#==============================================================================
# Easy Party Switcher by Blizzard
# Version 1.7b
# 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
#
#
# Special Thanks to:
# Zeriab for pointing out a few glitches and shortening the code. =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:
#
# 99% chance of full compatibility with SDK, not tested although. Can cause
# incompatibility with 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")
# - 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)
#
# 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"
#
#
# 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.
#
# 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
# must_be_in_party
# - will cause the character to be automatically moved into the current party,
# while switching parties and also he 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. Set this
# value to nil to disable the size requirement. Note that the actor MUST be set
# in normal order without any empty position.
#
#
# 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.
#
#
# If you find any bugs, please report them here:
#
http://www.chaosproject.co.nr/
# or send me an e-mail:
#
boris_blizzard@yahoo.de
#==============================================================================
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# how many party members do you use
MAX_PARTY = 4
# set to true to use facesets instead of spritesets
FACESETS = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# 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 = false
@disabled_for_party = false
@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_postion
for actor in @actors
return true if actor.forced_position != nil
end
return false
end
end
#==============================================================================
# Window_Current
#==============================================================================
class Window_Current < Window_Selectable
def initialize
if MAX_PARTY > 4
super(0, 0, 240 + 32, 480)
else
super(0, 0, 240 + 32, MAX_PARTY * 120)
end
@item_max = MAX_PARTY
self.contents = Bitmap.new(width - 32, 480 - 32 + (@item_max - 4) * 120)
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 = false
self.index = -1
end
def refresh
self.contents.clear
count = 0
party = $game_party.actors
$game_party.actors = []
for i in 0...party.size
if party[party.size-i-1] == nil
count += 1
else
break
end
end
for i in 0...party.size-count
$game_party.actors.push(party
)
end
for i in 0...$game_party.actors.size
x = 0
y = i * 120 - 4
actor = $game_party.actors
self.contents.font.color = normal_color
if actor != nil
draw_actor_graphic(actor, x, y + 8)
draw_actor_name(actor, x + 160, y)
draw_actor_level(actor, x + 96, y)
draw_actor_hp(actor, x + 96, y + 32)
draw_actor_sp(actor, x + 96, y + 64)
end
end
end
def setactor(index_1, index_2)
temp = $game_party.actors[index_1]
$game_party.actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
refresh
end
def getactor(index)
return $game_actors[$game_party.actors[index].id]
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
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
y = (@index / @column_max) * 120 - self.oy
self.cursor_rect.set(x, y, self.width - 32, 88)
end
def clone_cursor
row = @index / @column_max
self.top_row = row if row < self.top_row
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = 0
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(x, y, bitmap, src_rect, 192)
end
def top_row
return self.oy / 116
end
def top_row=(row)
row = row % row_max
self.oy = row * 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, 400 - 32, 320)
setup
@column_max = 3
if (@item_max / @column_max) >= 3
self.contents = Bitmap.new(width - 32, @item_max / @column_max * 96)
else
self.contents = Bitmap.new(width - 32, height - 32)
end
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size = 24
self.active = false
self.index = -1
refresh
end
def setup
@actors = []
for i in 1...$data_actors.size
unless $game_party.actors.include?($game_actors)
unless $game_actors == nil or $game_actors.disabled_for_party
@actors.push($game_actors)
end
end
end
@item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
end
def refresh
self.contents.clear
for i in 0... @actors.size
draw_face(i)
end
end
def draw_face(i)
x = (i % 3) * 112 + 16
y = (i / 3) * 96 - 8
self.contents.font.color = normal_color
draw_actor_graphic(@actors, x, y + 18)
end
def getactor(index)
return @actors[index]
end
def get_number
count = 0
for actor in @actors
count += 1 unless actor == nil or actor.not_available
end
return count
end
def setactor(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = @actors[index_2]
@actors[index_2] = temp
refresh
end
def setparty(index_1, index_2)
temp = @actors[index_1]
@actors[index_1] = $game_party.actors[index_2]
$game_party.actors[index_2] = temp
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
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@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
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = (@index % @column_max) * 112 + 8
y = (@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
x = y = 0
self.contents.font.color = normal_color
if actor.not_available
self.contents.draw_text(x + 8, y, 160, 32, "not available", 0)
end
draw_actor_graphic(actor, x, y + 40)
draw_actor_name(actor, x + 160, y + 32)
draw_actor_level(actor, x + 96, y + 32)
draw_actor_hp(actor, x + 96, y + 64)
draw_actor_sp(actor, x + 96, y + 96)
end
end
end
#==============================================================================
# Window_Base
#==============================================================================
WINS = [Window_Current, Window_Reserve, Window_HelpStatus]
class Window_Base
alias draw_actor_graphic_eps_later draw_actor_graphic
def draw_actor_graphic(actor, x, y)
if actor != nil and actor.character_name != ""
if FACESETS and WINS.include?(self.class)
draw_actor_face_eps(actor, x, y)
else
if WINS.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 or $tons_version < 3.71 or not FACE_HUE
hue = 0
else
hue = (FACE_HUE ? actor.character_hue : 0)
end
bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
if actor.not_available or 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_Warning
#==============================================================================
class Window_Warning < Window_Base
def initialize
super(0, 0, 320, 96)
self.visible = false
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 = 320 - (width / 2)
self.y = 240 - (height / 2)
self.z = 9999
self.contents.font.color = normal_color
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
#==============================================================================
# Scene_PartySwitcher
#==============================================================================
class Scene_PartySwitcher
def initialize(wipe_party = 0, reset = 0, store = 0)
@wipe_party = wipe_party
@store = store
@reset = reset
@current_window_temp = 0
@reserve_window_temp = 0
@scene_flag = false
@temp_window = ""
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 = $game_party.actors
wipe_party
end
if @reset == 1
for i in 1...$data_actors.size
$game_actors.not_available = false
end
end
@current_window = Window_Current.new
@current_window.index = 0
@current_window.active = true
@reserve_window = Window_Reserve.new
@reserve_window.x = 240 + 32
@reserve_window.y = 160
@warning_window = Window_Warning.new
@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.dispose
@reserve_window.dispose
@help_window.dispose
$game_party.actors.compact!
$game_player.refresh
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
if @current_window.active
current_update
@current_window.update
end
if Input.trigger?(Input::B)
if @scene_flag
$game_system.se_play($data_system.cancel_se)
@temp_window = ""
@scene_flag = 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.refresh
@reserve_window.refresh
return
end
if $game_party.forced_size != nil
if ($game_party.forced_size != $game_party.actors.size or
$game_party.forced_size != $game_party.actors.nitems) and
($game_party.forced_size < $game_party.actors.size or
$game_party.forced_size < $game_party.actors.nitems or
@reserve_window.get_number != 0)
$game_system.se_play($data_system.buzzer_se)
return
end
end
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if 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
if Input.trigger?(Input::C)
actor = @current_window.getactor(@current_window.index)
if actor != nil and 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 = true
@temp_actor_index = @current_window.index
@temp_window = "Current"
@current_window.clone_cursor
end
end
return
end
if 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
return
end
end
def reserve_update
if Input.trigger?(Input::C)
unless @scene_flag
$game_system.se_play($data_system.decision_se)
@scene_flag = true
@temp_actor_index = @reserve_window.index
@temp_window = "Reserve"
@reserve_window.clone_cursor
else
switch_members
end
return
end
if (@reserve_window.index % 3) == 0
if 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
end
def switch_members
if @temp_window == "Reserve" and @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" and @current_window.active
@current_window.setactor(@temp_actor_index, @current_window.index)
end
if @temp_window == "Reserve" and @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 and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window_temp)
@current_window.refresh
@reserve_window.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" and @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 and actor1.must_be_in_party
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.refresh
@help_window.refresh(actor)
return
end
if actor2 != nil and actor2.not_available
$game_system.se_play($data_system.buzzer_se)
@scene_flag = false
@temp_window = ""
actor = @reserve_window.getactor(@reserve_window.index)
@current_window.refresh
@reserve_window.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 = false
@temp_window = ""
return
end
def wipe_party
for i in 0...$game_party.actors.size
$game_party.actors.not_available = true if $game_party.actors != nil
end
setup_forced_party(true)
if $game_party.actors == []
for i in 1...$data_actors.size
actor = $game_actors
unless actor == nil or actor.not_available or actor.disabled_for_party
$game_party.actors[$game_party.actors.size] = actor
return
end
end
end
end
def setup_forced_party(flag = false)
$game_party.actors = []
party = []
for i in 1...$data_actors.size
actor = $game_actors
if actor != nil and actor.must_be_in_party and
(not actor.disabled_for_party or flag) and not actor.not_available
party[party.size] = actor
end
end
for i in 0...party.size
if actor.forced_position != nil
$game_party.actors[party.forced_position] = party
party = nil
end
end
party.compact!
for actor in party
$game_party.actors.push(actor)
end
end
def swap_parties
$game_party.actors.compact!
temp_actors = $game_party.actors
for actor in temp_actors
actor.not_available = true
end
$game_system.stored_party.compact!
for actor in $game_system.stored_party
actor.not_available = false
end
$game_party.actors = $game_system.stored_party
$game_system.stored_party = nil
$game_system.stored_party = temp_actors if @store == 1
end
def call_warning(index, actor2)
actor1 = $game_party.actors[index]
if actor1 != nil and actor2 == nil
count = 0
for actor in $game_party.actors
count += 1 unless actor == nil
end
return false if count <= 1
end
return true
end
def warning
$game_system.se_play($data_system.buzzer_se)
@warning_window.visible = true
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
@warning_window.visible = false
@current_window.refresh
@reserve_window.refresh
break
end
end
return
end
end