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[VX] Party Changer

dss

Member

Problem.

I'm using this script along with the party changer, and even with the party command disabled in battle, it still crashes. Is there any way to just cut the battle party command out completely or something?? (side view battle system is also loaded, but i can still get INTO battles...it just crashes when the actual command ring loads)
 

dss

Member

What did you set to false?? I looked through the scripts and couldn't find anything. (And while i'm at it, is there any way to disable the party command COMPLETELY and just keep the order command??)
 
As I've said before, it's not possible to totally remove the command unless you use the methods provided with the custom commands script. It's easy for programmers but less easy for users with no scripting experience. However, you will be able to do that in the next version.
 

yion

Member

Ok...it seems to have a problem with the Audio Adjustment Script by Akin
Syntax Error Line 76.
(happens after the Option Menu)
i also posted this problem to his Topic.

Audio Adjustment Script
#################################################################
# Audio Adjustment Script version 1.1                           #
#################################################################
#   by Akin                                                     #
#    Credit to The Sleeping Leonhart who's XP Options script    #
#    helped me learn and to DerVVulfman who helped me find      #
#    an easy location to change battle sounds                   #
#################################################################
#   This script allows the the volumes of Background Music,     #
#   Background Sound, Sound Effects, and Music Effects          #
#   Though the use of the following variables from 0-100        #
#   $game_system.bgm_volume                                     #
#   $game_system.bgs_volume                                     #
#   $game_system.se_volume                                      #
#   $game_system.me_volume                                      #
#################################################################
#   Simpley use my GUI or someone else's to set the volumes     #
#   with lines like this                                        #
#   "$game_system.se_volume = 90"                               #
#   "$game_system.bgs_volume = 23"                              #
#   Just keep the value between 0 and 100                       #
#                                                               #
#   To reset the volumes of currently playing BGM and           #
#   BGS use the following lines.                                #
#   Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)   #
#   Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)   #
#                                                               #
#   To continue playing the currently playing BGM and BGS upon  #
#   entering combat. Use the following command.                 #
#   "$game_system.battle_music_mode = 1"                        #
#                                                               #
#   Use "$game_system.battle_music_mode = 0" to return to the   #
#   traditional method of changing BGM's and BGS upon battle    #
#################################################################
#  Release Notes                                                #
#  1.0 - Initial Release                                        #
#  1.1 - Added ability to continue music playing though combat  #
#################################################################

# This adds on to the Audio module and adjusts playback volumes by the adjustment value
module Audio
  def self.play_adjust(sound_file, adjustment)  # accepts a sound file and an adjustment value from 0-100
    original_volume = sound_file.volume   # stores the original volume of the sound file
    sound_file.volume = Integer(original_volume * adjustment / 100)   # resets the sound volume to the adjustment %
    sound_file.play   # plays the sound file
    sound_file.volume = original_volume  # resets the volume of the orginal file
  end
end

# Replaces the current sound module so that all sound effects that are called for in
# the game and in scripts that use "Sound.play_X" play at the correct volume
module Sound

  # Cursor
  def self.play_cursor
    Audio.play_adjust($data_system.sounds[0], $game_system.se_volume)
  end

  # Decision
  def self.play_decision
    Audio.play_adjust($data_system.sounds[1], $game_system.se_volume)
  end

  # Cancel
  def self.play_cancel
    Audio.play_adjust($data_system.sounds[2], $game_system.se_volume)
  end

  # Buzzer
  def self.play_buzzer
    Audio.play_adjust($data_system.sounds[3], $game_system.se_volume)
  end

  # Equip
  def self.play_equip
    Audio.play_adjust($data_system.sounds[4], $game_system.se_volume)
  end

  # Save
  def self.play_save
    Audio.play_adjust($data_system.sounds[5], $game_system.se_volume)
  end

  # Load
  def self.play_load
    Audio.play_adjust($data_system.sounds[6], $game_system.se_volume)
  end

  # Battle Start
  def self.play_battle_start
    Audio.play_adjust($data_system.sounds[7], $game_system.se_volume)
  end

  # Escape
  def self.play_escape
    Audio.play_adjust($data_system.sounds[8], $game_system.se_volume)
  end

  # Enemy Attack
  def self.play_enemy_attack
    Audio.play_adjust($data_system.sounds[9], $game_system.se_volume)
  end

  # Enemy Damage
  def self.play_enemy_damage
    Audio.play_adjust($data_system.sounds[10], $game_system.se_volume)
  end

  # Enemy Collapse
  def self.play_enemy_collapse
    Audio.play_adjust($data_system.sounds[11], $game_system.se_volume)
  end

  # Actor Damage
  def self.play_actor_damage
    Audio.play_adjust($data_system.sounds[12], $game_system.se_volume)
  end

  # Actor Collapse
  def self.play_actor_collapse
    Audio.play_adjust($data_system.sounds[13], $game_system.se_volume)
  end

  # Recovery
  def self.play_recovery
    Audio.play_adjust($data_system.sounds[14], $game_system.se_volume)
  end

  # Miss
  def self.play_miss
    Audio.play_adjust($data_system.sounds[15], $game_system.se_volume)
  end

  # Evasion
  def self.play_evasion
    Audio.play_adjust($data_system.sounds[16], $game_system.se_volume)
  end

  # Shop
  def self.play_shop
    Audio.play_adjust($data_system.sounds[17], $game_system.se_volume)
  end

  # Use Item
  def self.play_use_item
    Audio.play_adjust($data_system.sounds[18], $game_system.se_volume)
  end

  # Use Skill
  def self.play_use_skill
    Audio.play_adjust($data_system.sounds[19], $game_system.se_volume)
  end
end

# Modifies the game system to add in the optional volume adjustments
class Game_System
  attr_accessor :bgm_volume
  attr_accessor :se_volume
  attr_accessor :bgs_volume
  attr_accessor :me_volume
  attr_accessor :battle_music_mode
  alias akin_sound_ini_game_system initialize
 
  def initialize
    akin_sound_ini_game_system
    # BGM, BGS, SE and ME Volume Values for storage
    @bgm_volume = 100; @se_volume = 100; @bgs_volume = 100; @me_volume = 100; @battle_music_mode = 0;
  end
end

# Edits the game_interpreter so that all event sounds are played at the correct volume
class Game_Interpreter
  def command_241
    Audio.play_adjust(@params[0], $game_system.bgm_volume) #BGM
    return true
  end
  def command_245
    Audio.play_adjust(@params[0], $game_system.bgs_volume) #BGS
    return true
  end
  def command_249
    Audio.play_adjust(@params[0], $game_system.me_volume) #ME
    return true
  end
  def command_250
    Audio.play_adjust(@params[0], $game_system.se_volume) #SE
    return true
  end
end

# Edits the game_map to play autoplayed BGS and BGM's at the correct volume
class Game_Map
  def autoplay
    Audio.play_adjust(@map.bgm, $game_system.bgm_volume) if @map.autoplay_bgm
    Audio.play_adjust(@map.bgs, $game_system.bgs_volume) if @map.autoplay_bgs
  end
end

# Edits game_vehicle to play the correct volume sound when mounting a vehicle
class Game_Vehicle < Game_Character
  def get_on
    @driving = true
    @walk_anime = true
    @step_anime = true
    if @type == 2                                    # If airship
      @priority_type = 2                             # Change priority to "Above Characters"
    end
    Audio.play_adjust(@bgm, $game_system.bgm_volume) # Start BGM
  end
end

# Edits game_player to play the correct volume sound after dismounting a vehicle
class Game_Player < Game_Character
  def get_off_vehicle
    if in_airship?                                # Airship
      return unless airship_land_ok?(@x, @y)      # Can't land?
    else                                          # Boat/ship
      front_x = $game_map.x_with_direction(@x, @direction)
      front_y = $game_map.y_with_direction(@y, @direction)
      return unless can_walk?(front_x, front_y)   # Can't touch land?
    end
    $game_map.vehicles[@vehicle_type].get_off     # Get off processing
    if in_airship?                                # Airship
      @direction = 2                              # Face down
    else                                          # Boat/ship
      force_move_forward                          # Move one step forward
      @transparent = false                        # Remove transparency
    end
    @vehicle_getting_off = true                   # Start getting off operation
    @move_speed = 4                               # Return move speed
    @through = false                              # Passage OFF
    Audio.play_adjust(@walking_bgm, $game_system.bgm_volume) # Restore walking BGM
    make_encounter_count                          # Initialize encounter
  end
end

# Edits sprite_base to play sound effects from battle animations at the correct volume
class Sprite_Base < Sprite
  def animation_process_timing(timing)
    Audio.play_adjust(timing.se, $game_system.se_volume)
    case timing.flash_scope
    when 1
      self.flash(timing.flash_color, timing.flash_duration * 4)
    when 2
      if viewport != nil
        viewport.flash(timing.flash_color, timing.flash_duration * 4)
      end
    when 3
      self.flash(nil, timing.flash_duration * 4)
    end
  end
end

# Edits scene_map to play the battle BGM at the correct volume
class Scene_Map < Scene_Base
  def call_battle
    @spriteset.update
    Graphics.update
    $game_player.make_encounter_count
    $game_player.straighten
    $game_temp.map_bgm = RPG::BGM.last
    $game_temp.map_bgs = RPG::BGS.last
    unless $game_system.battle_music_mode == 1 # Does not stop current must if battle_music mode is 1
      RPG::BGM.stop
      RPG::BGS.stop
    end
      Sound.play_battle_start
    unless $game_system.battle_music_mode == 1
      Audio.play_adjust($game_system.battle_bgm, $game_system.bgm_volume) # Does not play battle music if battle mode is 1
    end
    $game_temp.next_scene = nil
    $scene = Scene_Battle.new
  end
end

# Edits the scene_battle class to play the BGM and BGS of the returning map and
# the victory ME at the correct volumes
class Scene_Battle < Scene_Base
  def battle_end(result)
    if result == 2 and not $game_troop.can_lose
      call_gameover
    else
      $game_party.clear_actions
      $game_party.remove_states_battle
      $game_troop.clear
      if $game_temp.battle_proc != nil
        $game_temp.battle_proc.call(result)
        $game_temp.battle_proc = nil
      end
      unless $BTEST or $game_system.battle_music_mode == 2 #does not restore BGM if battle music mode 1 is enabled
        Audio.play_adjust($game_temp.map_bgm, $game_system.bgm_volume)
        Audio.play_adjust($game_temp.map_bgs, $game_system.bgs_volume)
      end
      $scene = Scene_Map.new
      @message_window.clear
      Graphics.fadeout(30)
    end
    $game_temp.in_battle = false
  end

  def process_victory
    @info_viewport.visible = false
    @message_window.visible = true
    unless $game_system.battle_music_mode == 2 #does not play victory ME if battle music mode 1 is enabled
    RPG::BGM.stop
    Audio.play_adjust($game_system.battle_end_me, $game_system.me_volume)
    end
    unless $BTEST or $game_system.battle_music_mode == 2 #does not restore BGM if battle music mode 1 is enabled
      Audio.play_adjust($game_temp.map_bgm, $game_system.bgm_volume)
      Audio.play_adjust($game_temp.map_bgs, $game_system.bgs_volume)
    end
    display_exp_and_gold
    display_drop_items
    display_level_up
    battle_end(0)
  end
end

# Edits the scene_gameover to play the gameover ME at the correct volume
class Scene_Gameover < Scene_Base
  def start
    super
    RPG::BGM.stop
    RPG::BGS.stop
    Audio.play_adjust($data_system.gameover_me, $game_system.me_volume)
    Graphics.transition(120)
    Graphics.freeze
    create_gameover_graphic
  end
end

# Edits the scene_file so that music plays at the correct volume upon loading
class Scene_File < Scene_Base
  def do_load
    file = File.open(@savefile_windows[@index].filename, "rb")
    read_save_data(file)
    file.close
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    Graphics.fadeout(60)
    Graphics.wait(40)
    Audio.play_adjust(@last_bgm, $game_system.bgm_volume)
    Audio.play_adjust(@last_bgs, $game_system.bgs_volume)
  end
end

Audio Menu
####################################################
# Custom Options Menu                              #
####################################################
#     by Akin                                      #
#       credit to 'L' who's custom menu helped     #
#       me figure out what to do                   #
####################################################
#   This script calls an audio options menu.       #
#                                                  #
#  Call using "$scene = Scene_Options.new"         #
#                                                  #
####################################################

module OptionCommand
#Main Option Commands
Audio     = 'Musik'
Controls   = 'Steurung'
Exit_Options = 'Zurück'
  #Audio Option commands
  Audiobgm      = 'Musik Lautstärke'
  Audiobgs      = 'Hintergrund Lautstärke'
  Audiome       = 'Musikeffekt Lautstärke'
  Audiose       = 'Soundeffekt Lautstärke'
  #BGM Options
  Audiobgm0    = '0%'
  Audiobgm1    = '10%'
  Audiobgm2    = '20%'
  Audiobgm3    = '30%'
  Audiobgm4    = '40%'
  Audiobgm5    = '50%'
  Audiobgm6    = '60%'
  Audiobgm7    = '70%'
  Audiobgm8    = '80%'
  Audiobgm9    = '90%'
  Audiobgm10   = '100%'
  #BGS Options
  Audiobgs0    = '0%'
  Audiobgs1    = '10%'
  Audiobgs2    = '20%'
  Audiobgs3    = '30%'
  Audiobgs4    = '40%'
  Audiobgs5    = '50%'
  Audiobgs6    = '60%'
  Audiobgs7    = '70%'
  Audiobgs8    = '80%'
  Audiobgs9    = '90%'
  Audiobgs10   = '100%'
  #SE Options
  Audiose0    = '0%'
  Audiose1    = '10%'
  Audiose2    = '20%'
  Audiose3    = '30%'
  Audiose4    = '40%'
  Audiose5    = '50%'
  Audiose6    = '60%'
  Audiose7    = '70%'
  Audiose8    = '80%'
  Audiose9    = '90%'
  Audiose10   = '100%'
  #ME Options
  Audiome0    = '0%'
  Audiome1    = '10%'
  Audiome2    = '20%'
  Audiome3    = '30%'
  Audiome4    = '40%'
  Audiome5    = '50%'
  Audiome6    = '60%'
  Audiome7    = '70%'
  Audiome8    = '80%'
  Audiome9    = '90%'
  Audiome10   = '100%'
end

#==============================================================================
# ** Scene_Options
#------------------------------------------------------------------------------
#  This class performs the Options screen processing.
#==============================================================================

class Scene_Options < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(options_index = 0)
    @options_index = options_index
    options_init
  end
  #--------------------------------------------------------------------------
  # * Set Commands
  #--------------------------------------------------------------------------
  def options_init
    @options = []
    op1 = OptionCommand::Audio
    op2 = OptionCommand::Controls
    op3 = OptionCommand::Exit_Options
    @options.push(op1, op2, op3).flatten!
   
    @audio_options = []
  aud1 = OptionCommand::Audiobgm
  aud2 = OptionCommand::Audiobgs
  aud3 = OptionCommand::Audiome
  aud4 = OptionCommand::Audiose
    @audio_options.push(aud1, aud2, aud3, aud4).flatten!
   
      @bgm_options = []
      bgm0  = OptionCommand::Audiobgm0
      bgm1  = OptionCommand::Audiobgm1
      bgm2  = OptionCommand::Audiobgm2
      bgm3  = OptionCommand::Audiobgm3
      bgm4  = OptionCommand::Audiobgm4
      bgm5  = OptionCommand::Audiobgm5
      bgm6  = OptionCommand::Audiobgm6
      bgm7  = OptionCommand::Audiobgm7
      bgm8  = OptionCommand::Audiobgm8
      bgm9  = OptionCommand::Audiobgm9
      bgm10 = OptionCommand::Audiobgm10
      @bgm_options.push(bgm0, bgm1, bgm2, bgm3, bgm4, bgm5, bgm6, bgm7, bgm8, bgm9, bgm10).flatten!
     
      @bgs_options = []
      bgs0  = OptionCommand::Audiobgs0
      bgs1  = OptionCommand::Audiobgs1
      bgs2  = OptionCommand::Audiobgs2
      bgs3  = OptionCommand::Audiobgs3
      bgs4  = OptionCommand::Audiobgs4
      bgs5  = OptionCommand::Audiobgs5
      bgs6  = OptionCommand::Audiobgs6
      bgs7  = OptionCommand::Audiobgs7
      bgs8  = OptionCommand::Audiobgs8
      bgs9  = OptionCommand::Audiobgs9
      bgs10 = OptionCommand::Audiobgs10
      @bgs_options.push(bgs0, bgs1, bgs2, bgs3, bgs4, bgs5, bgs6, bgs7, bgs8, bgs9, bgs10).flatten!
     
      @se_options = []
      se0  = OptionCommand::Audiose0
      se1  = OptionCommand::Audiose1
      se2  = OptionCommand::Audiose2
      se3  = OptionCommand::Audiose3
      se4  = OptionCommand::Audiose4
      se5  = OptionCommand::Audiose5
      se6  = OptionCommand::Audiose6
      se7  = OptionCommand::Audiose7
      se8  = OptionCommand::Audiose8
      se9  = OptionCommand::Audiose9
      se10 = OptionCommand::Audiose10
      @se_options.push(se0, se1, se2, se3, se4, se5, se6, se7, se8, se9, se10).flatten!
     
      @me_options = []
      me0  = OptionCommand::Audiome0
      me1  = OptionCommand::Audiome1
      me2  = OptionCommand::Audiome2
      me3  = OptionCommand::Audiome3
      me4  = OptionCommand::Audiome4
      me5  = OptionCommand::Audiome5
      me6  = OptionCommand::Audiome6
      me7  = OptionCommand::Audiome7
      me8  = OptionCommand::Audiome8
      me9  = OptionCommand::Audiome9
      me10 = OptionCommand::Audiome10
      @me_options.push(me0, me1, me2, me3, me4, me5, me6, me7, me8, me9, me10).flatten!
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_options_window
    create_audio_window
    create_bgm_window
    create_bgs_window
    create_se_window
    create_me_window
    create_controls_window
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
  @help_window.set_text("Options")
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @options_window.dispose
    @audio_options_window.dispose
      @bgm_options_window.dispose
      @bgs_options_window.dispose
      @se_options_window.dispose
      @me_options_window.dispose
    @controls_window.dispose
  @help_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @options_window.update
    @audio_options_window.update
      @bgm_options_window.update
      @bgs_options_window.update
      @se_options_window.update
      @me_options_window.update
    @controls_window.update
  @help_window.update
    if @options_window.active
      update_options_selection
    elsif @audio_options_window.active
      update_audio_options_selection
    elsif @bgm_options_window.active
      update_bgm_options_selection
    elsif @bgs_options_window.active
      update_bgs_options_selection
    elsif @se_options_window.active
      update_se_options_selection
    elsif @me_options_window.active
      update_me_options_selection
    elsif @controls_window.active
      update_controls_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Main Option Selection
  #--------------------------------------------------------------------------
  def create_options_window
    @options_window = Window_Command.new(160, @options)
    @options_window.index = @options_index
  @options_window.y = 56
  end
  #--------------------------------------------------------------------------
  # * Create Audio Options Window
  #--------------------------------------------------------------------------
  def create_audio_window
    @audio_options_window = Window_Command.new(277, @audio_options)
    @audio_options_window.visible = false
    @audio_options_window.active = false
    @audio_options_window.x = 160
    @audio_options_window.y = 56
  end
  #--------------------------------------------------------------------------
  # * Create Audio-BGM Options Window
  #--------------------------------------------------------------------------
  def create_bgm_window
    @bgm_options_window = Window_Command.new(62, @bgm_options)
    @bgm_options_window.visible = false
    @bgm_options_window.active = false
    @bgm_options_window.x = 437
    @bgm_options_window.y = 56
  end
  #--------------------------------------------------------------------------
  # * Create Audio-BGS Options Window
  #--------------------------------------------------------------------------
  def create_bgs_window
    @bgs_options_window = Window_Command.new(62, @bgs_options)
    @bgs_options_window.visible = false
    @bgs_options_window.active = false
    @bgs_options_window.x = 437
    @bgs_options_window.y = 56
  end
  #--------------------------------------------------------------------------
  # * Create Audio-SE Options Window
  #--------------------------------------------------------------------------
  def create_se_window
    @se_options_window = Window_Command.new(62, @se_options)
    @se_options_window.visible = false
    @se_options_window.active = false
    @se_options_window.x = 437
    @se_options_window.y = 56
  end
  #--------------------------------------------------------------------------
  # * Create Audio-ME Options Window
  #--------------------------------------------------------------------------
  def create_me_window
    @me_options_window = Window_Command.new(62, @me_options)
    @me_options_window.visible = false
    @me_options_window.active = false
    @me_options_window.x = 437
    @me_options_window.y = 56
  end
  #--------------------------------------------------------------------------
  # * Create Controls Options Window
  #--------------------------------------------------------------------------
  def create_controls_window
    @controls_window = Window_Base.new(161, 57, 292, 300)
    @controls_window.contents.draw_text(0, -2, 100, 24, "Controls")
    @controls_window.contents.draw_text(0, 24, 300, 24, "To Access the system controls")
    @controls_window.contents.draw_text(0, 48, 300, 24, "Press F1 at any time")
    @controls_window.contents.draw_text(40, 96, 300, 24, "A")
    @controls_window.contents.draw_text(40, 120, 300, 24, "B")
    @controls_window.contents.draw_text(40, 144, 300, 24, "C")
    @controls_window.contents.draw_text(40, 168, 300, 24, "L")
    @controls_window.contents.draw_text(40, 192, 300, 24, "R")
    @controls_window.contents.draw_text(40, 216, 300, 24, "X")
    @controls_window.contents.draw_text(40, 240, 300, 24, "Y")
    @controls_window.contents.draw_text(60, 96, 300, 24, "::  Rennen")
    @controls_window.contents.draw_text(60, 120, 300, 24, "::  Abbruch/Menu")
    @controls_window.contents.draw_text(60, 144, 300, 24, "::  Eingabe/Reden")
    @controls_window.contents.draw_text(60, 168, 300, 24, "::  Abbruch")
    @controls_window.contents.draw_text(60, 192, 300, 24, "::  Unbenutzt")
    @controls_window.contents.draw_text(60, 216, 300, 24, "::  Unbenutzt")
    @controls_window.contents.draw_text(60, 240, 300, 24, "::  Unbenutzt")
    @controls_window.visible = false
    @controls_window.active = false
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(0) #-----------Change this number to the options spot -1 on main menu-----------------
  end
  #--------------------------------------------------------------------------
  # * Update Options Selection
  #--------------------------------------------------------------------------
  def update_options_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      main_options_input
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio Options Selection
  #--------------------------------------------------------------------------
  def update_audio_options_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @options_window.active = true
      @audio_options_window.active = false
      @audio_options_window.visible = false
      @audio_options_window.index = 0
      return
    elsif Input.trigger?(Input::C)
      audio_options_input
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-BGM Options Selection
  #--------------------------------------------------------------------------
  def update_bgm_options_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @audio_options_window.active = true
      @bgm_options_window.active = false
      @bgm_options_window.visible = false
      @bgm_options_window.index = 0
      return
    elsif Input.trigger?(Input::C)
      bgm_options_input
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-BGS Options Selection
  #--------------------------------------------------------------------------
  def update_bgs_options_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @audio_options_window.active = true
      @bgs_options_window.active = false
      @bgs_options_window.visible = false
      @bgs_options_window.index = 0
      return
    elsif Input.trigger?(Input::C)
      bgs_options_input
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-SE Options Selection
  #--------------------------------------------------------------------------
  def update_se_options_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @audio_options_window.active = true
      @se_options_window.active = false
      @se_options_window.visible = false
      @se_options_window.index = 0
      return
    elsif Input.trigger?(Input::C)
      se_options_input
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-ME Options Selection
  #--------------------------------------------------------------------------
  def update_me_options_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @audio_options_window.active = true
      @me_options_window.active = false
      @me_options_window.visible = false
      @me_options_window.index = 0
      return
    elsif Input.trigger?(Input::C)
      me_options_input
    end
  end
  #--------------------------------------------------------------------------
  # * Update Controls Selection
  #--------------------------------------------------------------------------
  def update_controls_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @options_window.active = true
      @controls_window.active = false
      @controls_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # * Update Main Options InputCheck
  #--------------------------------------------------------------------------
  def main_options_input
    option = @options[@options_window.index]
    Sound.play_decision
    # Checks Options Commands
    case option
    when OptionCommand::Audio  #calls Audio options subwindow
      @audio_options_window.active = true
      @audio_options_window.visible = true
      @options_window.active = false
    when OptionCommand::Controls #Controls
      @controls_window.active = true
      @controls_window.visible = true
      @options_window.active = false
  when OptionCommand::Exit_Options #Return to Main Menu
      return_scene
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio Options InputCheck
  #--------------------------------------------------------------------------
  def audio_options_input
    audio_option = @audio_options[@audio_options_window.index]
    Sound.play_decision
    # Checks Graphics Options Commands
    case audio_option
    when OptionCommand::Audiobgm  #Adjust BGM
      @bgm_options_window.index = Integer($game_system.bgm_volume / 10)
      @bgm_options_window.active = true
      @bgm_options_window.visible = true
      @audio_options_window.active = false
    when OptionCommand::Audiobgs  #Adjust BGS
      @bgs_options_window.index = Integer($game_system.bgs_volume / 10)
      @bgs_options_window.active = true
      @bgs_options_window.visible = true
      @audio_options_window.active = false
  when OptionCommand::Audiome  #Adjust ME
      @me_options_window.index = Integer($game_system.me_volume / 10)
      @me_options_window.active = true
      @me_options_window.visible = true
      @audio_options_window.active = false
  when OptionCommand::Audiose  #Adjust SE
      @se_options_window.index = Integer($game_system.se_volume / 10)
      @se_options_window.active = true
      @se_options_window.visible = true
      @audio_options_window.active = false
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-BGM Options InputCheck
  #--------------------------------------------------------------------------
  def bgm_options_input
    bgm_option = @bgm_options[@bgm_options_window.index]
    Sound.play_decision
    # Checks BGM Options Commands
    case bgm_option
    when OptionCommand::Audiobgm0  #BGM Volume 0%
      $game_system.bgm_volume = 0
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm1  #BGM Volume 10%
      $game_system.bgm_volume = 10
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm2  #BGM Volume 20%
      $game_system.bgm_volume = 20
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm3  #BGM Volume 30%
      $game_system.bgm_volume = 30
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm4  #BGM Volume 40%
      $game_system.bgm_volume = 40
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm5  #BGM Volume 50%
      $game_system.bgm_volume = 50
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm6  #BGM Volume 60%
      $game_system.bgm_volume = 60
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm7  #BGM Volume 70%
      $game_system.bgm_volume = 70
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm8  #BGM Volume 80%
      $game_system.bgm_volume = 80
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm9  #BGM Volume 90%
      $game_system.bgm_volume = 90
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    when OptionCommand::Audiobgm10  #BGM Volume 100%
      $game_system.bgm_volume = 100
      Audio.play_adjust(RPG::BGM.last, $game_system.bgm_volume)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-BGS Options InputCheck
  #--------------------------------------------------------------------------
  def bgs_options_input
    bgs_option = @bgs_options[@bgs_options_window.index]
    Sound.play_decision
    # Checks BGM Options Commands
    case bgs_option
    when OptionCommand::Audiobgs0  #BGS Volume 0%
      $game_system.bgs_volume = 0
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs1  #BGS Volume 10%
      $game_system.bgs_volume = 10
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs2  #BGS Volume 20%
      $game_system.bgs_volume = 20
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs3  #BGS Volume 30%
      $game_system.bgs_volume = 30
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs4  #BGS Volume 40%
      $game_system.bgs_volume = 40
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs5  #BGS Volume 50%
      $game_system.bgs_volume = 50
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs6  #BGS Volume 60%
      $game_system.bgs_volume = 60
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs7  #BGS Volume 70%
      $game_system.bgs_volume = 70
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs8  #BGS Volume 80%
      $game_system.bgs_volume = 80
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs9  #BGS Volume 90%
      $game_system.bgs_volume = 90
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    when OptionCommand::Audiobgs10  #BGS Volume 100%
      $game_system.bgs_volume = 100
      Audio.play_adjust(RPG::BGS.last, $game_system.bgs_volume)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-SE Options InputCheck
  #--------------------------------------------------------------------------
  def se_options_input
    se_option = @se_options[@se_options_window.index]
    Sound.play_decision
    # Checks BGM Options Commands
    case se_option
    when OptionCommand::Audiose0  #SE Volume 0%
      $game_system.se_volume = 0
    when OptionCommand::Audiose1  #SE Volume 10%
      $game_system.se_volume = 10
    when OptionCommand::Audiose2  #SE Volume 20%
      $game_system.se_volume = 20
    when OptionCommand::Audiose3  #SE Volume 30%
      $game_system.se_volume = 30
    when OptionCommand::Audiose4  #SE Volume 40%
      $game_system.se_volume = 40
    when OptionCommand::Audiose5  #SE Volume 50%
      $game_system.se_volume = 50
    when OptionCommand::Audiose6  #SE Volume 60%
      $game_system.se_volume = 60
    when OptionCommand::Audiose7  #SE Volume 70%
      $game_system.se_volume = 70
    when OptionCommand::Audiose8  #SE Volume 80%
      $game_system.se_volume = 80
    when OptionCommand::Audiose9  #SE Volume 90%
      $game_system.se_volume = 90
    when OptionCommand::Audiose10  #SE Volume 100%
      $game_system.se_volume = 100
    end
  end
  #--------------------------------------------------------------------------
  # * Update Audio-ME Options InputCheck
  #--------------------------------------------------------------------------
  def me_options_input
    me_option = @me_options[@me_options_window.index]
    Sound.play_decision
    # Checks BGM Options Commands
    case me_option
    when OptionCommand::Audiome0  #ME Volume 0%
      $game_system.me_volume = 0
    when OptionCommand::Audiome1  #ME Volume 10%
      $game_system.me_volume = 10
    when OptionCommand::Audiome2  #ME Volume 20%
      $game_system.me_volume = 20
    when OptionCommand::Audiome3  #ME Volume 30%
      $game_system.me_volume = 30
    when OptionCommand::Audiome4  #ME Volume 40%
      $game_system.me_volume = 40
    when OptionCommand::Audiome5  #ME Volume 50%
      $game_system.me_volume = 50
    when OptionCommand::Audiome6  #ME Volume 60%
      $game_system.me_volume = 60
    when OptionCommand::Audiome7  #ME Volume 70%
      $game_system.me_volume = 70
    when OptionCommand::Audiome8  #ME Volume 80%
      $game_system.me_volume = 80
    when OptionCommand::Audiome9  #ME Volume 90%
      $game_system.me_volume = 90
    when OptionCommand::Audiome10  #ME Volume 100%
      $game_system.me_volume = 100
    end
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
def update_help
@help_window.set_text("Options")
end
end
 

yion

Member

Yours.
But only after i input his Audio-Menu Script and start it.
Right after i close his Script it says Line 76 Error in your Script

EDIT:
oh yeah btw, i changed it to have 8 players in party if that helps.
It worked just fine until i did the thingy with the Audio Menu

EDIT2:
Another Bug:
If you force party member to be in the party - choose party member and then press "Reset"
the game freezes.
 
I don't see any error at line 76. What kind of error do you have? (Syntax error, etc.)
The number of characters in your party doesn't matter.

Also, I know about the Reset bug. It will be fixed in the next version.
 

yion

Member

i  dont know anymore, i just changed it so i can continue making my game,
now i had to make it an Item with an Common Event...because of some wierd reason,
that works without any error.

The Erros was something like this:
"Syntax Error 74 (or 76 dunno anymore) - failed to create Bitmap"
Could it been because in my Intro there was a Picture? i will try it now,
after i tried i'll edit this reply.

EDIT: nevermind, there was no Picture at all.
And the Error occurs right after you close the Audio-Adjustment Menu.
(at least in an Event, with an Item it works fine oO)
 
I have seen that sort of thing before, it was because the Lock picture was a .gif instead of a .png. But it doesn't seem to be the problem here. These lines (74, 76 or whatever) can't be the problem because it has nothing to do with the Bitmap class.

As I can see, the audio menu takes you back to the main menu.
I doubt it would be that but, have you tried putting on of the scripts above or below the other one? For example, if the order is
-Party Changer
-Audio Menu
Then try changing them for
-Audio Menu
-Party changer
 

yion

Member

Dargor":1xegf571 said:
I have seen that sort of thing before, it was because the Lock picture was a .gif instead of a .png. But it doesn't seem to be the problem here. These lines (74, 76 or whatever) can't be the problem because it has nothing to do with the Bitmap class.

As I can see, the audio menu takes you back to the main menu.
I doubt it would be that but, have you tried putting on of the scripts above or below the other one? For example, if the order is
-Party Changer
-Audio Menu
Then try changing them for
-Audio Menu
-Party changer
dude... i just noticed it wasnt this script but the "large Party" script line 76 Dx...
gonna post it in the right topic now.

EDIT:
If you want to keep your game from freezing when pressing "Reset" while having
forced party members change this:
  def update_command_selection
    if Input.trigger?(Input::C)
      Sound.play_decision
      case @command_window.index
      # Accept Selection
      when 0
        $game_party.actors.clear
        for member in @party_window.members + @reserve_window.members
          if @party_window.members.include?(member)
            $game_party.add_actor(member.id)
          end
          $game_party.add_reserve_actor(member.id, true)
          if $game_parties != nil
            $game_parties.add_reserve_actor(member.id)
          end
        end
        $game_player.refresh
        if @from_party
          $scene = Scene_Parties.new
          $game_party = $game_parties[0]
          return
        elsif @from_menu
          index = $game_system.menu_commands.index(Vocab::Party)
          $scene = Scene_Menu.new(index)
          return
        else
          $scene = Scene_Map.new
          return
        end
      # Arrange Selection
      when 1
        @party_window.index = 0
        @party_window.active = true
        @command_window.active = false
      # Reset Selection 
      when 2
        @party_window.clear_selection_rect
        @reserve_window.reset_members
        @reserve_window.active
        @reserve_window.active = true
        @command_window.active = false
      end
    end
  end
end
  #--------------------------------------------------------------------------
  # * Frame Update : Command Window
  #--------------------------------------------------------------------------
>>>>>Insert here

it won't do anything at all, but it won't freeze anymore!
(even though you cant Reset your Order o.o)
 

yion

Member

free bump.

New Error btw.
If you have no party member in your party and go to the Party Manager,
then click on "nothing" it will give an Error.

Suggestion.[NOT IMPORTANT]
[because myself is using common events :)]
i'd suggest a method to do
$game_actors[all].reserve_locked = false / true.

it'd save mush time...(i got like 100+ actors in my Game. i know iam crazy.)
 
Good suggestion, I'll add that.
I've fixed most of the bugs except the one you've posted. Everything works great, no need to remove the reset option!
I'll post it tonight. ;)
 
Ok, version 3.4 is out, for real! Now you'll need version 1.9.1 of the custom commands script to make it work.
The freeze bug has been fixed, the double "order" sound effect has been fixed, and other bugs have been fixed too!

Enjoy!
-Dargor
 
WOOOOOOOHOOOOOOO!!!

Thank you Dargor, been waiting for this :D

Everyone give Dargor a round of applause!

Edit: I hope this means you fixed the compatibility issue with DerVVulfman's Animated Battler Formations Line 124, Because thats the only thing keeping me from using this script :D But I'm gonna try it out anyway :)

Do I still need the Large Party Script?
 
Thanks :)

Unfortunately, I don't think it's compatible with DerVVulfman's Animated Battler. Yet.
Can you give me a link to its script please?

And yes, you still need the large party script. I'm using a couple of methods from it in my party changer.
 

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