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[VX] Party Selection Script

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:
Code:
$data_actors[ID].found = true
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:
Code:
$data_actors[ID].required = true
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:
Code:
$data_actors[ID].unavailable = true
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.
 
This looks so fucking clean and amazing. I saw the first screenshot the other day (maybe in the screenshot thread or irc or something?), and I've wanted to use it since.

It's just the cleanest and simplest looking party-changer I've seen, which is the biggest plus. I'll definitely use this mother.
 

Mega Flare

Awesome Bro

the script works fine for me but once i try to do the locking stuff i get an error

Nomethoderror occurred while running script.
undefinded method 'locked=' # <RPG::Actor:0x155bfa8>

and this is the line i get the error on

Code:
  $data_actors = Marshal.load(file)
i have no idea what im doing wrong
 
Are you loading a file, or trying to lock a character? And does the character lock (skeleton) in the demo work?

Oh I'll tell you what's wrong. My instructions.

I'll update them in a second.
 
Updated. The variable was supposed to be .required, not .locked. It was a change I made last minute when publishing the demo, and forgot to update the instructions.

So, $data_actors[id].required = true.
 

Mega Flare

Awesome Bro

well I just used the code from the demo.

Code:
$game_party.members[0].actor.required = true
I think that just autos the person in first to be the leader... but meh it worked for me so im happy. so do you have any idea how i would add this to the menu? so far im just using an item to call it.
 
Just the same as adding a menu option in RMXP.

Go into Scene_Menu, find
  def create_command_window

Below s6 = Vocab::game_end, add

s7 = 'Party'

and change
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
to
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])

then in
  def update_command_selection

find
      when 5      # End Game
        $scene = Scene_End.new

and add

when 6
  $scene = Scene_Party.new

below it.
 
Updated to Version 1.1b, my apologies for the quick update. I forgot to add a feature which I wanted to add. See the Changelog in the demo or first post to read the changes.
 
I think I discovered a big cosmetic problem:


When I first started using this script, I was like  :grin:
http://two.xthost.info/udivision/TEMP/P ... Glitch.png[/img]
But then this happened - and I was like  :sad:
http://two.xthost.info/udivision/TEMP/P ... litch2.png[/img]
http://two.xthost.info/udivision/TEMP/P ... litch3.png[/img]

I just kept on switching guys around eventually it just.... well, you can see.  But when I leave the scene and go back in:

http://two.xthost.info/udivision/TEMP/P ... litch4.png[/img]
I guess I feel like  :neutral:

Do you know what the problem is?
 
udivision: Alright, thanks. I've found and fixed that bug. It was only a graphical error though (thankfully) and not a way to multiply your party members. :D

Version 1.1c uploaded, fixed the bug described by udivision causing graphics to duplicate.
 
Hope I'm not necroposting here... though this topic is still only a month old...
but there's only one error with the script... If no characters are locked into the party, you could literally empty out the entire party... if you plan on updating this script, could you make it so that need at least one party member before you can exit the scene.
Btw... awesome script... I absolutely love it and the Job/Class changer... I'm using them both... and can't wait for the class changer to be updated.  :smile:
 

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