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I need help with Seph's Party Switcher + Extra Parties

I just got Sephs Test Bed and I got an Error

Script 'Party Switcher' line 958:NameError occured.
uninitialized constant Bitmap::Anim_Sprite_Reset_Frames

and this is the script
#==============================================================================
# ** Party Switcher + Extra Parties
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 1.2
# 2007-02-14
# SDK : Version 2.0+, Parts I & III
#------------------------------------------------------------------------------
# * Version History :
#
#  Version 1 ---------------------------------------------------- (2006-11-25)
#    Version 1.1 ------------------------------------------------- (2006-12-14)
#    - Bug Fix : Switcher Parameter Assignment
#    Version 1.2 ------------------------------------------------- (2007-02-14)
#    - Update : Updated code & to SDK 2.0
#------------------------------------------------------------------------------
# * Requirements :
#
#  Method & Class Library 2.1+
#------------------------------------------------------------------------------
# * Image File Requirements :
#
#  Empty Sprite Character File (Located in Characters Folder)
#    - See Customization under EmptySlot_CharacterFile
#------------------------------------------------------------------------------
# * Description :
#
#  This script was designed to allow you to switch active members with
#  a list of reserve actors and optional global reserve actors. There is also
#  an addition that can create multiple parties. Your extra parties can be
#  dynamic, having their own items, gold, etc. or they can all just share
#  these. Each party has its current position in your world stored, so you
#  can switch from party to party. There is also a 'exp share' feature,
#  allowing you to set a percentage of the exp gained in battle to be
#  shared with your reserve actors as well as global reserves.
#
#  There is a built-in party switcher scene as well as a "Quick Switcher"
#  that will allow you to swith actors directly on the map.
#------------------------------------------------------------------------------
# * Instructions :
#
#  Place The Script Below the SDK and Above Main.
#  To Customize Starting Reserve Members, Global Reserves Members or Extra
#  Parties, refer to Customization
#  To open switchers or see other operations, see Syntax.
#------------------------------------------------------------------------------
# * Customization :
#
#  Empty Slot Word
#    - EmptySlot_Word            = 'Empty'
#
#  Empty Slot Character File Name
#    - EmptySlot_CharacterFile    = 'Empty'
#
#  Max Active Members
#    - Max_Active_Members        = 4
#
#  Max Reserve Members
#    - Max_Reserve_Members        = 8
#
#  Max Global Reserve Members
#    - Max_G_Reserve_Members      = 8
#
#  Starting Exp Share For Reserve Members
#    - Starting_ExpShare_Reserve  = 0.5
#
#  Starting Exp Share For Global Reserve Members
#    - Starting_ExpShare_GReserve = 0.5
#
#  Starting Reserve Members
#    - Starting_Reserve_Members  = [actor_id, ...]
#
#  Starting Global Reserve Members
#    - Starting_G_Reserve_Members = []
#
#  Starting Extra Paries (See Party Parameters for details)
#    - Starting_Extra_Parties    = [<party_parameters>, ...]
#------------------------------------------------------------------------------
# * Syntax :
#
#  Open Quick Switcher
#    - $scene.open_partyswitcher({<switcher_parameters>})
#
#  Open Main Switcher
#    - $scene = Scene_Party.new({<switcher_parameters>})
#
#  ** Switcher Parameters
#    - 'clear'        => true or false
#    - 'required'      => [actor_id, ...]
#    - 'restricted'    => [actor_id, ...]
#    - 'allow_globals' => true or false
#    - 'minsize'      => n
#    - 'maxsize'      => n
#
#  Create Extra Party (See Party Parameters for details)
#    - $game_party.create_extra_party(<party_parameters>)
#
#  Delete Extra Party
#    - $game_party.delete_extra_party(party_id, gain_gold, gain_items,
#      gain_weapons, gain_armors, actors_to_global_actors)
#
#    party_id : ID of party being deleted
#    gain_gold : true to move all gold to current party (Default = true)
#    gain_items : true to move all items to current party (Default = true)
#    gain_weapons : true to move all weapons to current party (Default = true)
#    gain_armors : true to move all armors to current party (Default = true)
#    actors_to_global_actors : true to move all actors to global reserves
#
#  Switch Parties
#    - $game_party.switch_parties(party_id, dynamic)
#
#    party_id : ID of party being switched with
#    dynamic : if true, all instances (gold, items, etc.) will be exchanged,
#              allowing parties with multiple items, weapons, etc.
#
#  Add Actor to Party
#    - $game_party.add_actor(actor_id, index, add_to_reserves)
#
#    actor_id : id of actor
#    index : index in party actor being forced into
#    add_to_reserves : if true, if party full, actor added to reserve party
#
#  Remove Actor from Party
#    - $game_party.remove_actor(actor_id, add_to_reserves)
#
#    actor_id : id of actor
#    index : index in party actor being forced into
#    add_to_reserves : if true, if party full, actor added to reserve party
#
#  Add Reserve Actor
#    - $game_party.add_reserve_actor(actor_id, index, add_to_g)
#
#    actor_id : id of actor
#    index : index in reserves actor being forced into
#    add_to_g : if true, if reserves full, actor added to global resrves
#
#  Remove Reserve Actor
#    - $game_party.remove_reserve_actor(actor_id, add_to_g)
#
#    actor_id : id of actor
#    add_to_g : if true, if reserves full, actor added to global resrves
#
#  Add Global Reserve Actor
#    - $game_party.add_global_reserve_actor(actor_id, index)
#
#    actor_id : id of actor
#    index : index in reserves actor being forced into
#
#  Remove Global Reserve Actor
#    - $game_party.remove_global_reserve_actor(actor_id)
#
#    actor_id : id of actor
#
#  Locate Actor Party Location (See Party Location Parameters Below)
#    - $game_party.locate_actor(actor_id)
#
#  Move Actor (See Party Location Parameters Below)
#    - $game_party.move_actor(actor_id, target_parameters)
#
#  Swap Actors
#    - $game_party.swap_actors(actor_id, actor_id)
#
#  ** Party Location Parameters
#    - Current Party        : [0, 0]
#    - Current Reserves      : [0, 1]
#    - Extra Party (Active)  : [1, 0, party_id]
#    - Extra Party (Reserve) : [1, 1, party_id]
#    - Global Reserve Actors : [2]
#------------------------------------------------------------------------------
# * Party Parameters :
#
#  { 'keyword' => value, ... }
#
#  ** Require Parameters :
#
#  'actors'    => [actor_id, ...]
#
#  ** Optional Parameters :
#
#  'res_actors' => [actor_id, ...]
#  'map_id'    => map_id
#  'x'          => map_x
#  'y'          => map_y
#  'dir'        => direction (2 : Down, 4 : Left, 6 : Right, 8 : Up)
#  'id'        => party_id
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Party Switcher +', 'SephirothSpawn', 1.2, '2007-02-14')
SDK.check_requirements(2.2, [3], {'Method & Class Library' => 2.1})

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.enabled?('Party Switcher +')

#==============================================================================
# ** Game_Party
#==============================================================================

class Game_Party
  #--------------------------------------------------------------------------
  # * Options
  #--------------------------------------------------------------------------
  EmptySlot_Word            = 'Empty'
  EmptySlot_CharacterFile    = 'Empty'
  Max_Active_Members        = 4
  Max_Reserve_Members        = 8
  Max_G_Reserve_Members      = 8
  Starting_ExpShare_Reserve  = 0.5
  Starting_ExpShare_GReserve = 0.5
  Starting_Reserve_Members  = [3, 4, 5]
  Starting_G_Reserve_Members = [6]
  Starting_Extra_Parties    = [
  ]
  #--------------------------------------------------------------------------
  # * Extra Parties & Global Reserve Actors
  #--------------------------------------------------------------------------
  @@extra_parties        = {}
  @@global_reserve_actors = []
  #--------------------------------------------------------------------------
  # * Extra Parties (Read)
  #--------------------------------------------------------------------------
  def extra_parties
    return @@extra_parties
  end
  #--------------------------------------------------------------------------
  # * Extra Parties (Write)
  #--------------------------------------------------------------------------
  def extra_parties=(extra_parties)
    @@extra_parties = extra_parties
  end
  #--------------------------------------------------------------------------
  # * Global Reserve Actors (Read)
  #--------------------------------------------------------------------------
  def global_reserve_actors
    return @@global_reserve_actors
  end
  #--------------------------------------------------------------------------
  # * Global Reserve Actors (Write)
  #--------------------------------------------------------------------------
  def global_reserve_actors=(global_reserve_actors)
    @@global_reserve_actors = global_reserve_actors
  end
  #--------------------------------------------------------------------------
  # * Clear Extra Parties & G Reserve Actor
  #--------------------------------------------------------------------------
  def clear_extras
    @@extra_parties = {}
    @@global_reserve_actors = []
  end
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :items
  attr_reader  :weapons
  attr_reader  :armors
  attr_accessor :actors
  attr_accessor :reserve_actors
  attr_accessor :expshare_reserve
  attr_accessor :expshare_greserve
  attr_accessor :party_id
  attr_accessor :map_x
  attr_accessor :map_y
  attr_accessor :map_id
  attr_accessor :map_direction
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias_method :seph_partychanger_gameactor_init, :initialize
  alias_method :seph_partychanger_gameactor_ssm,  :setup_starting_members
  alias_method :seph_partychanger_gameactor_aa,  :add_actor
  alias_method :seph_partychanger_gameactor_ra,  :remove_actor
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Orginal Initialization
    seph_partychanger_gameactor_init
    # Sets Current Party ID
    @party_id = 0
    # Creates Reserve Actors
    @reserve_actors = []
    # Sets Exp Share For Reserve & Global Reserve Actors
    @expshare_reserve  = Starting_ExpShare_Reserve
    @expshare_greserve = Starting_ExpShare_GReserve
  end
  #--------------------------------------------------------------------------
  # * Setup Starting Members
  #--------------------------------------------------------------------------
  def setup_starting_members
    # Original Setup
    seph_partychanger_gameactor_ssm
    # Adds Starting Reserve Members
    for i in Starting_Reserve_Members
      # Add Reserve Actor
      add_reserve_actor(i)
    end
    # Adds Starting Global Reserve Members
    for i in Starting_G_Reserve_Members
      # Add Global Reserve Actor
      add_global_reserve_actor(i)
    end
    # Adds Starting Extra Parties
    for i in Starting_Extra_Parties
      # Create New Party
      create_extra_party(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Give Exp Share
  #--------------------------------------------------------------------------
  def give_exp_share(exp = 0)
    # If Reserve Exp Percent Not 0
    unless (percent = @expshare_reserve) == 0
      # Calculates Exp Value
      n = Integer( exp * percent )
      # Gives All Reserve Actors Exp
      @reserve_actors.each {|actor| actor.exp += n }
    end
    # If GReserve Exp Percent Not 0
    unless (percent = @expshare_greserve) == 0
      # Calculates Exp Value
      n = Integer( exp * percent )
      # Gives All Reserve Actors Exp
      @@global_reserve_actors.each {|actor| actor.exp += n }
    end
  end
  #--------------------------------------------------------------------------
  # * Create Extra Party
  #--------------------------------------------------------------------------
  def create_extra_party(parameters)
    # Sets Defined Paramters
    active_actors = parameters['actors']
    reserve_actors = parameters.has_key?('res_actors') ?
      parameters['res_actors'] : []
    map_id = parameters.has_key?('map_id') ?
      parameters['map_id'] : 1
    x = parameters.has_key?('x') ?
      parameters['x'] : 0
    y = parameters.has_key?('y') ?
      parameters['y'] : 0
    dir = parameters.has_key?('dir') ?
      parameters['dir'] : 2
    id = parameters.has_key?('party_id') ?
      parameters['party_id'] : nil
    # Picks Party ID
    if id.nil? || @@extra_parties.has_key?(id)
      id = 1
      id += 1 while @@extra_parties.has_key?(id)
    end
    # Creates New Party
    extra_party = Game_Party.new
    extra_party.party_id      = id
    extra_party.map_x        = x
    extra_party.map_y        = y
    extra_party.map_id        = map_id
    extra_party.map_direction = dir
    # Sets Active Actors
    for actor_id in active_actors
      extra_party.add_actor(actor_id)
    end
    # Sets Reserve Actors
    for actor_id in reserve_actors
      extra_party.add_reserve_actor(actor_id)
    end
    # Saves Extra Party Information
    @@extra_parties[id] = extra_party
  end
  #--------------------------------------------------------------------------
  # * Delete Extra Party
  #--------------------------------------------------------------------------
  def delete_extra_party(party_id, gain_gold = true, gain_items = true,
      gain_weapons = true, gain_armors = true, actors_to_g = true)
    # Return if Current Party, Party Data Not Found, or Nil Party Data
    return if @party_id == party_id
    return unless @@extra_parties.has_key?(party_id)
    return if @@extra_parties[party_id].nil?
    # Retrieve Extra Party Data
    extra_party = @@extra_parties[party_id]
    # Gain Gold
    gain_gold(extra_party.gold) if gain_gold
    # Gain Items
    if gain_items
      extra_party.items.each { |item_id, n| gain_item(item_id, n) }
    end
    # Gain Armors
    if gain_weapons
      extra_party.weapons.each { |weapon_id, n| gain_weapon(weapon_id, n) }
    end
    # Gain Armors
    if gain_armors
      extra_party.armors.each { |armor_id, n| gain_armor(armor_id, n) }
    end
    # If Move Actors to Global Reserves
    if actors_to_g
      for actor in extra_party.actors
        extra_party.remove_actor(actor.id)
        add_global_reserve_actor(actor)
      end
      for actor in extra_party.reserve_actors
        extra_party.remove_reserve_actor(actor.id)
        add_global_reserve_actor(actor)
      end
    end
    # Delete Extra Party
    @@extra_parties[party_id] = nil
  end
  #--------------------------------------------------------------------------
  # * Switch Parties
  #--------------------------------------------------------------------------
  def switch_parties(party_id, dynamic = true)
    # Return if Current Party
    return if party_id == @party_id
    # Return If No Extra Party Exist
    return unless @@extra_parties.has_key?(party_id)
    # Return If Nil Party
    return if @@extra_parties[party_id].nil?
    # Saves Current Party Location
    @map_x        = $game_player.x
    @map_y        = $game_player.y
    @map_id        = $game_map.id
    @map_direction = $game_player.direction
    # Saves Current Party Info in Extra Parties
    @@extra_parties[@party_id] = self.dup
    # Gets New Party
    new_party = @@extra_parties[party_id]
    # Moves Player
    $game_temp.player_transferring  = true
    $game_temp.player_new_map_id    = new_party.map_id
    $game_temp.player_new_x        = new_party.map_x
    $game_temp.player_new_y        = new_party.map_y
    $game_temp.player_new_direction = new_party.map_direction
    # If Dynamic Parties
    if dynamic
      # Passes Through Each Instance Variable
      for instance in self.instance_variables
        # Removes @
        instance.sub!('@', '')
        # Skip if method not included
        skip unless self.methods.include?(instance)
        # Sets Instance Variables
        eval ("@#{instance} = new_party.#{instance}")
      end
    # If Non-Dynamic
    else
      @party_id = new_party.party_id
      @actors.clear
      @reserve_actors.clear
      for actor in new_party.actors
        @actors << actor
      end
      for actor in new_party.reserve_actors
        @reserve_actors << actor
      end
    end
    # Removes New Party Data From Extra Parties List
    @@extra_parties[party_id] = nil
    # Refresh Player
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #--------------------------------------------------------------------------
  def add_actor(*args)
    # Gets Actor ID
    actor_id = args[0]
    # Gets Index (If Defined)
    index = args.size == 2 ? args[1] : @actors.size
    # Add to Reserve
    add_r = args.size == 3 ? args[2] : true
    # Get actor
    actor = $game_actors[actor_id]
    # Unless Actor In Party
    unless @actors.include?(actor)
      # If Party Isn't Full
      if @actors.size < Max_Active_Members
        # Add actor
        @actors.insert(index, actor)
        # Remove From Reserve (If In Reserve)
        remove_reserve_actor(actor_id, false)
        # Remove From Extra Parties (If In Extras)
        remove_from_extra_parties(actor_id)
        # Remove From Global Reserves (If In Globals)
        remove_global_reserve_actor(actor_id)
        # Refresh player
        $game_player.refresh
      # If Party Full
      else
        # Add To Reserve
        add_reserve_actor(actor_id) if add_r
      end
    end
    # Orginal Add Actor Phase
    seph_partychanger_gameactor_aa(actor_id)
  end
  #--------------------------------------------------------------------------
  # * Remove Actor
  #--------------------------------------------------------------------------
  def remove_actor(*args)
    # Actor ID
    actor_id = args[0]
    # Add to Reserve Flag
    add_r = args.size == 2 ? args[1] : true
    # Add Reserves Actor
    add_reserve_actor(actor_id) if add_r
    # Orginal Remove Actor
    seph_partychanger_gameactor_ra(actor_id)
  end
  #--------------------------------------------------------------------------
  # * Add Reserve Actor
  #--------------------------------------------------------------------------
  def add_reserve_actor(actor_id, index = @reserve_actors.size, add_g = true)
    # Get actor
    actor = $game_actors[actor_id]
    # Unless Actor In Reserves
    unless @reserve_actors.include?(actor)
      # If Reserve Isn't Full
      if @reserve_actors.size < Max_Reserve_Members
        # Add actor
        @reserve_actors.insert(index, actor)
        # Remove From Active Party
        remove_actor(actor_id, false)
        # Remove From Extra Parties
        remove_from_extra_parties(actor_id)
        # Remove From Global Reserves
        remove_global_reserve_actor(actor_id)
      # If Full
      else
        # Add To Global Reserve
        add_global_reserve_actor(actor_id) if add_g
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Remove Reserve Actor
  #--------------------------------------------------------------------------
  def remove_reserve_actor(actor_id, add_g = true)
    # Get actor
    actor = $game_actors[actor_id]
    # If Actor In Reserves
    if @reserve_actors.include?(actor)
      # Remove actor
      @reserve_actors.delete(actor)
      # Add Global Reserve Actor
      add_global_reserve_actor(actor_id) if add_g
    end
  end
  #--------------------------------------------------------------------------
  # * Add Global Reserve Actor
  #--------------------------------------------------------------------------
  def add_global_reserve_actor(actor_id, indx = @@global_reserve_actors.size)
    # Get actor
    actor = $game_actors[actor_id]
    # Unless Actor In Reserves
    unless @@global_reserve_actors.include?(actor)
      # If Reserve Isn't Full
      if @reserve_actors.size < Max_G_Reserve_Members
        # Add actor
        @@global_reserve_actors.insert(indx, actor)
        # Remove From Active Party
        remove_actor(actor_id, false)
        # Remove From Reserves
        remove_reserve_actor(actor_id, false)
        # Remove From Extra Parties
        remove_from_extra_parties(actor_id)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Remove Global Reserve Actor
  #--------------------------------------------------------------------------
  def remove_global_reserve_actor(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    # Unless Actor In Reserves
    if @@global_reserve_actors.include?(actor)
      # Remove actor
      @@global_reserve_actors.delete(actor)
    end
  end
  #--------------------------------------------------------------------------
  # * Remove From Extra Parties
  #--------------------------------------------------------------------------
  def remove_from_extra_parties(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    # Passes Through All Extra Parties
    for party in @@extra_parties.values
      # Delete Actor If in Party
      party.remove_actor(actor_id, false)
    end
  end
  #--------------------------------------------------------------------------
  # * Locate Actor
  #
  #  Current Party        : [0, 0]
  #  Current Reserves      : [0, 1]
  #  Extra Party (Active)  : [1, 0, party_id]
  #  Extra Party (Reserve) : [1, 1, party_id]
  #  Global Reserve Actors : [2]
  #--------------------------------------------------------------------------
  def locate_actor(actor_id)
    # Return Nil if None-ID
    return nil if actor_id.nil?
    # Gets Actor
    actor = $game_actors[actor_id]
    # Current Party
    return [0, 0] if @actors.include?(actor)
    # Current Reserves
    return [0, 1] if @reserve_actors.include?(actor)
    # Checks Global Reserves
    return [2] if @@global_reserve_actors.include?(actor)
    # Checks Each Extra Party
    @@extra_parties.each do |party_id, party|
      # Party Active Actors
      return [1, 0, party_id] if party.actors.include?(actor)
      # Party Resever Actors
      return [1, 1, party_id] if party.reserve_actors.include?(actor)
    end
    # Return False
    return nil
  end
  #--------------------------------------------------------------------------
  # * Move Actor
  #
  #  Current Party        : [0, 0]
  #  Current Reserves      : [0, 1]
  #  Extra Party (Active)  : [1, 0, party_id]
  #  Extra Party (Reserve) : [1, 1, party_id]
  #  Global Reserve Actors : [2]
  #--------------------------------------------------------------------------
  def move_actor(actor_id, target_parameters)
    # Gets Actor Location
    group_parameters = locate_actor(actor_id)
    # Return If Matching Parameters or Group Parmeters Are Nil
    return if group_parameters == target_parameters ||
              group_parameters.nil?
    # Get actor
    actor = $game_actors[actor_id]
    # Removes Actor From Current Group
    if group_parameters[0] == 0
      group_parameters[1] == 0 ? remove_actor(actor_id, false) :
                                remove_reserve_actor(actor_id, false)
    # Extra Parties
    elsif group_parameters[0] == 1
      party = @@extra_parties[group_parameters[2]]
      group_parameters[1] == 0 ? party.remove_actor(actor_id, false) :
                                party.remove_reserve_actor(actor_id, false)
    # Global Reserves
    elsif group_parameters[0] == 2
      remove_global_reserve_actor(actor_id)
    end
    # Adds Actor To Group
    if target_parameters[0] == 0
      target_parameters[1] == 0 ? add_actor(actor_id, true) :
                                  add_reserve_actor(actor_id, true)
    # Extra Parties
    elsif target_parameters[0] == 1
      party = @@extra_parties[target_parameters[2]]
      target_parameters[1] == 0 ? party.add_actor(actor_id, true) :
                                  party.add_reserve_actor(actor_id, true)
    # Global Reserves
    elsif target_parameters[0] == 2
      add_global_reserve_actor(actor_id)
    end
    # Refresh Player
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Swap Actors
  #--------------------------------------------------------------------------
  def swap_actors(actor1_id, actor2_id)
    # Return If Same Actor
    return if actor1_id == actor2_id
    # Locates Actor 1 & 2
    group1 = locate_actor(actor1_id)
    group2 = locate_actor(actor2_id)
    # Gets Actor Data
    actor1 = $game_actors[actor1_id]
    actor2 = $game_actors[actor2_id]
    # Gets Group 1
    # Removes Actor 1 From Current Group
    if group1[0] == 0
      group1 = group1[1] == 0 ? @actors : @reserve_actors
    elsif group1[0] == 1
      party = @@extra_parties[group1[2]]
      group1 = group1[1] == 0 ? party.actors : party.reserve_actors
    elsif group1[0] == 2
      group1 = @@global_reserve_actors
    end
    # Removes Actor 2 From Current Group
    if group2[0] == 0
      group2 = group2[1] == 0 ? @actors : @reserve_actors
    elsif group2[0] == 1
      party = @@extra_parties[group2[2]]
      group2 = group2[1] == 0 ? party.actors : party.reserve_actors
    elsif group2[0] == 2
      group2 = @@global_reserve_actors
    end
    # Gets Actors Index
    index1 = group1.index(actor1)
    index2 = group2.index(actor2)
    # Deletes Actors
    group1.delete(actor1)
    group2.delete(actor2)
    # Inserts Into New Groups
    group1.insert(index1, actor2)
    group2.insert(index2, actor1)
    # Refreshes Player
    $game_player.refresh
  end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
  #--------------------------------------------------------------------------
  # * Get Last Experience Level Amount
  #--------------------------------------------------------------------------
  def last_exp
    return @exp_list[@level]
  end
end

#==============================================================================
# ** Window_BattleResult
#==============================================================================

class Window_BattleResult < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :exp
end

#==============================================================================
# ** Window_PSwitcherPartySprites
#==============================================================================

class Window_PSwitcherPartySprites < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actors, max, width)
    super(0, 384, width * 32 + 32, 96)
    self.contents = Bitmap.new(max * 32, height - 32)
    self.opacity = 200 if $scene.is_a?(Scene_Map)
    self.contents.font.size = 12
    self.contents.font.bold = true
    @index = 0
    refresh(actors, max)
    update
  end
  #--------------------------------------------------------------------------
  # * Get Actor
  #--------------------------------------------------------------------------
  def actor
    return @actors[@index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actors = @actors, max = @max)
    # Duplicates Actors & Sets Max
    @actors, @max = actors.dup, max
    # Adds Empty Actors Until Full
    @actors << nil until @actors.size == max
    # Clears Contents
    self.contents.clear
    # Passes Through All Actors
    for i in 0...@actors.size
      # Gets Actor
      actor = @actors
      # Sets Font Color
      self.contents.font.color = actor.nil? ? disabled_color : normal_color
      # Draws Text
      text = actor.nil? ? Game_Party::EmptySlot_Word : actor.name
      self.contents.draw_text(i * 32, 52, 32, 12, text, 1)
    end
    # Draw Actor Sprites
    draw_actor_sprites
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Sprites
  #--------------------------------------------------------------------------
  def draw_actor_sprites
    # Passes Through All Actors
    for i in 0...@actors.size
      # Get Actor
      actor = @actors
      # If Empty Actor
      if actor.nil?
        # Draws Empty Sprite
        self.contents.draw_anim_sprite(i * 32, 0, 32, 52,
          Game_Party::EmptySlot_CharacterFile, 0)
      # If Actor Exist
      else
        # Draws Character Sprite
        self.contents.draw_anim_sprite(i * 32, 0, 32, 52,
          actor.character_name, actor.character_hue)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    # If Active
    if self.active
      # If Up is Pressed
      if Input.repeat?(Input::UP) || Input.repeat?(Input::LEFT)
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Decrease Index
        @index == 0 ? @index = @max - 1 : @index -= 1
        # Update Contents Offset
        update_ox
      # If Down is Pressed
      elsif Input.repeat?(Input::DOWN) || Input.repeat?(Input::RIGHT)
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Increase Index
        @index == @max - 1 ? @index = 0 : @index += 1
        # Update Contents Offset
        update_ox
      end
    end
    # If Frame Reset
    if Graphics.frame_count % Bitmap::Anim_Sprite_Reset_Frames == 0
      # Draw Actor Sprites
      draw_actor_sprites
    end
    # Update Cursor Rect
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Update Contents Offset
  #--------------------------------------------------------------------------
  def update_ox
    min = (@index - ((self.width - 32) / 32 / 2)) * 32
    max = self.contents.width - (self.width - 32)
    self.ox = [[min, 0].max, max].min
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    x = @index * 32 - self.ox
    self.cursor_rect.set(x, 0, 32, 64)
  end
end

#==============================================================================
# ** Window_PSwitcherActorList
#==============================================================================

class Window_PSwitcherActorList < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actors, max, description)
    super(0, 192, 320, 192)
    self.contents = Bitmap.new(width - 32, height)
    self.oy = 16
    @description = description
    @index = 0
    refresh(actors, max)
    update
  end
  #--------------------------------------------------------------------------
  # * Get Actor
  #--------------------------------------------------------------------------
  def actor
    return @actors[@index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actors = @actors, max = @max)
    # Duplicates Actors & Sets Max
    @actors, @max = actors.dup, max
    # Adds Empty Actors Until Full
    @actors << nil until @actors.size == max
    # Clears Contents
    self.contents.clear
    # Gets Actor Data
    actor1 = @actors[@index]
    actor2 = @actors[@index == max - 1 ? 0 : @index + 1]
    # Draws Heading
    self.contents.font.color = normal_color
    self.contents.font.bold = true
    self.contents.draw_text(0, 16, 288, 32, @description, 1)
    self.contents.font.bold = false
    # Draws Actor Information
    draw_actor_information(actor1, 48)
    draw_actor_information(actor2, 112)
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Information
  #--------------------------------------------------------------------------
  def draw_actor_information(actor, y)
    # If Nil Actor
    if actor.nil?
      # Sets Font
      self.contents.font.color = disabled_color
      # Draws Empty Sprite
      self.contents.draw_anim_sprite(0, y, 48, 64,
        Game_Party::EmptySlot_CharacterFile, 0)
      # Draws Empty Postition Text
      self.contents.draw_text(32, y, 256, 64, Game_Party::EmptySlot_Word, 1)
      return
    end
    # Sets Font
    self.contents.font.color = normal_color
    # Draws Actor Sprite
    self.contents.draw_anim_sprite(0, y, 48, 64, actor.character_name,
      actor.character_hue)
    # Draws Actor Name, Class & Level
    self.contents.draw_text(48, y, 224, 32, actor.name)
    self.contents.draw_text(48, y, 224, 32,
      "#{actor.class_name} (Level : #{actor.level})", 2)
    # Draws Actor Experience
    self.contents.font.color = system_color
    self.contents.draw_text(48, y + 32, 224, 24, 'Exp')
    self.contents.font.color = normal_color
    self.contents.draw_text(48, y + 32, 224, 24, actor.exp_s, 2)
    l, c, n = actor.last_exp, actor.exp, actor.next_exp_s.to_i
    self.contents.draw_slant_bar(138, y + 56, (c - l), (n - l), 128, 6)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    # If Active
    if self.active
      # If Up is Pressed
      if Input.repeat?(Input::UP) || Input.repeat?(Input::LEFT)
        # Decrease Index
        @index == 0 ? @index = @max - 1 : @index -= 1
        # Refresh
        refresh
      # If Down is Pressed
      elsif Input.repeat?(Input::DOWN) || Input.repeat?(Input::RIGHT)
        # Increase Index
        @index == @max - 1 ? @index = 0 : @index += 1
        # Update Contents Offset
        refresh
      end
    end
    # If Frame Reset
    if Graphics.frame_count % Bitmap::Anim_Sprite_Reset_Frames == 0
      # Gets Actor Data
      actors = [@actors[@index], @actors[@index == @max - 1 ? 0 : @index + 1]]
      # Passes Through All Actors
      for i in 0..1
        # Gets Actor & Y Position
        actor, y = actors, 48 + i * 64
        # If Nil Actor
        if actor.nil?
          # Draws Empty Sprite
          self.contents.draw_anim_sprite(0, y, 48, 64,
            Game_Party::EmptySlot_CharacterFile, 0)
        else
          # Draws Actor Sprite
          self.contents.draw_anim_sprite(0, y, 48, 64, actor.character_name,
            actor.character_hue)
        end
      end
    end
    # Update Cursor Rect
    self.cursor_rect.set(0, 32, 288, 64)
  end
end

#==============================================================================
# ** Window_PSwitcherActorBio
#==============================================================================

class Window_PSwitcherActorBio < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 64, 640, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh(actor)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actor = @actor)
    # Stores Actor Data
    @actor = actor
    # Clears Contents
    self.contents.clear
    # If Nil Actor
    if actor.nil?
      # Draws Empty Character Sprite
      self.contents.draw_anim_sprite(0, 0, 96, 96,
        Game_Party::EmptySlot_CharacterFile, 0)
      # Draws Empty Stats
      self.contents.font.color = disabled_color
      self.contents.font.bold  = true
      self.contents.draw_text(96, 0, 512, 96, Game_Party::EmptySlot_Word)
      return
    end
    # Sets Font
    self.contents.font.color = normal_color
    self.contents.font.bold  = false
    # Draws Character Sprite
    self.contents.draw_anim_sprite(0, 0, 96, 96, actor.character_name,
      actor.character_hue)
    # Draws Name, Status, Class & Level
    self.contents.draw_text(96,  0, 128, 24, actor.name)
    self.contents.draw_text(96, 24, 128, 24, actor.class_name)
    self.contents.draw_text(96, 48, 128, 24,
      make_battler_state_text(actor, 128, true))
    self.contents.draw_text(96, 72, 128, 24, "Level : #{actor.level}")
    # Draws HP
    self.contents.font.color = system_color
    self.contents.draw_text(224, 0, 160, 24, $data_system.words.hp)
    self.contents.font.color = normal_color
    self.contents.draw_text(224, 0, 160, 24, "#{actor.hp} / #{actor.maxhp}", 2)
    self.contents.draw_slant_bar(288, 24, actor.hp, actor.maxhp, 96, 8)
    # Draws SP
    self.contents.font.color = system_color
    self.contents.draw_text(224, 32, 160, 24, $data_system.words.sp)
    self.contents.font.color = normal_color
    self.contents.draw_text(224, 32, 160, 24, "#{actor.sp} / #{actor.maxsp}", 2)
    self.contents.draw_slant_bar(288, 56, actor.sp, actor.maxsp, 96, 8,
      Color.new(0, 0, 150), Color.new(0, 100, 0))
    # Draws Actor Experience
    self.contents.font.color = system_color
    self.contents.draw_text(224, 64, 160, 24, 'Exp')
    self.contents.font.color = normal_color
    self.contents.draw_text(224, 64, 160, 24, actor.exp_s, 2)
    l, c, n = actor.last_exp, actor.exp, actor.next_exp_s.to_i
    self.contents.draw_slant_bar(288, 88, (c - l), (n - l), 96, 8)
    # Draws Str, Dex, Agi & Int
    draw_actor_parameter(actor, 416, -4, 3)
    draw_actor_parameter(actor, 416, 20, 4)
    draw_actor_parameter(actor, 416, 44, 5)
    draw_actor_parameter(actor, 416, 68, 6)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    # If Frame Reset
    if Graphics.frame_count % Bitmap::Anim_Sprite_Reset_Frames == 0
      if @actor.nil?
        # Draws Empty Character Sprite
        self.contents.draw_anim_sprite(0, 0, 96, 96,
          Game_Party::EmptySlot_CharacterFile, 0)
      else
        self.contents.draw_anim_sprite(0, 0, 96, 96, @actor.character_name,
          @actor.character_hue)
      end
    end
  end
end

#==============================================================================
# ** Scene_Map
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_partyswitcher_scnmp_ucm, :update_call_menu
  alias_method :seph_partyswitcher_scnmp_uc,  :update_calling
  #--------------------------------------------------------------------------
  # * Frame Update : Menu Calling
  #--------------------------------------------------------------------------
  def update_call_menu
    # Return If Party Switcher Active
    unless @active_party_list.nil?
      return
    end
    # Original Menu Calling
    seph_partyswitcher_scnmp_ucm
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Calling
  #--------------------------------------------------------------------------
  def update_calling
    # If Party Switcher Windows Present
    unless @active_party_list.nil?
      update_partyswitcher
      return
    end
    # Update Orginal Map
    seph_partyswitcher_scnmp_uc
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Party Switcher
  #--------------------------------------------------------------------------
  def update_partyswitcher
    # If Active Party Window Active
    if @active_party_list.active
      update_partyswitcher_active
    # If Reserve Party Window Active
    elsif @reserve_party_list.active
      update_partyswitcher_reserve
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Party Switcher (Active)
  #--------------------------------------------------------------------------
  def update_partyswitcher_active
    # If B Button is Pressed
    if Input.trigger?(Input::B)
      # If Party Not Full Enough or Too Full
      if $game_party.actors.size < @min_party_size ||
        $game_party.actors.size > @max_party_size
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Dispose Windows
      @active_party_list.dispose
      @reserve_party_list.dispose
      @active_party_list = nil
      @reserve_party_list = nil
      # Turns Player Movement & Trigger On
      $game_player.disable_player_movement = false
      $game_player.disable_player_trigger  = false
      return
    end
    # If C Button is Pressed
    if Input.trigger?(Input::C)
      # If Trying to Remove Required Actor
      if @required_actors.include?((actor = @active_party_list.actor).id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Turn Active List Off
      @active_party_list.active = false
      # Turn Reserves On
      @reserve_party_list.active = true
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Party Switcher (Reserve)
  #--------------------------------------------------------------------------
  def update_partyswitcher_reserve
    # If B Button is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turn Reserve List Off
      @reserve_party_list.active = false
      # Turn Active List On
      @active_party_list.active = true
      return
    end
    # If C Button is Pressed
    if Input.trigger?(Input::C)
      # Get Actor
      actor1 = @active_party_list.actor
      actor2 = @reserve_party_list.actor
      # If Switching No Actors
      if actor1.nil? && actor2.nil?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If Trying to Add Restricted Actor
      if actor2 != nil && @restricted_actors.include?(actor2.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If Nil Actor In Party
      if actor1.nil?
        # Add Actor
        $game_party.add_actor(actor2.id)
      # If Nil Reserve Actor
      elsif actor2.nil?
        # Add Reserve Actor
        $game_party.add_reserve_actor(actor1.id)
      else
        # Swap Actors
        $game_party.swap_actors(actor1.id, actor2.id)
      end
      # Refresh Windows
      @active_party_list.refresh($game_party.actors)
      @reserve_party_list.refresh($game_party.reserve_actors)
      # Turn Reserve List Off
      @reserve_party_list.active = false
      # Turn Active List On
      @active_party_list.active = true
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Open Party Switcher
  #--------------------------------------------------------------------------
  def open_partyswitcher(parameters = {})
    # Sets Default Parameters (If Undefined)
    clear_party      = false unless parameters.has_key?('clear')
    required_actors  = []    unless parameters.has_key?('required')
    restricted_actors = []    unless parameters.has_key?('restricted')
    min_party_size    = 1    unless parameters.has_key?('minsize')
    unless parameters.has_key?('maxsize')
      max_party_size  = Game_Party::Max_Active_Members 
    end
    # Saves Parameters
    @clear_party      = clear_party
    @required_actors  = required_actors
    @restricted_actors = restricted_actors
    @min_party_size    = [min_party_size, 1].max
    @max_party_size    = [max_party_size, Game_Party::Max_Active_Members].min
    @required_actors.pop until @required_actors.size <=
 

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