * Set Top Row
 # row : row shown on top
 #--------------------------------------------------------------------------
 def top_row=(row)
   # If row is less than 0, change it to 0
   if row < 0
     row = 0
   end
   # If row exceeds row_max - 1, change it to row_max - 1
   if row > row_max - 1
     row = row_max - 1
   end
   # Multiply 1 row height by 32 for y-coordinate of window contents
   # transfer origin
   self.oy = row * @cursor_height
 end
 #--------------------------------------------------------------------------
 # * Get Number of Rows Displayable on 1 Page
 #--------------------------------------------------------------------------
 def page_row_max
   # Subtract a frame height of 32 from the window height, and divide it by
   # 1 row height of @cursor_height
   return (self.height - 32) / @cursor_height
 end
 #--------------------------------------------------------------------------
 # * Update Cursor Rectangle
 #--------------------------------------------------------------------------
 def update_cursor_rect
   # If cursor position is less than 0
   if @index < 0
     self.cursor_rect.empty
     return
   end
   # Get current row
   row = @index / @column_max
   # If current row is before top row
   if row < self.top_row
     # Scroll so that current row becomes top row
     self.top_row = row
   end
   # If current row is more to back than back row
   if row > self.top_row + (self.page_row_max - 1)
     # Scroll so that current row becomes back row
     self.top_row = row - (self.page_row_max - 1)
   end
   # Calculate cursor width
   cursor_width = self.width / @column_max - 32
   # Calculate cursor coordinates
   x = @index % @column_max * (cursor_width + 32)
   y = @index / @column_max * @cursor_height - self.oy
   if self.active == true
     # Update cursor rectangle
     self.cursor_rect.set(x, y, cursor_width, @cursor_height)
   end
 end
end

#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
 #--------------------------------------------------------------------------
 # * Unisable Item
 # index : item number
 #--------------------------------------------------------------------------
 def undisable_item(index)
   draw_item(index, normal_color)
 end
end
#============================================================


#==================================================
#  Window_Party_Info
#==================================================
class Window_Party_Info < Window_Base
 def initialize
   super(0, 0, 640, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end

 def refresh
   self.contents.clear
   self.contents.draw_text(0, 0, 614, 32, "Please make a party of #{$game_party.min_size.to_s} to #{$game_party.max_size.to_s} members.", 1)
 end
end
#==================================================
#  END Window_Party_Info
#==================================================


#==================================================
#  Window_Party_Slots
#==================================================
class Window_Party_Slots < Window_Selectable

 def initialize
   super(0, 64, 320, 416)
   @item_max = 4
   self.contents = Bitmap.new(width - 32, height - 32)
   self.index = 0
   self.active = true
   refresh
 end

 def actors
   if @data[index] != nil
     return @data[index]
   end
 end

 def refresh
   @data = []
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   for i in 0...$game_party.actors.size
     @data.push($game_party.actors[i])
   end
   @item_max = (@data.size + 1)
   if @item_max > 0
     if @item_max > 4
       @item_max = 4
     end
     self.contents = Bitmap.new(width - 32, row_max * 96)
     for i in 0...@item_max
       draw_item(i)
     end
   end
 end

 def draw_item(index)
   @actor = @data[index]
   y = index * 96
   x = 4
   if $game_party.locked.include?(@actor.id)
     self.contents.font.color = disabled_color
     opacity = 128
   else
     self.contents.font.color = normal_color
     opacity = 255
   end
   if @actor != nil
     self.contents.draw_text(x + 100, y, 192, 32, @actor.name)
     draw_actor_hp(@actor, x + 100, y + 32)
     draw_actor_sp(@actor, x + 100, y + 64)
     bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
     cw = bitmap.width / 4
     ch = bitmap.height / 4
     facing = 0
     src_rect = Rect.new(0, facing * ch, cw, ch)
     self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity)
   end
 end

 def update_cursor_rect
   if @index > -1
     x = 0
     y = index * 96
     self.cursor_rect.set(x, y, (self.width - 32), 96)
   else
     self.cursor_rect.empty
   end
 end

end
#==================================================
#  END Window_Party_Slots
#==================================================


#==================================================
#  Window_Party_Extras
#==================================================
class Window_Party_Extras < Window_Selectable
 def initialize
   super(320, 64, 320, 416)
   self.cursor_height = 96
   self.contents = Bitmap.new(width - 32, height - 32)
   self.index = -1
   self.active = false
   refresh
 end

 def actors
   if @data != nil
     return @data[index]
   end
 end

 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   for i in 0...$game_party.party_members.size
     @data.push($game_actors[$game_party.party_members[i]])
   end
   @data.push(nil)
   @item_max = @data.size
   if @item_max > 0
     self.contents = Bitmap.new(width - 32, row_max * 96)
     for i in 0...@item_max
       draw_item(i)
     end
   end
 end

 def draw_item(index)
   @actor = @data[index]
   y = index * 96
   x = 4
   if $game_party.locked.include?(@actor.id)
     self.contents.font.color = disabled_color
     opacity = 128
   else
     self.contents.font.color = normal_color
     opacity = 255
   end
   if @actor != nil
     self.contents.draw_text(x + 100, y, 192, 32, @actor.name)
     draw_actor_hp(@actor, x + 100, y + 32)
     draw_actor_sp(@actor, x + 100, y + 64)
     bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
     cw = bitmap.width / 4
     ch = bitmap.height / 4
     facing = 0
     src_rect = Rect.new(0, facing * ch, cw, ch)
     self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity)
   end
 end

end
#===================================
#  END Window_Party_Extras
#===================================


#===================================
#  Scene_Party_Change
#===================================
class Scene_Party_Change
 def main

   @info_window = Window_Party_Info.new
   @slot_window = Window_Party_Slots.new
   @extra_window = Window_Party_Extras.new

   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze

   @info_window.dispose
   @slot_window.dispose
   @extra_window.dispose
 end

 def update
   @slot_window.update

   if @slot_window.active
     update_slot
     return
   end

   if @extra_window.active
     update_extra
     return
   end
 end

 def update_slot
   if Input.trigger?(Input::B)
     if $game_party.actors.size >= $game_party.min_size and $game_party.actors.size <= $game_party.max_size
       $game_player.refresh
       $game_system.se_play($data_system.cancel_se)
       $scene = Scene_Menu.new(6)
     else
       $game_system.se_play($data_system.buzzer_se)
     end
   end

   if Input.trigger?(Input::C)
     if $game_party.locked.include?(@slot_window.actors.id) == true
       $game_system.se_play($data_system.buzzer_se)
     else
       $game_system.se_play($data_system.decision_se)
       @slot_window.active = false
       @extra_window.active = true
       @extra_window.index = 0
     end
   end
 end

 def update_extra
   @extra_window.update
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @slot_window.active = true
     @extra_window.active = false
     @extra_window.index = -1
   end

   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)
     if $game_party.locked.include?(@extra_window.actors.id)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     if @extra_window.actors == nil 
       if $game_party.actors[@slot_window.index] != nil
         $game_party.party_members.push($game_party.actors[@slot_window.index].id)
         $game_party.remove_actor_from_party($game_party.actors[@slot_window.index].id)
         $game_party.party_members.sort!
         @slot_window.refresh
         @extra_window.refresh
         @slot_window.active = true
         @extra_window.active = false
         @extra_window.index = -1
       else
         @slot_window.active = true
         @extra_window.active = false
         @extra_window.index = -1
       end
     else
       if $game_party.actors[@slot_window.index] != nil
         hold = @extra_window.actors
         $game_party.party_members.push($game_party.actors[@slot_window.index].id)
         $game_party.actors[@slot_window.index] = hold
         $game_party.party_members.delete_at(@extra_window.index)
         $game_party.party_members.sort!
         @slot_window.refresh
         @extra_window.refresh
         @slot_window.active = true
         @extra_window.active = false
         @extra_window.index = -1
       else
         $game_party.actors[@slot_window.index] = @extra_window.actors
         $game_party.party_members.delete_at(@extra_window.index)
         $game_party.party_members.sort!
         @slot_window.refresh
         @extra_window.refresh
         @slot_window.active = true
         @extra_window.active = false
         @extra_window.index = -1
       end
     end
   end
 end

end

 

 

When you press the "B" button (not key), it returns to the menu instead of the map. Also, it brings the cursor to the Party option since it was the last one selected.

 

 

 

Demo:

 

Here's a download link for a demo and txt files of the scripts: http://www.mediafire.com/?p61bxb7o97t0s99

 

Menu Changes:

 

Here's what a normal menu looks like:

 

nochanges.png

 

Here's what it looks like with the script edits:

 

changes.png

 

 

Enjoy!

Share this post


Link to post
Share on other sites
  • 0

AWESOME! :D IT WORKS!THANKS TO BOTH OF YOU! XD XD XD I JUST LOVE THIS FORUM! XD

 

 

 

 

Share this post


Link to post
Share on other sites
  • 0

xD

 

I'm getting there.

 

What I really want to do is learn to make my own stuff from scratch. I guess this is a good start.

Share this post


Link to post
Share on other sites
  • 0

It certainly is :)

 

 

And I have one problem though...Well,not exactly a "problem" but how do I "UNLOCK" locked charas in the party? :P :D

Share this post


Link to post
Share on other sites
  • 0

I'm not sure what you mean by locked characters.

 

Care to elaborate? :sweatdrop:

Share this post


Link to post
Share on other sites
  • 0

I'm not sure what you mean by locked characters.

 

Care to elaborate? :sweatdrop:

 

He probably means the characters which you can't choose yet. Maybe the character is shown but can't be picked unless you want them to.

Share this post


Link to post
Share on other sites
  • 0

Ready? This will be tedious:

 

use this command:

$game_party.locked = false

 

in a Script... command from event.

Share this post


Link to post
Share on other sites
  • 0

:sweatdrop: I did.I'm getting an error: Include class from Partychange line 288 or something

Share this post


Link to post
Share on other sites
  • 0

:sweatdrop: I did.I'm getting an error: Include class from Partychange line 288 or something

 

 

Or something? Scripts can't be fickled >.<

 

Can you post the exact error? And what other scripts are you using? Have you edited the script?

Share this post


Link to post
Share on other sites
  • 0

and if you could, what the line says. this is more important than the line number.

Share this post


Link to post
Share on other sites
  • 0

what line in your copy of the script is 288? what does the line sya?

Mine says:

 

self.contents.font.color = disabled_color

 

WAIT!

Try this instead (my copy was out-dated... go figure!):

 

$game_party.locked.delete(n)

 

where 'n' is the actor's ID number.

Share this post


Link to post
Share on other sites
  • 0

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH IT WORKED!! XD XD XD XD XD XD XD :clap: :clap: :clap: :clap: I'm so happy I'm gonna cry THANK YOU SO MUCH!!:biggrin_002: :alright:

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...