I dont know if this goes here or not.
I changed some things in a script, for the first time, kinda. I made the party able to have 5 members. Not very impressive. But i need the menu to be able to scroll down to the next member. I went to one script and changed this:
So all i did was copy and paste the
and changed the first four to a five. and the same thing to
and i changed
But when i try, the members all appear on the field but the last one doesn't appear on the menu screen. So basically, Basil, Gloria, Felix, Aluxes and Estelle appear. But Estelle doesn't appear in the menu. So i would need to scroll down. Can someone help me?
I changed some things in a script, for the first time, kinda. I made the party able to have 5 members. Not very impressive. But i need the menu to be able to scroll down to the next member. I went to one script and changed this:
Code:
#==============================================================================
# ** 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_reader :actors # actors
attr_reader :gold # amount of gold
attr_reader :steps # number of steps
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Create actor array
@actors = []
# Initialize amount of gold and steps
@gold = 0
@steps = 0
# Create amount in possession hash for items, weapons, and armor
@items = {}
@weapons = {}
@armors = {}
end
#--------------------------------------------------------------------------
# * Initial Party Setup
#--------------------------------------------------------------------------
def setup_starting_members
@actors = []
for i in $data_system.party_members
@actors.push($game_actors[i])
end
end
#--------------------------------------------------------------------------
# * Battle Test Party Setup
#--------------------------------------------------------------------------
def setup_battle_test_members
@actors = []
for battler in $data_system.test_battlers
actor = $game_actors[battler.actor_id]
actor.level = battler.level
Here ->gain_weapon(battler.weapon_id, 1)
gain_armor(battler.armor1_id, 1)
gain_armor(battler.armor2_id, 1)
gain_armor(battler.armor3_id, 1)
gain_armor(battler.armor4_id, 1)
gain_armor(battler.armor5_id, 1)
actor.equip(0, battler.weapon_id)
actor.equip(1, battler.armor1_id)
actor.equip(2, battler.armor2_id)
actor.equip(3, battler.armor3_id)
actor.equip(4, battler.armor4_id)
actor.equip(5, battler.armor4_id)<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<here
actor.recover_all
@actors.push(actor)
end
@items = {}
for i in 1...$data_items.size
if $data_items[i].name != ""
occasion = $data_items[i].occasion
if occasion == 0 or occasion == 1
@items[i] = 99
end
end
end
end
#--------------------------------------------------------------------------
# * Refresh Party Members
#--------------------------------------------------------------------------
def refresh
# Actor objects split from $game_actors right after loading game data
# Avoid this problem by resetting the actors each time data is loaded.
new_actors = []
for i in 0...@actors.size
if $data_actors[@actors[i].id] != nil
new_actors.push($game_actors[@actors[i].id])
end
end
@actors = new_actors
end
#--------------------------------------------------------------------------
# * Getting Maximum Level
#--------------------------------------------------------------------------
def max_level
# If 0 members are in the party
if @actors.size == 0
return 0
end
# Initialize local variable: level
level = 0
# Get maximum level of party members
for actor in @actors
if level < actor.level
level = actor.level
end
end
return level
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 5 members and this actor is not in the party
if @actors.size < 5 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Remove Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
# Delete actor
@actors.delete($game_actors[actor_id])
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Gain Gold (or lose)
# n : amount of gold
#--------------------------------------------------------------------------
def gain_gold(n)
@gold = [[@gold + n, 0].max, 9999999].min
end
#--------------------------------------------------------------------------
# * Lose Gold
# n : amount of gold
#--------------------------------------------------------------------------
def lose_gold(n)
# Reverse the numerical value and call it gain_gold
gain_gold(-n)
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
@steps = [@steps + 1, 9999999].min
end
#--------------------------------------------------------------------------
# * Get Number of Items Possessed
# item_id : item ID
#--------------------------------------------------------------------------
def item_number(item_id)
# If quantity data is in the hash, use it. If not, return 0
return @items.include?(item_id) ? @items[item_id] : 0
end
#--------------------------------------------------------------------------
# * Get Number of Weapons Possessed
# weapon_id : weapon ID
#--------------------------------------------------------------------------
def weapon_number(weapon_id)
# If quantity data is in the hash, use it. If not, return 0
return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
end
#--------------------------------------------------------------------------
# * Get Amount of Armor Possessed
# armor_id : armor ID
#--------------------------------------------------------------------------
def armor_number(armor_id)
# If quantity data is in the hash, use it. If not, return 0
return @armors.include?(armor_id) ? @armors[armor_id] : 0
end
#--------------------------------------------------------------------------
# * Gain Items (or lose)
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# Update quantity data in the hash.
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Weapons (or lose)
# weapon_id : weapon ID
# n : quantity
#--------------------------------------------------------------------------
def gain_weapon(weapon_id, n)
# Update quantity data in the hash.
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Armor (or lose)
# armor_id : armor ID
# n : quantity
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
# Update quantity data in the hash.
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Lose Items
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def lose_item(item_id, n)
# Reverse the numerical value and call it gain_item
gain_item(item_id, -n)
end
#--------------------------------------------------------------------------
# * Lose Weapons
# weapon_id : weapon ID
# n : quantity
#--------------------------------------------------------------------------
def lose_weapon(weapon_id, n)
# Reverse the numerical value and call it gain_weapon
gain_weapon(weapon_id, -n)
end
#--------------------------------------------------------------------------
# * Lose Armor
# armor_id : armor ID
# n : quantity
#--------------------------------------------------------------------------
def lose_armor(armor_id, n)
# Reverse the numerical value and call it gain_armor
gain_armor(armor_id, -n)
end
#--------------------------------------------------------------------------
# * Determine if Item is Usable
# item_id : item ID
#--------------------------------------------------------------------------
def item_can_use?(item_id)
# If item quantity is 0
if item_number(item_id) == 0
# Unusable
return false
end
# Get usable time
occasion = $data_items[item_id].occasion
# If in battle
if $game_temp.in_battle
# If useable time is 0 (normal) or 1 (only battle) it's usable
return (occasion == 0 or occasion == 1)
end
# If useable time is 0 (normal) or 2 (only menu) it's usable
return (occasion == 0 or occasion == 2)
end
#--------------------------------------------------------------------------
# * Clear All Member Actions
#--------------------------------------------------------------------------
def clear_actions
# Clear All Member Actions
for actor in @actors
actor.current_action.clear
end
end
#--------------------------------------------------------------------------
# * Determine if Command is Inputable
#--------------------------------------------------------------------------
def inputable?
# Return true if input is possible for one person as well
for actor in @actors
if actor.inputable?
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Determine Everyone is Dead
#--------------------------------------------------------------------------
def all_dead?
# If number of party members is 0
if $game_party.actors.size == 0
return false
end
# If an actor is in the party with 0 or more HP
for actor in @actors
if actor.hp > 0
return false
end
end
# All members dead
return true
end
#--------------------------------------------------------------------------
# * Slip Damage Check (for map)
#--------------------------------------------------------------------------
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
actor.hp -= [actor.maxhp / 100, 1].max
if actor.hp == 0
$game_system.se_play($data_system.actor_collapse_se)
end
$game_screen.start_flash(Color.new(255,0,0,128), 4)
$game_temp.gameover = $game_party.all_dead?
end
end
end
#--------------------------------------------------------------------------
# * Random Selection of Target Actor
# hp0 : limited to actors with 0 HP
#--------------------------------------------------------------------------
def random_target_actor(hp0 = false)
# Initialize roulette
roulette = []
# Loop
for actor in @actors
# If it fits the conditions
if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
# Get actor class [position]
position = $data_classes[actor.class_id].position
# Front guard: n = 4; Mid guard: n = 3; Rear guard: n = 2
n = 4 - position
# Add actor to roulette n times
n.times do
roulette.push(actor)
end
end
end
# If roulette size is 0
if roulette.size == 0
return nil
end
# Spin the roulette, choose an actor
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# * Random Selection of Target Actor (HP 0)
#--------------------------------------------------------------------------
def random_target_actor_hp0
return random_target_actor(true)
end
#--------------------------------------------------------------------------
# * Smooth Selection of Target Actor
# actor_index : actor index
#--------------------------------------------------------------------------
def smooth_target_actor(actor_index)
# Get an actor
actor = @actors[actor_index]
# If an actor exists
if actor != nil and actor.exist?
return actor
end
# Loop
for actor in @actors
# If an actor exists
if actor.exist?
return actor
end
end
end
end
So all i did was copy and paste the
Code:
actor.equip(4, battler.armor4_id
Code:
gain_armor(battler.armor4_id, 1)
and i changed
Code:
#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
# This is the master control, configuration, utility and battle process
# module for Blizz-ABS.
#==============================================================================
module BlizzABS
#============================================================================
# BlizzABS::Control
#----------------------------------------------------------------------------
# This module provides in-game control configurations.
#============================================================================
module Control
# using other controls instead of arrow keys
CUSTOM_CONTROLS = true
# RMXP default controls will be replaced completely with Blizz-ABS controls
DISABLE_DEFAULT = true
# you can skip this if you have set CUSTOM_CONTROLS to false
# setup the controls as array, but with prefix and suffix "
# i.e.: Let T and R be for cancel => CANCEL = "[Let['T'], Let['R']]"
# for more info about read 1.1.1. of the manual
UP = "[Let['W']]" # move up
LEFT = "[Let['A']]" # move left
DOWN = "[Let['S']]" # move down
RIGHT = "[Let['D']]" # move right
PREVPAGE = "[Let['Q']]" # previous page
NEXTPAGE = "[Let['E']]" # next page
CONFIRM = "[Let['H']]" # confirm selections / pick up items
CANCEL = "[Let['J']]" # cancel selections
ATTACK = "[Let['K']]" # attacking
DEFEND = "[Let['L']]" # defending (hold)
SKILL = "[Let['U']]" # use skill
ITEM = "[Let['I']]" # use item
SELECT = "[Let['O']]" # change leader
HUD = "[Let['Z']]" # HUD on/off if enabled
HOTKEY = "[Let['X']]" # hotkey display on/off if enabled
MINIMAP = "[Let['C']]" # toggle minimap mode if enabled
RUN = "[Let['P']]" # running (hold)
SNEAK = "[Dot]" # sneaking (hold)
JUMP = "[Comma]" # jumping
TURN = "[Let['M']]" # turning around without moving (hold)
end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# BlizzABS::Config
#----------------------------------------------------------------------------
# This module provides Blizz-ABS configurations.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
module Config
# should party members follow the leader on the map
CATERPILLAR = true
# how many party member do you use
MAX_PARTY = 5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<This from 4 to 5
# include all actor IDs who are animated when standing
ANIMATED_IDS = []
# 0 -> 32 pixel tiles, 1 -> 16, 2 -> 8, 3 -> 4, 4 -> 2, 5 -> 1
# careful anything higher than 1 will limit the max speed of char movement
# 0 - max: 6, 1 - max: 6, 2 - max: 5, 3 - max: 4, 4 - max: 3, 5 - max: 2
# I recommend using 2 if you have allies else you can use 3
# note that this can also cause problems with running and sneaking
PIXEL_MOVEMENT_RATE = 0
# will make the force movement command ALWAYS work for 32 pixel tiles
REPAIR_MOVEMENT = true
# enable or disable moving in all 8 directions
EIGHT_WAY_MOVEMENT = true
# the normal moving speed (4 is default)
NORMAL_SPEED = 4
# the speed of running (set to 0 to disable)
RUN_SPEED = 5
# the speed of sneaking (set to 0 to disable)
SNEAK_SPEED = 3
# how many squares should the player jump (set to 0 to disable)
JUMPING = 2
# the terrain tag of tiles where the player can't jump over
JUMP_TAG = 8
# measured in map squares
PERCEPTION_RANGE = 5
# the terrain tag of "walls" (enemies can't see through walls, only hear)
WALL_TAG = 8
# turns HUD on or off
HUD_ENABLED = true
# 0, 1, or 2 (slightly different drawing method of the bars)
HUD_TYPE = 0
# 0 = upper left corner, 1 = upper right corner
HUD_POSITION = 0
# enables minimap
MINIMAP = true
# enables intelligent minimap to save map loading time
INTELLIGENT_PASSABILTY = true
# how much time will pass until an enemy respawns (0 for no respawn)
RESPAWN_TIME = 10
# the terrain tag of tiles where enemies can't respawn
NO_ENEMY_TAG = 8
# how many seconds will dropped stuff stay (0xFFFF for "infinite")
ITEM_TIME = 30
# sound played when picking up items ("NAME", VOLUME, PITCH)
ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
# makes enemies drop gold, specify an icon for display here
DROP_GOLD = ''
# map IDs where ABSEAL is disabled
DISABLE_ANTI_LAG_IDS = []
# strength of delag (1 is most powerful and not recommended)
FACTOR = 3
# stops update of events with no spriteset
ABSEAL_AUTOKILL = true
# restores the character's HP/SP/Status on Level Up
HEAL_ON_LVLUP = true
# displays LvUp on Level Up
DISPLAY_LVLUP = true
# animation ID of the animation shown when a player levels up
LVLUP_ANIMATION_ID = 0
# animation ID of the animation shown when an enemy is on the run
FLEE_LOOP_ANIMATION_ID = 0
# shows attack/skill/item animation
ANIMATIONS = true
# enables or disables the sprites during action of for actors
ACTOR_ACTION_SPRITES = false
# enables or disables the sprites during action of enemies
ENEMY_ACTION_SPRITES = false
# enables or disables the extra sprites for each weapon (actors only)
WEAPON_SPRITES = false
# enables or disables the sprites during running (player and allies)
RUNNING_SPRITES = false
# enables or disables the sprites during sneaking (player and allies)
SNEAKING_SPRITES = false
# enables or disables the sprites during sneaking (player and allies)
JUMPING_SPRITES = false
# small animations (set to true to size animations down to 50%)
SMALL_ANIMATIONS = true
# use also different tint colors for the pre-menu
MENU_COLOR_TINT = 0
# attack sprite (for actors), first row y offset if necessary
ACTOR_SPRITE_Y_OFFSET = 0
# attack sprite (for enemies), first row y offset if necessary
ENEMY_SPRITE_Y_OFFSET = 0
# 0 = never, 1 = no enemies, 2 = enemies dead, 3 = enemies within ABSEAL dead
DISABLE_ABS_MODE = 1
# [type, range], 0 = no data, 1 = in name, 2 = in description
WEAPON_DATA_MODE = [0, 0]
# [type, explode range, range] 0 = no data, 1 = in name, 2 = in description
SKILL_DATA_MODE = [0, 0, 0]
# [type, explode range, range] 0 = no data, 1 = in name, 2 = in description
ITEM_DATA_MODE = [0, 0, 0]
end