I really like this script but I'm having a couple problems with it: The first is that when all members of my battle party die, the game continues but you can't attack or escape. The other problem is that in battle i can scroll and use items on members who are outside of the battle party. I looked at the topic for it and it appears other people had this problem but it was never fixed. Here's the topic:
http://rmxp.org/forums/index.php?topic=9722.0
And here is the script that I am using in my game:
Any help would be greatly appreciated.
http://rmxp.org/forums/index.php?topic=9722.0
And here is the script that I am using in my game:
Code:
class Game_Party
Max_Party_Size = 8
def max_party_size
return Max_Party_Size
end
def add_actor(actor_id)
actor = $game_actors[actor_id]
if not @actors.include?(actor) and $game_party.actors.size < Max_Party_Size
@actors.push(actor)
$game_player.refresh
end
end
def all_dead?
if $game_party.actors.size == 0
return false
end
for actor in @actors
if actor.hp > 0
return false
end
if actor.index >= 4
return true
end
end
return true
end
end
class Scene_Menu
alias party_swap_update_command update_command
def update_command
party_swap_update_command
if Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@previous_index = @command_window.index
@command_window.index = -1
@command_window.active = false
@status_window.active = true
@status_window.index = @status_window.top_row
return
end
end
alias party_swap_update_status update_status
def update_status
if Input.trigger?(Input::B)
unless @swapee != nil
$game_system.se_play($data_system.cancel_se)
if @command_window.index == -1
@command_window.index = @previous_index
end
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
@swapee = nil
return
end
if Input.trigger?(Input::C) and @command_window.index == -1
unless @swapee != nil
@swapee = @status_window.index
$game_system.se_play($data_system.decision_se)
return
end
if @swapee == @status_window.index
$game_system.se_play($data_system.decision_se)
@swapee = nil
return
end
$game_system.se_play($data_system.decision_se)
party_ids = []
for actor in $game_party.actors
party_ids.push(actor.id)
end
swapee2 = @status_window.index
if @swapee < swapee2
for i in @swapee...party_ids.size
$game_party.remove_actor(party_ids[i])
end
$game_party.add_actor(party_ids[swapee2])
for i in (@swapee + 1)...party_ids.size
unless i == swapee2
$game_party.add_actor(party_ids[i])
else
$game_party.add_actor(party_ids[@swapee])
end
end
else
for i in swapee2...party_ids.size
$game_party.remove_actor(party_ids[i])
end
$game_party.add_actor(party_ids[@swapee])
for i in (swapee2 + 1)...party_ids.size
unless i == @swapee
$game_party.add_actor(party_ids[i])
else
$game_party.add_actor(party_ids[swapee2])
end
end
end
@swapee = nil
@status_window.refresh
return
end
if Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
if @swapee == nil and @command_window.index == -1
$game_system.se_play($data_system.cursor_se)
@command_window.index = @previous_index
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
end
party_swap_update_status
end
end
class Window_MenuStatus < Window_Selectable
def initialize
unless $game_party.actors.size > 4
super(0, 0, 480, 480)
else
super(0, 0, 480, 160 * $game_party.actors.size)
end
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
alias large_refresh refresh
def refresh
large_refresh
self.height = 480
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 116 - self.oy
self.cursor_rect.set(x, y, cursor_width, 96)
end
def top_row
return self.oy / 116
end
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 116
end
def page_row_max
return 4
end
end
class Scene_Battle
def phase3_next_actor
begin
if @active_battler != nil
@active_battler.blink = false
end
if @actor_index == ([$game_party.actors.size, 4].min - 1)
start_phase4
return
end
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
end until @active_battler.inputable?
phase3_setup_command_window
end
end
class Game_Actor < Game_Battler
def exist?
return super == self.index < 4
end
end
#Add on to lock character Below
class Game_Party
attr_accessor :locked
alias locked_initialize initialize
def initialize
locked_initialize
@locked = [1]
end
end
class Scene_Menu
alias locked_update update
def update
if @locked_window != nil
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
@locked_window.dispose
@locked_window = nil
end
return
end
locked_update
end
alias locked_update_command update_command
def update_command
if Input.trigger?(Input::B)
if $game_party.locked == [] or $game_party.actors.size <= 4 or $game_party.locked.size > 4
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
locked = $game_party.locked.clone
for i in 0...4
locked.delete($game_party.actors[i].id)
end
if locked == []
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
$game_system.se_play($data_system.buzzer_se)
@locked_window = Locked.new($game_actors[locked[0]])
end
return
end
locked_update_command
end
end
class Locked < Window_Base
def initialize(actor)
super(((640 - 460)/2), ((480 - 70)/2), 460, 70)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 5000
@actor = actor
refresh
end
def refresh
self.contents.clear
text = @actor.name + 'Lucian needs to be in the active party'
self.contents.draw_text(4, 0, 460, 32, text)
end
end
#Add on to set lead character Below
class Game_Party
attr_accessor :fixed_lead_character
alias fixed_lead_character_initialize initialize
def initialize
fixed_lead_character_initialize
@fixed_lead_character = 1
end
end
class Game_Player < Game_Character
def refresh
if $game_party.fixed_lead_character == 0
# If party members = 0
if $game_party.actors.size == 0
# Clear character file name and hue
@character_name = ""
@character_hue = 0
# End method
return
end
# Get lead actor
actor = $game_party.actors[0]
# Set character file name and hue
@character_name = actor.character_name
@character_hue = actor.character_hue
# Initialize opacity level and blending method
@opacity = 255
@blend_type = 0
end
else
# Get lead actor
actor = $data_actors[$game_party.fixed_lead_character]
# Set character file name and hue
@character_name = actor.character_name
@character_hue = actor.character_hue
# Initialize opacity level and blending method
@opacity = 255
@blend_type = 0
end
end
class Window_Target < Window_Selectable
def initialize
unless $game_party.actors.size > 4
super(0, 0, 336, 480)
else
super(0, 0, 336, 160 * $game_party.actors.size)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.z += 10
@item_max = $game_party.actors.size
refresh
end
alias large_refresh refresh
def refresh
large_refresh
self.height = 480
end
def page_row_max
return 4
end
def top_row
return self.oy / 116
end
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
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
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
end
class Window_MenuStatus < Window_Selectable
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
if actor.index < 4
bitmap = RPG::Cache.icon('001-Weapon01')
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x + 120, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
end
end
end
Any help would be greatly appreciated.