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Party Switcher Confusion

HoRe

Member

Hey everybody! I am using the Party Switcher script used by Blizzard (see Spoiler) and it works fantastically. However, when I go to switch members, the entire cast shows up-even people you haven't met yet! I've tried putting them as unavaliable in the event, which works because they don't end up in your main party, but I don't want them to show up at all until the main character has discovered them in the course of the plot. 2 of the 11 characters are also very late add-ons. Is there a change somewhere in the script I should alter? I've tried to look but I'm still a noob at Ruby and feel I am missing something. I've also tried PMing Blizzard on the website s/he provided but no answer, so if anyone knows a solution I'd greatly appreciate it. Thanks guys!

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# Easy Party Switcher by Blizzard
# Version 2.11b
# 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
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# 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. 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
#
#
# 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.
#
#   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:
# http://www.chaosproject.co.nr
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#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# how many party members do you use
MAX_PARTY = 10
# set to true to use facesets instead of spritesets
FACESETS = true
# allows a party with 0 members
ALLOW_EMPTY_PARTY = false
# gives all other characters EXP (specify in %)
EXP_RESERVE = 50
# gives "not available" characters EXP (specify in %)
EXP_NOT_AVAILABLE = 0
# gives "disabled for party" characters EXP (specify in %)
EXP_DISABLED_FOR_PARTY = 0

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# recognition variable for plug-ins
$easy_party_switcher = true

#==============================================================================
# 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
 
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 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, (MAX_PARTY > 4 ? 480 : MAX_PARTY * 120))
    self.contents = Bitmap.new(width - 32, 448 + (MAX_PARTY-4) * 120)
    @item_max = MAX_PARTY
    if $fontface != nil
      self.contents.font.name = $fontface
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
    end
    self.contents.font.size = 24
    refresh
    self.active, self.index = false, -1
  end
 
  def refresh
    self.contents.clear
    $game_party.actors.each_index {|i|
        if $game_party.actors != nil
          draw_actor_graphic($game_party.actors, 4, i*120+4)
          draw_actor_name($game_party.actors, 152, i*120-4)
          draw_actor_level($game_party.actors, 88, i*120-4)
          draw_actor_hp($game_party.actors, 88, i*120+28)
          draw_actor_sp($game_party.actors, 88, i*120+60)
        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
    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
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
    end
    self.contents.font.size = 24
    self.active, self.index = false, -1
    refresh
  end
 
  def setup
    @actors = []
    (1...$data_actors.size).each {|i|
        unless $game_party.actors.include?($game_actors) ||
            $game_actors.disabled_for_party && !$all_available
          @actors.push($game_actors)
        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%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)
    super(0, 0, 400 - 32, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
    end
    self.contents.font.size = 24
    refresh(gotactor)
    self.active = false
  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
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
    end
    self.contents.font.size = 24
    self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
    self.contents.font.color = normal_color
    if mode
      self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
      num = [$game_party.forced_size, members + $game_party.actors.nitems].min
      self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
    else
      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)
    end
  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, ''
  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.not_available = false}
    end
    @current_window = Window_Current.new
    @current_window.index, @current_window.active = 0, true
    @reserve_window = Window_Reserve.new
    @reserve_window.x, @reserve_window.y = 272, 160
    @help_window = Window_HelpStatus.new(@reserve_window.getactor(0))
    @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(true)
        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)
      $game_system.se_play($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
 
  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
      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
      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.not_available ||
              $game_actors.disabled_for_party
            $game_party.actors.push($game_actors)
            return
          end}
    end
  end
 
  def setup_forced_party(flag = false)
    $game_party.actors, party = [], []
    (1...$data_actors.size).each {|i|
        if $game_actors != nil && $game_actors.must_be_in_party &&
             (!$game_actors.disabled_for_party || flag) &&
             !$game_actors.not_available
          party.push($game_actors)
        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 = party.shift if $game_party.actors == 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 (ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
        actor2 != nil || $game_party.actors.nitems > 1)
  end
 
  def warning(flag = false)
    $game_system.se_play($data_system.buzzer_se)
    @warning_window = Window_Warning.new(flag, @reserve_window.get_number)
    loop do
      Graphics.update
      Input.update
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se) if flag
        [@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 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)
          if $game_actors.not_available
            $game_actors.exp += @result_window.exp * EXP_NOT_AVAILABLE/100
          elsif $game_actors.disabled_for_party
            $game_actors.exp += @result_window.exp * EXP_DISABLED_FOR_PARTY/100
          else
            $game_actors.exp += @result_window.exp * EXP_RESERVE/100
          end
        end}
  end
 
end
 
Make an event, parallel process and put in a call script with:

Code:
$game_actors[1].disabled_for_party = true,  $game_actors[2].disabled_for_party = true ....  etc.

and change the number each time. You need to disable every character in the Database/actors, that you don't want to show in the party switcher. 
Then, in the game when you meet this person, you just make a new call script and write for exampel:

Code:
$game_actors[17].disabled_for_party = false

if you would want the 17:th character in Database/actors to be available to swap. :wink:
 

HoRe

Member

Buuuttttt uhoh. It DID work like a charm... until I was play-testing it, defeated the monster on the next screen, and went back to the object with the Party Switcher event. In the first few scenes I had 6 people join the party... I then forced the party to 4. But when I went back after the battle, the 2 I had discarded from my original party were gone!!! Are they going to have to be added back in every time?...
 
HoRe":2eufmpd8 said:
Buuuttttt uhoh. It DID work like a charm... until I was play-testing it, defeated the monster on the next screen, and went back to the object with the Party Switcher event. In the first few scenes I had 6 people join the party... I then forced the party to 4. But when I went back after the battle, the 2 I had discarded from my original party were gone!!! Are they going to have to be added back in every time?...


hmm, i think.. i know what you mean.  For every character that you have in your party, you must have them enabled for swap, if you have disabled them for swap,  so make an event with a call script that says :

Code:
$game_actors[17].disabled_for_party = false



and replace the number with the number of the character in the database that disapears when you swap him out.
and oh..  When you made your parralell proces and disabled all the characters in the database, did you also disabled  the ones already in your party?  because then you could just remove those lines in the call script of that event and it should work fine.  :huh:
 

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