PARTY SELECTION SCRIPT (Version 1.1c)
Features
 Creates a scene to rearrange your party. There are a variety of things to do in this system. You can remove and add characters from being available in the Reserves (non-party members), lock characters so you can't add or remove them, and make characters "Unavailable", which does about the same thing as Locking. The reasoning behind having two things like this is for representation purposes. A character who isn't in your party, but is temporarily unavailable COULD show up as being "Locked" (lock icon) but I didn't feel it looked as good as being "Unavailable" (greyed out.) But a character who IS in your party, but can't be removed, obviously wouldn't make sense as being Unavailable.
 You can also see the statistics of the character, as well as the face graphic, in a small window to the right of the Party/Reserves.
 See also my Job Changing/EXP Script
Screens
http://i177.photobucket.com/albums/w233 ... lector.png[/img]
http://i177.photobucket.com/albums/w233 ... ector2.png[/img]
Tutorial
Take the script out of the demo, and copy and paste it into your own project.
Copy the "Locked.png" file from the Graphics\System\ directory into your own project, or create your own.
The initial starting party is automatically made available in your Reserves/Party. However, when adding a party member using the regular Event command, it doesn't automatically add the character to your Reserves. The reason being for temporary characters and such.
To make a character FOUND in your reserves, put this line in a Call Script:
Change ID to the ID of the actor in the Database.
Change true to false to remove the character from the reserves.
To make a character LOCKED, put this line in a Call Script:
Change ID to the ID of the actor in the Database.
Change true to false to unlock the character.
To make the character UNAVAILABLE, put this line in a Call Script:
Change ID to the ID of the actor in the Database.
Change true to false to make the character available again.
Instead of using $data_actors[id], you can also use $game_party.members[position].actor, which works better for things like the Skeleton in the demo, who locks the party leader (regardless of who it is.)
Demo
Hosted by [url=http://rpgmaker.net]http://rpgmaker.net at http://rm-dev.org[/url]
Changelog
- Version 1.1c
 * Fixed a graphical error in the party reserves window
- Version 1.1b
 * Item names were extending beyond the bounds of the window, so changed the draw_item_name method of Window_Base to allow a width parameter, and applied it to drawing the text.
- Version 1.1
 * Added functionality to see members/reserves equipment in the Party Changer scene. Press the A key (shift/z/etc.) to swap between Stats and Equipment.
Features
 Creates a scene to rearrange your party. There are a variety of things to do in this system. You can remove and add characters from being available in the Reserves (non-party members), lock characters so you can't add or remove them, and make characters "Unavailable", which does about the same thing as Locking. The reasoning behind having two things like this is for representation purposes. A character who isn't in your party, but is temporarily unavailable COULD show up as being "Locked" (lock icon) but I didn't feel it looked as good as being "Unavailable" (greyed out.) But a character who IS in your party, but can't be removed, obviously wouldn't make sense as being Unavailable.
 You can also see the statistics of the character, as well as the face graphic, in a small window to the right of the Party/Reserves.
 See also my Job Changing/EXP Script
Screens
http://i177.photobucket.com/albums/w233 ... lector.png[/img]
http://i177.photobucket.com/albums/w233 ... ector2.png[/img]
Tutorial
Take the script out of the demo, and copy and paste it into your own project.
Copy the "Locked.png" file from the Graphics\System\ directory into your own project, or create your own.
The initial starting party is automatically made available in your Reserves/Party. However, when adding a party member using the regular Event command, it doesn't automatically add the character to your Reserves. The reason being for temporary characters and such.
To make a character FOUND in your reserves, put this line in a Call Script:
Code:
$data_actors[ID].found = true
Change true to false to remove the character from the reserves.
To make a character LOCKED, put this line in a Call Script:
Code:
$data_actors[ID].required = true
Change true to false to unlock the character.
To make the character UNAVAILABLE, put this line in a Call Script:
Code:
$data_actors[ID].unavailable = true
Change true to false to make the character available again.
Instead of using $data_actors[id], you can also use $game_party.members[position].actor, which works better for things like the Skeleton in the demo, who locks the party leader (regardless of who it is.)
Demo
Hosted by [url=http://rpgmaker.net]http://rpgmaker.net at http://rm-dev.org[/url]
Changelog
- Version 1.1c
 * Fixed a graphical error in the party reserves window
- Version 1.1b
 * Item names were extending beyond the bounds of the window, so changed the draw_item_name method of Window_Base to allow a width parameter, and applied it to drawing the text.
- Version 1.1
 * Added functionality to see members/reserves equipment in the Party Changer scene. Press the A key (shift/z/etc.) to swap between Stats and Equipment.