Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Status in Menu skips 1st party member

Umm, pretty simple and I know it's been done before, but I can't find a topic with it...
I'm looking for a script that will skip the first party member when drawing and using the status window in the menu.

Example: I have three characters in the party (char1, char2, char3), but the status window only shows the 2nd and 3rd members (char2, char3).

Thanks in advance. :D
 
Hmm Try this

Code:
class Scene_Menu
  alias_method :trick_skipfirst_menu_main, :main
  def main
    @saved_actor = $game_party.actors.shift
    trick_skipfirst_menu_main
    $game_party.actors.unshift(@saved_actor)
  end
end

(place in a new script above main)

untested but it should work reply if it gives you any trouble.

Note: This happens for only the main menu if you need this for other menus reply stating so
 
It somewhat works... (Better than the idea I tried...)
Using your script does indeed skip the first chara when drawing the status, but when opening another menu from the status window, it would apply the chara above the one selected... So i changed the C-input in the update_status from:
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
to
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index+1)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index+1)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index+1)
end
return
end
And it works like a charm!
Thanks, Trickster. ^^
 
Didn't you read my note :p

Note: This happens for only the main menu if you need this for other menus reply stating so

I expected that would happen and stated that, if you want I can edit my code so you won't have to change anything, but since it works for you, I guess this may be resolved
 
Trickster;195879 said:
Didn't you read my note :p



I expected that would happen and stated that, if you want I can edit my code so you won't have to change anything, but since it works for you, I guess this may be resolved
Oh, sorry... Didn't see that. ':|
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top