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Changing Scripts Mid-Game

I have a large party script[And party Changer], but I don't want you to be able to have 8 characters out at once right away, I want to make it so after a few levels, you can have 5 out at once and so on. I could achieve this by making the script change via event, but I don't know how to do this. :unsure:
 
That only increases the selection of party members, not the maximum In-battle party member cap. My RPG has alot of characters, and I want to increase the max party memebers in-battle cap slowly through the levels.
 
Okay, let me try. [I'm a noob to RPG maker and theese forums]

Large Parties VV

#==============================================================================
# ** 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 = 4
# Battle status window refresh rate (used in phase5)
Battle_Refresh_Rate = 32
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.nil?
@actor_sprites.push(Sprite_Battler.new(@viewport2))
end
@actor_sprites.battler = $game_party.actors
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 * 120
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
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
def update_phase4_step4
if @target_battlers[0] != nil
$game_temp.battle_actor_index = @target_battlers[0].index
@status_window.refresh
end
# Animation for target
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
# Animation has at least 8 frames, regardless of its length
@wait_count = 8
# Shift to step 5
@phase4_step = 5
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



Do you need the other Party changer script and such?
 
i havent touched rmxp scripts in a loooong time so i cant give the exact code to replace it with since i dunt have rmxp no more and i dunt remember how it is exactly... buuuuut i think its something like

Code:
module Dargor
module Large_Party
# Maximum number of actors allowed in the party
if $game_actors[1].level > 10 #if character 1 is higher then lvl 10 then 6 charas max
Max_Size = 6
elsif $game_actors[1].level >= 5 # if character 1 is higher then lvl 5 then 5 charas max
Max_Size = 5
elsif $game_actors[1].level < 5 # if character 1 is below lvl 5 then 4 charas max
Max_Size = 4
end
# Battle status window refresh rate (used in phase5)
Battle_Refresh_Rate = 32
end
end

not sure though but looking through some of the coding im pretty sure thats the main part
it might not work but then it might if i remember correctly, which i dunt believe i did
 
not really that confusing, maybeh my wording but its simple
all i did was write if player 1 is > then level 10 then make the amount of players to 6, or else if player 1 is > then 5 then make the amount to 5, or else if player 1 is less then lvl 5 make the total amount to 4
the coding worded in english kinda
 

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