I love this script, but I have a problem that Blizzard's forums don't seem to want to help me with. Whenever I make a character with the ID of 8 or higher, it gets a sintax error. Can someone help me?
Here is the script:
Here is the script:
Code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Easy Party Switcher by Blizzard
# Version 2.43b
# Type: Party Changing System
# Date: 21.05.2006
# Date v1.1: 25.05.2006
# Date v1.2b: 27.05.2006
# Date v1.5b: 3.11.2006
# Date v1.51b: 29.11.2006
# Date v1.52b: 6.12.2006
# Date v1.7b: 23.2.2007
# Date v1.8b: 30.4.2007
# Date v2.0b: 7.8.2007
# Date v2.1b: 24.8.2007
# Date v2.11b: 24.9.2007
# Date v2.3b: 26.1.2008
# Date v2.32b: 28.1.2008
# Date v2.4b: 29.1.2008
# Date v2.41b: 6.8.2008
# Date v2.42b: 14.10.2008
# Date v2.43b: 20.10.2008
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# This work is protected by the following license:
# #----------------------------------------------------------------------------
# #
# # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# # ( [url=http://creativecommons.org/licenses/by-nc-sa/3.0/]http://creativecommons.org/licenses/by-nc-sa/3.0/[/url] )
# #
# # You are free:
# #
# # to Share - to copy, distribute and transmit the work
# # to Remix - to adapt the work
# #
# # Under the following conditions:
# #
# # Attribution. You must attribute the work in the manner specified by the
# # author or licensor (but not in any way that suggests that they endorse you
# # or your use of the work).
# #
# # Noncommercial. You may not use this work for commercial purposes.
# #
# # Share alike. If you alter, transform, or build upon this work, you may
# # distribute the resulting work only under the same or similar license to
# # this one.
# #
# # - For any reuse or distribution, you must make clear to others the license
# # terms of this work. The best way to do this is with a link to this web
# # page.
# #
# # - Any of the above conditions can be waived if you get permission from the
# # copyright holder.
# #
# # - Nothing in this license impairs or restricts the author's moral rights.
# #
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Special Thanks to:
#
# Zeriab for pointing out a few glitches and shortening the code in an
# earlier version. =D
#
#
# IMPORTANT NOTE:
#
# Be sure to set the MAX_PARTY to the maximum size of your party. There is
# already a preconfiguration of 4.
#
#
# Compatibility:
#
# 98% compatible with SDK v1.x. 90% compatible with SDK 2.x. Can cause
# incompatibility issued with other Party Change Systems. Can cause problems
# with CBS-es if you use the battle switch feature. WILL corrupt your old
# savegames.
#
#
# Features:
#
# - set party members for "not _available" (shown transparent in the reserve)
# - remove party members from the reserve list ("disabled_for_party")
# - set party members, who MUST be in the party (shown transparent in the
# current party, "must_be_in_party")
# - set up forced positions for party members
# - set up forced party size
# - option either to wipe the party (for multi-party use) or only remove
# every member (except 1) from the party.
# - easy to use and easy to switch party members
# - also supports small parties (2 or 3 members) and large parties (5 or
# more)
# - uses facesets optionally
#
# v1.5b:
# - better, shorter and more efficient code (less memory use, less CPU use)
# - fixed potential bugs
#
# v1.7b:
# - improved coding
# - facesets now optional
# - no extra bitmap files needed anymore
# - works now with Tons of Add-ons
#
# v1.8b:
# - added "forced position"
# - added "forced party size"
#
# v2.0b:
# - fixed the bug where you could empty the party... again...
# - fixed the bug that appeared when you pressed SHIFT
# - added option to allow an empty party
# - added "EXP for party members in reserve" option
# - made the forced_size for party work more convenient
# - improved coding
# - slightly decreased lag
#
# v2.1b:
# - fixed a bug
# - improved coding
# - rewritten conditions using classic syntax to avoid RGSS conditioning bug
# - now can serve as enhancement for CP Debug System
#
# v2.11b:
# - improved coding and performance
#
# v2.3b:
# - optional feature to call the Party Switcher during battle
#
# v2.32b:
# - fixed crash problem with SDK 2.x when using the BATTLE_SWITCH option
# - fixed SP display glitch when using BARS from Tons of Add-ons
#
# v2.4b:
# - now you can activate party order change only in the party switcher
# - add option for automatic party order change only in battle
#
# v2.41b:
# - fixed problem where you could put together a party where everybody is
# dead
#
# v2.42b:
# - added possibility to change the BATTLE_SWITCH setting during the game
#
# v2.43b:
# - fixed a problem with SDK 2.x
#
#
# How to use:
#
# To call this script, make a "Call script" command in an event.
#
# 1. Syntax: $scene = Scene_PartySwitcher.new
# No extra feature will be applied and you can switch the party as you
# wish.
#
# 2. Syntax: $scene = Scene_PartySwitcher.new(XXX)
# You can replace XXX for 1 to remove all party members except one (either
# one, who must be in the party or a random one), or replace XXX with 2,
# to cause a wipe party. Wiping a party will disable the of the current
# members and a NEW party of the remaining members must be formed. If you
# replace it with 3, the current party configuration will be stored for a
# later fast switch-back. If XXX is 10, all actors will be available for
# party switching no matter if the are "not_available" or
# "disabled_for_party". This feature if used by the CP Debug System. No
# faceset will be used in this case for a more convenient working.
#
# 3. Syntax: $scene = Scene_PartySwitcher.new(XXX, 1)
# You can use the XXX as described above or just set it to 0 to disable
# it. Also the "1" in the syntax will reset any disabled_for_party and is
# made to be used after multi-party use.
#
# 4. Syntax: $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
# You can replace ZZZ with 1 to replace the party with a stored one AND
# store the current or replace it with 2 to replace the party with a
# stored one, but without storing the current. USE THIS ONLY IF YOU ASSUME
# TO HAVE A STORED PARTY READY! You can simply test if there is a store
# party by putting this code into the conditional branch script:
#
# $game_system.stored_party != nil
#
# This syntax will not open the Party Switcher and it will override the
# commands XXX and YYY, so you can replace these with any number.
#
# 5. To activate/deactivate the option of order change only, simply use the
# event command "Call Script" with following syntax:
#
# $game_system.order_only = true/false
#
# If the setting is set to true, the switcher will allow only party order
# change. The same goes for battle change (if you are using the
# BATTLE_SWITCH option), but the syntax is different:
#
# $game_system.battle_order_only = true/false
#
# The BATTLE_SWITCH option can be changed during the game by using
# following syntax:
#
# $game_system.battle_switch = true/false
#
# This option is intially set to the same setting as BATTLE_SWITCH is.
#
# Character faces go into the "Characters" folder and they have the same name
# as the character spritesets have with _face added
#
# Example:
#
# sprite - Marlen.png
# face - Marlen_face.png
#
# Other syntaxes:
# $game_actors[ID].not_available = true/false
# $game_actors[ID].disabled_for_party = true/false
# $game_actors[ID].must_be_in_party = true/false
# $game_actors[ID].forced_position = nil/0/1/2/...
# OR
# $game_party.actors[POS].not_available = true/false
# $game_party.actors[POS].disabled_for_party = true/false
# $game_party.actors[POS].must_be_in_party = true/false
# $game_party.actors[POS].forced_position = nil/0/1/2/...
#
# ID - the actor's ID in the database
# POS - the actor's position in the party (STARTS FROM 0, not 1!)
#
# not_available
# - will disable the possibility of an already unlocked character to be in
# the current party
#
# disabled_for_party
# - will cause the character NOT to appear in the party switch screen at all
#
# must_be_in_party
# - will cause the character to be automatically moved into the current party
# and he also cannot be put in the reserve
#
# forced_position
# - will enforce the player to be at a specific position in the party, set
# this value to nil to disable this feature, use it in combination with
# must_be_in_party and $game_party.forced_size or you might experience
# bugs,
#
# $game_party.forced_size = nil/0/1/2/...
#
# Using this syntax will enforce a specific party size. The EPS won't exit
# until this size is filled up or there are no more in the reserve. EPS will
# automatically "correct" this number if there are not enough characters in
# the reserve to fill up a party of forced_size. Set this value to nil to
# disable the size requirement. Note that the actor DO NOT HAVE TO be set in
# normal order without any empty position like in version 1.x.
#
#
# Additional note:
#
# For your own sake, do not apply the attribute "must_be_in_party" to a
# character at the same time with "not_available" or "disabled_for_party" as
# this WILL disrupt your party and party switch system. Use "forced_position"
# together with "must_be_in_party" to avoid bugs. Be careful when using
# "forced_position" with "$game_party.forced_size". Add actors at the very
# end to be sure the player can't put others after them if the "forced_size"
# is smaller than the maximum party size.
#
#
# If you find any bugs, please report them here:
# [url=http://www.chaosproject.co.nr]http://www.chaosproject.co.nr[/url]
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# module BlizzCFG
#==============================================================================
module BlizzCFG
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# how many party members do you use
MAX_PARTY = 4
# set to true to use facesets instead of spritesets
FACESETS = false
# allows a party with 0 members
ALLOW_EMPTY_PARTY = false
# allows switching the party in battle
BATTLE_SWITCH = false
# name of the call command in the party menu in battle
SWITCH_COMMAND = 'Switch'
# gives all other characters EXP (specify in %)
EXP_RESERVE = 50
# gives "not available" characters EXP (specify in %)
EXP_NOT_AVAILABLE = 10
# gives "disabled for party" characters EXP (specify in %)
EXP_DISABLED_FOR_PARTY = 25
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
# recognition variable for plug-ins
$easy_party_switcher = 2.43
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :must_be_in_party
attr_accessor :disabled_for_party
attr_accessor :not_available
attr_accessor :forced_position
alias setup_eps_later setup
def setup(actor_id)
setup_eps_later(actor_id)
@must_be_in_party = @disabled_for_party = @not_available = false
end
end
#==============================================================================
# Game_System
#==============================================================================
class Game_System
attr_accessor :stored_party
attr_accessor :order_only
attr_accessor :battle_order_only
attr_accessor :battle_switch
alias init_eps_later initialize
def initialize
init_eps_later
@order_only = @battle_order_only = false
@battle_switch = BlizzCFG::BATTLE_SWITCH
end
end
#==============================================================================
# Game_Party
#==============================================================================
class Game_Party
attr_accessor :actors
attr_accessor :forced_size
def any_forced_position
return (@actors.any? {|actor| actor != nil && actor.forced_position != nil})
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
alias draw_actor_graphic_eps_later draw_actor_graphic
def draw_actor_graphic(actor, x, y)
if actor != nil && actor.character_name != ''
classes = [Window_Current, Window_Reserve, Window_HelpStatus]
if BlizzCFG::FACESETS && !$all_available && classes.include?(self.class)
draw_actor_face_eps(actor, x, y)
else
if classes.include?(self.class)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
x += bitmap.width / 8 + 24
y += bitmap.height / 4 + 16
end
draw_actor_graphic_eps_later(actor, x, y)
end
end
end
def draw_actor_face_eps(actor, x, y)
if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
hue = 0
else
hue = actor.character_hue
end
bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
if actor.not_available || actor.must_be_in_party
self.contents.blt(x, y, bitmap, src_rect, 128)
else
self.contents.blt(x, y, bitmap, src_rect)
end
end
end
#==============================================================================
# Window_BattleResult
#==============================================================================
class Window_BattleResult
attr_reader :exp
end
#==============================================================================
# Window_Current
#==============================================================================
class Window_Current < Window_Selectable
def initialize
super(0, 0, 240 + 32, (BlizzCFG::MAX_PARTY > 4 ? 480 : BlizzCFG::MAX_PARTY * 120))
self.contents = Bitmap.new(width - 32, 448 + (BlizzCFG::MAX_PARTY-4) * 120)
@item_max = BlizzCFG::MAX_PARTY
if $fontface != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
end
self.contents.font.size = 24
refresh
self.active, self.index, self.z = false, -1, 5000
end
def refresh
self.contents.clear
$game_party.actors.each_index {|i|
if $game_party.actors[i] != nil
draw_actor_graphic($game_party.actors[i], 4, i*120+4)
draw_actor_name($game_party.actors[i], 152, i*120-4)
draw_actor_level($game_party.actors[i], 88, i*120-4)
draw_actor_hp($game_party.actors[i], 88, i*120+24)
draw_actor_sp($game_party.actors[i], 88, i*120+52)
end}
end
def setactor(index_1, index_2)
$game_party.actors[index_2], $game_party.actors[index_1] =
$game_party.actors[index_1], $game_party.actors[index_2]
refresh
end
def getactor(index)
return $game_party.actors[index]
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
y = (@index / @column_max) * 120 - self.oy
self.cursor_rect.set(0, y, self.width - 32, 88)
end
def clone_cursor
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
y = (@index / @column_max) * 120
src_rect = Rect.new(0, 0, self.width, 88)
bitmap = Bitmap.new(self.width-32, 88)
bitmap.fill_rect(0, 0, self.width-32, 88, Color.new(255, 255, 255, 192))
bitmap.fill_rect(2, 2, self.width-36, 84, Color.new(255, 255, 255, 80))
self.contents.blt(0, y, bitmap, src_rect, 192)
end
def top_row
return self.oy / 116
end
def top_row=(row)
self.oy = (row % row_max) * 120
end
def page_row_max
return (self.height / 120)
end
end
#==============================================================================
# Window_Reserve
#==============================================================================
class Window_Reserve < Window_Selectable
attr_reader :actors
def initialize(scene)
super(0, 0, 368, 320)
setup
@column_max, rows = 3, @item_max / @column_max
self.contents = Bitmap.new(width - 32, (rows >= 3 ? rows * 96 : height - 32))
if $fontface != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
end
self.contents.font.size = 24
self.active, self.index, self.z = false, -1, 5000
refresh
if scene == Scene_Map && $game_system.order_only ||
scene == Scene_Battle && $game_system.battle_order_only
self.opacity = 128
end
end
def setup
@actors = []
(1...$data_actors.size).each {|i|
unless $game_party.actors.include?($game_actors[i]) ||
$game_actors[i].disabled_for_party && !$all_available
@actors.push($game_actors[i])
end}
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end
def refresh
self.contents.clear
@actors.each_index {|i| draw_actor_graphic(@actors[i], i%3*112+16, i/3*96+8)}
end
def getactor(index)
return @actors[index]
end
def get_number
return (@actors.find_all {|actor| actor != nil}).size if $all_available
return (@actors.find_all {|actor| actor != nil && !actor.not_available}).size
end
def setactor(index_1, index_2)
@actors[index_1], @actors[index_2] = @actors[index_2], @actors[index_1]
refresh
end
def setparty(index_1, index_2)
@actors[index_1], $game_party.actors[index_2] =
$game_party.actors[index_2], @actors[index_1]
refresh
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max-1) if row > top_row + (page_row_max-1)
x, y = (@index % @column_max)*112 + 8, (@index / @column_max)*96 - self.oy
self.cursor_rect.set(x, y, 96, 96)
end
def clone_cursor
row = @index / @column_max
self.top_row = row if row < self.top_row
self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
x, y = (@index % @column_max) * 112 + 8, (@index / @column_max) * 96
src_rect = Rect.new(0, 0, 96, 96)
bitmap = Bitmap.new(96, 96)
bitmap.fill_rect(0, 0, 96, 96, Color.new(255, 255, 255, 192))
bitmap.fill_rect(2, 2, 92, 92, Color.new(255, 255, 255, 80))
self.contents.blt(x, y, bitmap, src_rect, 192)
end
def top_row
return self.oy / 96
end
def top_row=(row)
row = row % row_max
self.oy = row * 96
end
def page_row_max
return (self.height - 32) / 96
end
end
#==============================================================================
# Window_HelpStatus
#==============================================================================
class Window_HelpStatus < Window_Base
def initialize(gotactor, scene)
super(0, 0, 400 - 32, 160)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
end
self.contents.font.size = 24
refresh(gotactor)
self.active, self.z = false, 5000
if scene == Scene_Map && $game_system.order_only ||
scene == Scene_Battle && $game_system.battle_order_only
self.opacity = 128
end
end
def refresh(actor)
self.contents.clear
if actor != nil
self.contents.font.color = normal_color
if actor.not_available && !$all_available
self.contents.draw_text(8, 0, 160, 32, 'not available', 0)
end
draw_actor_graphic(actor, 0, 40)
draw_actor_name(actor, 160, 32)
draw_actor_level(actor, 96, 32)
draw_actor_hp(actor, 96, 64)
draw_actor_sp(actor, 96, 96)
end
end
end
#==============================================================================
# Window_Warning
#==============================================================================
class Window_Warning < Window_Base
def initialize(mode, members)
super(0, 0, 320, 96)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
end
self.contents.font.size = 24
self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
self.contents.font.color = normal_color
case mode
when 0
self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
num = [$game_party.forced_size, members + $game_party.actors.nitems].min
self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
when 1
self.contents.draw_text(0, 0, 288, 32, 'You cannot remove', 1)
self.contents.draw_text(0, 32, 288, 32, 'the last party member!', 1)
when 2
self.contents.draw_text(0, 0, 288, 32, 'At least one member', 1)
self.contents.draw_text(0, 32, 288, 32, 'has to be alive!', 1)
end
end
end
#==============================================================================
# Window_PartyCommand
#==============================================================================
class Window_PartyCommand
alias init_eps_later initialize
def initialize
if $game_system.battle_switch
if defined?(SDK) && self.is_a?(Window_HorizCommand)
s1 = SDK::Scene_Commands::Scene_Battle::Fight
s2 = SDK::Scene_Commands::Scene_Battle::Escape
s3 = BlizzCFG::SWITCH_COMMAND
super(640, [s1, s2, s3])
disable_item(1) unless $game_temp.battle_can_escape
else
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = ['Fight', 'Escape', BlizzCFG::SWITCH_COMMAND]
@item_max = @column_max = 3
draw_item(0, normal_color)
draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
draw_item(2, normal_color)
end
self.active, self.visible, self.index = false, false, 0
self.back_opacity = 160
else
init_eps_later
end
end
alias draw_item_eps_later draw_item
def draw_item(index, color)
if $game_system.battle_switch
self.contents.font.color = color
rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
else
draw_item_eps_later(index, color)
end
end
alias update_cursor_rect_eps_later update_cursor_rect
def update_cursor_rect
if $game_system.battle_switch
self.cursor_rect.set(80 + index * 160, 0, 128, 32)
else
update_cursor_rect_eps_later
end
end
def command(index = self.index)
return @commands[index]
end
end
#==============================================================================
# Scene_PartySwitcher
#==============================================================================
class Scene_PartySwitcher
def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party, @store, @reset = store, reset, wipe_party
@current_window_temp = @reserve_window_temp = 0
@scene_flag, @temp_window = false, ''
@scene = $scene.class
end
def main
if @store != 0
swap_parties
$scene = Scene_Map.new
$game_player.refresh
return
end
case @wipe_party
when 1 then setup_forced_party
when 2 then wipe_party
when 3
$game_system.stored_party = $game_party.actors
wipe_party
when 10 then $all_available = true
end
if @reset == 1
(1...$data_actors.size).each {|i| $game_actors[i].not_available = false}
end
@current_window = Window_Current.new
@current_window.index, @current_window.active = 0, true
@reserve_window = Window_Reserve.new(@scene)
@reserve_window.x, @reserve_window.y = 272, 160
@help_window = Window_HelpStatus.new(@reserve_window.getactor(0), @scene)
@help_window.x = 240 + 32
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
[@current_window, @reserve_window, @help_window].each {|win| win.dispose}
$game_party.actors.compact!
$game_player.refresh
$all_available = nil
end
def update
check = @reserve_window.index
if @reserve_window.active
reserve_update
@reserve_window.update
end
if check != @reserve_window.index
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
@help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
end
current_update if @current_window.active
if Input.trigger?(Input::B)
if @scene_flag
$game_system.se_play($data_system.cancel_se)
@scene_flag, @temp_window = false, ''
if @reserve_window.active
actor = @reserve_window.getactor(@reserve_window.index)
elsif @current_window.active
actor = @reserve_window.getactor(@reserve_window_temp)
end
@help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
[@current_window, @reserve_window].each {|win| win.refresh}
return
end
if $game_party.forced_size != nil &&
($game_party.forced_size < $game_party.actors.nitems ||
($game_party.forced_size > $game_party.actors.nitems &&
@reserve_window.get_number != 0))
$game_system.se_play($data_system.buzzer_se)
warning(1)
return
end
if $game_party.actors.all? {|actor| actor == nil ||
actor != nil && actor.dead?}
$game_system.se_play($data_system.buzzer_se)
warning(2)
return
end
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
elsif Input.trigger?(Input::A)
if $game_party.any_forced_position
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
$game_party.actors.compact!
@current_window.refresh
end
end
end
def current_update
@current_window.update
if Input.trigger?(Input::C)
actor = @current_window.getactor(@current_window.index)
if actor != nil && actor.forced_position != nil
$game_system.se_play($data_system.buzzer_se)
else
if @scene_flag
switch_members
else
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = true, 'Current'
@temp_actor_index = @current_window.index
@current_window.clone_cursor
end
end
elsif Input.trigger?(Input::RIGHT)
if @scene == Scene_Map && $game_system.order_only ||
@scene == Scene_Battle && $game_system.battle_order_only
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.cursor_se)
@current_window.active = false
@reserve_window.active = true
@current_window_temp = @current_window.index
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.index = -1
@reserve_window.index = @reserve_window_temp
@help_window.refresh(actor) unless @scene_flag
end
end
end
def reserve_update
if Input.trigger?(Input::C)
if @scene_flag
switch_members
else
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = true, 'Reserve'
@temp_actor_index = @reserve_window.index
@reserve_window.clone_cursor
end
elsif @reserve_window.index % 3 == 0 && Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@reserve_window.active = false
@current_window.active = true
@reserve_window_temp = @reserve_window.index
@reserve_window.index = -1
@current_window.index = @current_window_temp
end
end
def switch_members
if @temp_window == 'Reserve' && @reserve_window.active
@reserve_window.setactor(@temp_actor_index, @reserve_window.index)
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
end
if @temp_window == 'Current' && @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == 'Reserve' && @current_window.active
actor1 = @current_window.getactor(@current_window.index)
actor2 = @reserve_window.getactor(@temp_actor_index)
if call_warning?(@current_window.index, actor2)
if actor1 != nil && actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window_temp)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
if actor2 != nil && actor2.not_available && !$all_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window_temp)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@temp_actor_index, @current_window.index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window_temp)
@help_window.refresh(actor)
else
warning(0)
end
end
if @temp_window == 'Current' && @reserve_window.active
actor1 = @current_window.getactor(@temp_actor_index)
actor2 = @reserve_window.getactor(@reserve_window.index)
if call_warning?(@temp_actor_index, actor2)
if actor1 != nil && actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window.index)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
if actor2 != nil && actor2.not_available && !$all_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag, @temp_window = false, ''
actor = @reserve_window.getactor(@reserve_window.index)
[@current_window, @reserve_window].each {|win| win.refresh}
@help_window.refresh(actor)
return
end
@reserve_window.setparty(@reserve_window.index, @temp_actor_index)
@current_window.refresh
actor = @reserve_window.getactor(@reserve_window.index)
@help_window.refresh(actor)
else
warning(0)
end
end
$game_system.se_play($data_system.decision_se)
@scene_flag, @temp_window = false, ''
end
def wipe_party
$game_party.actors.each {|actor| actor.not_available = true if actor != nil}
setup_forced_party(true)
if $game_party.actors == []
(1...$data_actors.size).each {|i|
unless $game_actors[i].not_available ||
$game_actors[i].disabled_for_party
$game_party.actors.push($game_actors[i])
return
end}
end
end
def setup_forced_party(flag = false)
$game_party.actors, party = [], []
(1...$data_actors.size).each {|i|
if $game_actors[i] != nil && $game_actors[i].must_be_in_party &&
(!$game_actors[i].disabled_for_party || flag) &&
!$game_actors[i].not_available
party.push($game_actors[i])
end}
party.clone.each {|actor|
if actor.forced_position != nil
$game_party.actors[actor.forced_position] = actor
party.delete(actor)
end}
$game_party.actors.each_index {|i|
$game_party.actors[i] = party.shift if $game_party.actors[i] == nil}
$game_party.actors += party.compact
end
def swap_parties
$game_party.actors.compact!
temp_actors = $game_party.actors
temp_actors.each {|actor| actor.not_available = true}
$game_system.stored_party.compact!
$game_system.stored_party.each {|actor| actor.not_available = false}
$game_party.actors = $game_system.stored_party
$game_system.stored_party = (@store == 1 ? temp_actors : nil)
end
def call_warning?(index, actor2)
return (BlizzCFG::ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
actor2 != nil || $game_party.actors.nitems > 1)
end
def warning(type)
$game_system.se_play($data_system.buzzer_se)
@warning_window = Window_Warning.new(type, @reserve_window.get_number)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se) if type > 0
[@current_window, @reserve_window].each {|win| win.refresh}
@warning_window.dispose
@warning_window = nil
break
end
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
alias update_phase2_eps_later update_phase2
def update_phase2
update_phase2_eps_later
if Input.trigger?(Input::C) && @party_command_window.index == 2
$game_system.se_play($data_system.decision_se)
@spriteset.dispose
$scene = Scene_PartySwitcher.new
$scene.main
$scene = self
@spriteset = Spriteset_Battle.new
15.times {@spriteset.update}
@status_window.refresh
Graphics.transition(0)
end
end
alias start_phase5_eps_later start_phase5
def start_phase5
start_phase5_eps_later
(1...$data_actors.size).each {|i|
unless $game_party.actors.include?($game_actors[i])
if $game_actors[i].not_available
$game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_NOT_AVAILABLE/100
elsif $game_actors[i].disabled_for_party
$game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_DISABLED_FOR_PARTY/100
else
$game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_RESERVE/100
end
end}
end
end