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[XP] Party Changer

I put in all 3 scripts and when I clicked the test button I got an error (the game didn't even load up), it was saying that the Party Changer for the menu had an error on line 47.
 
So the three scripts you are referring to are the three available in the first post of this thread, and the script that is giving you an error on Line 47 is the "Party Changer (Main Menu) 1.5" script.

Party Changer (Main Menu) 1.5 Line 47 reads as follows:

alias menu_party_set_commands_access set_commands_access

I tested these three scripts by themselves in a new project, and the error I also get is the following:

Script 'Party_Changer_Main_Menu' line 47: NameError occurred.
undefined method 'set_commands_access' for class 'Scene_Menu'

I hope this clears the issue up somewhat. I'm afraid I can't help much more.
 
Make sure the Commands Manager version 1.2 is placed above all party changer scripts. This method (set_commands_access), is located in the Commands Manager under Scene_Menu.

I tried it in a blank project and got no errors.
 
Just tried it....lol, I got past to the load game file screen....and when I selected a file...

"Party Changer, 154 no method error, undefined 'size' for nil:NilClass"
 
Ok I to got an error when loading a file. I tried to delete it and it solve the problem.
However, the error was in the Commands Manager.

Try to make a backup of your save files (or just delete them) and try it again. Maybe it's because you saved a game before installing the scripts.
 
Darn...they corrupt save files...ah well, I'll delete them. Thanks, I'll let you know if I run into any more problems.

EDIT: Not really an error, but when I started a new game and everything, it was all working fine...but then I went to the menu where Items, Equip, Save, etc. were found. Those options were there for a split second and then disappears...what happened?
 
Something's been on my mind. Is there an in-script way of keeping track of whhich Actors can be switched to? Say you want to have a one-on-one fight somewhere in your game, but you need to empty out the party first. Should I force the player to change the party during the event, even if the Solo Battle requires a specific Actor, or is there a way to automatically set up the party through the usual event commands?
 
@BellGoRiiing
That's really weird. O_o
Can you still select them?

@GreenBanana
Well, you can simply remove all actors from the party and then add the actor you want in. ... ? If it's what you mean.
 
Do you have any other scripts?
It's probably because the script tries to redraw the commands using an empty array of commands.

EDIT:
By the way, I have updated the script.
You can now lock actors in the reserve using
Code:
$game_actors[id].locked = true
 
Yea, but I don't think they would affect the menu at all....but then again I may be wrong. lol

The Caterpillar Effect by....um, I dunno. lol
Double Attack by Sandgolem
HUD Menu by Raziel
 
Thanks, Dargor! I plan to make a relatively nonlinear game , so there's not much telling what character a player will get first.

I have no clue how I'm going to balance enemy difficulty, but that's another script anyway.

It should probably be noted for anyone wondering what in $game_actors[id].locked that only one id number can be used instead of an array, or you get an error. But from testing the script, I'm not entirely sure what the use is of the id. This command seems to lock all the actors in the reserve so that they can't be switched with, regardless of what id# I put in.
 
@GreenBanana

Lol, my mistake! I left this variable to true for all actors.
Just go into Game_Actor, under initialize and change @locked to true.
Or copy/paste the edited version from the first post.
Sorry for that.:p

@BellGoRiiing

You're right. None of these scripts should interfere with my scripts.
Try to place this above Main and under everything else.
Code:
module CM_Debug_Output
  def self.write(output)
    return unless $scene.is_a?(Scene_Menu)
    file = open("Commands Manager Output.txt", "w")
    lines = IO.readlines("Commands Manager Output.txt")
    for i in 0...output.size
      lines[i] = output[i] + "\n"
    end
    file.write(lines)
    file.close
  end
end
class Window_Command
  alias output_draw_item draw_item
  def draw_item(index, color)
    CM_Debug_Output.write(@commands)
    output_draw_item(index, color)
  end
end

This little script will write a txt file of the command window's commands in the game root.
The only thing you need to do is to open the main menu and quit the game.
Then, post the contents of the txt file. It will help me to understand what's happening to your command window when it tries to draw the commands.
 
Ahh, I see that now. They had all been initialized as @locked = true, but they should have been initialized as @locked = false. No biggie, glad we're able to catch this things early on!

Hey, I noticed that the Party_Changer script gets an error in the Test Battle. Which most likely doesn't matter one whit, because it's just the Battle Tester device in RMXP, which of course is part of the uneditable GUI and therefore cannot be changed. It doesn't really matter though, because battles can just be tested in the game environment too. Just something amusing I noticed anyway.
 
Where does it put the txt file? Because I can't find it....
EDIT: Never mind, found it...It names the file Commands Manager Output and it just lists the commands that are supposed to be in the menu.
EDIT 2: Last thing, how do you disable the command "Party" until you get more than 4 characters?
 

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