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HELP Looking for some scripts/events!

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Hai, I need help... English is not my first language,, so sorry for my bad english! ><

I'm looking for a party changer script which is only accessible when talking to a certain person( Exmple an Inn Keeper)

and a large party script which you can have up to 6 characters in your party.. thanks in advance!

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Hai, I need help... English is not my first language,, so sorry for my bad english! ><

I'm looking for a party changer script which is only accessible when talking to a certain person( Exmple an Inn Keeper)

and a large party script which you can have up to 6 characters in your party.. thanks in advance!

 

 

#===================================

# Party Changing System by Leon_Westbrooke

# -v 1.2

#----------------------------------------------------------------------

# 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)

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])

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_Map.new

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

 

there you go =) credits to Leon for making it , if you read the script it will explain how to call the party menu from an event. [or if you are to lazy to do so do this]

 

1. Make a common event with the script "Scene_Party_Change.new"

2. Make the event you want to call the party menu [in your case the inn keeper]

3. In that event make it call the common event with the scipt

And voila you got yourself a party changer =)

Edited by Kevin.ds

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#===================================

# Party Changing System by Leon_Westbrooke

# -v 1.2

#----------------------------------------------------------------------

# 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)

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])

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_Map.new

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

 

there you go =) credits to Leon for making it , if you read the script it will explain how to call the party menu from an event. [or if you are to lazy to do so do this]

 

1. Make a common event with the script "Scene_Party_Change.new"

2. Make the event you want to call the party menu [in your case the inn keeper]

3. In that event make it call the common event with the scipt

And voila you got yourself a party changer =)

 

 

will I be able to have a large party with this?

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will I be able to have a large party with this?

 

If you read the first few lines of the script.... yes you will

Edited by Kevin.ds

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did you put the whole script above main?

 

tutorialcj.png

there you go

Edited by Kevin.ds

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did you put the whole script above main?

yes I did... my script on the common event is: "$Scene_Party_Change.new" did i do it right or wrong?

cause i got a nil error.

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