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Easy Party Switcher by Blizzard Help

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:
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]

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

# 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
 

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