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> Party Switcher/Changer
gsorby
post Jan 1 2010, 02:52 PM
Post #1


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Posts: 28
Type: Developer
RM Skill: Advanced




Party Switcher/Changer V 1.1

Version
1.1

Author
Prexus (For the actual script, and I have full permission from Prexus to post it here)
GSorby (for the few edits and additions)

Release Date
1/1/2010


Exclusive Script at Rpgmakervx.net


Introduction
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.

What's the difference?
GSorby's edit of the script

Prexus' default script



Script
Party Switcher/Changer
CODE
#===============================================================================
# ● [VX] ◦ Party Manager/Switcher ◦
#-------------------------------------------------------------------------------
# ◦ By Prexus
# ◦ Edit by GSorby [george_sorby@hotmail.co.uk]
# ◦ RPG Revolution
# ◦ Released on: 27/12/2009
# ◦ Version: 1.1
#-------------------------------------------------------------------------------
# This is a Party Manager/Switcher which allows the player to switch current
# party member with ones that are on standby. You can also make a Party Member
# unavailible or locked. There is also a function so that you can show and hide
# party members in the manager.
#===============================================================================
#  To open the party manager, use the code below:
#
#  $scene = Scene_Party.new
#-------------------------------------------------------------------------------
#  To make an actor visible in the Party Window, use the code below:
#
#  $data_actors[ID].found = true                
#-------------------------------------------------------------------------------  
#  To make an actor unavailable (Grayed out)/unmoveable, use the code below:
#  
#  $data_actors[ID].unavailable = true            
#-------------------------------------------------------------------------------
#  To lock the leader, use the code below:                                  
#                                                                              
#  $game_party.members[0].actor.required = true              
#-------------------------------------------------------------------------------
#  To unlock the leader, use the code below:
#
#  $game_party.members[0].actor.required = false
#-------------------------------------------------------------------------------
#  To remove an actor from your reserves, use the code below:
#  
#  $data_actors[ID].found = false    
#===============================================================================
# Credits to Prexus for the main script.
# Credits to GSorby for the edit of the script.
# *Don't edit anything past this point unless you know what you're doing.*
#===============================================================================

module RPG
  class Actor
    def setup
      @found = false
      @unavailable = false
      @required = false
    end
    attr_accessor :found
    attr_accessor :unavailable
    attr_accessor :required
  end
end

class Game_Actors
  attr_reader :data
  alias prex_party_g_actors_initialize initialize
  def initialize
    prex_party_g_actors_initialize
    $data_actors.each do |actor|
      actor.setup if actor
      @data[actor.id] = Game_Actor.new(actor.id) if actor
    end
  end
end

class Scene_File < Scene_Base
  alias prex_party_s_file_write_save_data write_save_data
  alias prex_party_s_file_read_save_data read_save_data
  def write_save_data(file)
    prex_party_s_file_write_save_data(file)
    Marshal.dump($data_actors, file)
  end
  def read_save_data(file)
    prex_party_s_file_read_save_data(file)
    $data_actors = Marshal.load(file)
  end
end

class Scene_Title < Scene_Base
  alias prex_party_s_title_command_new_game command_new_game
  def command_new_game
    prex_party_s_title_command_new_game
    $game_party.members.each {|s| s.actor.found = true if s}
  end
end

class Window_Base < Window
  def draw_item_name(item, x, y, enabled = true, width = 172)
    if item != nil
      draw_icon(item.icon_index, x, y, enabled)
      self.contents.font.color = normal_color
      self.contents.font.color.alpha = enabled ? 255 : 128
      self.contents.draw_text(x + 24, y, width, WLH, item.name)
    end
  end
end

class Scene_Party < Scene_Base
  def start
    super
    create_menu_background
    create_windows
  end
  def create_windows
    @member_window = Window_CurrentMember.new
    @party_window = Window_CurrentParty.new
    @party_window.active = true
    @selectable_window = Window_SelectMember.new
  end
  def update_windows
    @member_window.update
    @party_window.update
    @selectable_window.update
    if @party_window.active
      @member_window.set_member(@party_window.member)
    elsif @selectable_window.active
      @member_window.set_member(@selectable_window.member)
    end
  end
  def terminate
    super
    @member_window.dispose
    @party_window.dispose
    @selectable_window.dispose
  end
  def update
    super
    update_windows
    update_input
  end
  def update_input
    if Input.trigger?(Input::A)
      if @member_window.mode == 1
        @member_window.set_mode(0)
      elsif @member_window.mode == 0
        @member_window.set_mode(1)
      end
    end
    if @party_window.active
      if Input.trigger?(Input::B)
        Sound.play_cancel
        $scene = Scene_Menu.new
      elsif Input.trigger?(Input::C)
        member = @party_window.member
        if member != nil
          if member.actor.unavailable or member.actor.required
            Sound.play_buzzer
            return
          end
        end
        Sound.play_decision
        @party_window.active = false
        @selectable_window.active = true
        @selectable_window.index = 0
      end
    elsif @selectable_window.active
      if Input.trigger?(Input::B)
        Sound.play_cancel
        @selectable_window.index = -1
        @selectable_window.active = false
        @party_window.active = true
      elsif Input.trigger?(Input::C)
        member = @selectable_window.member
        if member != nil
          if member.actor.unavailable
            Sound.play_buzzer
            return
          end
        end
        Sound.play_decision
        $game_party.remove_actor(@party_window.member.id) if @party_window.member != nil
        $game_party.add_actor(@selectable_window.member.id) if @selectable_window.member != nil
        @selectable_window.refresh
        @party_window.refresh
        @selectable_window.index = -1
        @selectable_window.active = false
        @party_window.active = true
      end
    end
  end
end

class Window_CurrentMember < Window_Base
  attr_reader :mode
  def initialize(member = nil, mode = 0)
    super(284, 47, 242, 306)
    create_contents
    @member = member
    @mode = 0
    refresh
  end
  def member
    return @member
  end
  def set_member(member)
    old_member = @member
    @member = member
    refresh if old_member != @member
  end
  def set_mode(mode)
    @mode = mode if [0, 1].include?(mode)
    refresh
  end
  def refresh
    self.contents.clear
    return unless @member
    x, y = 0, 0
    self.draw_actor_face(@member, x, y, 96)
    self.draw_actor_name(@member, x + 102, y)
    self.draw_actor_class(@member, x + 102, y + WLH)
    self.draw_actor_level(@member, x + 102, y + WLH*2)
    case @mode
    when 0
      self.draw_icon(0, self.contents.width - 24, y + WLH*2)
      self.draw_actor_hp(@member, x, y + WLH*5, 160)
      self.draw_actor_mp(@member, x, y + WLH*6, 160)
      self.draw_actor_parameter(@member, x, y + WLH*7, 0)
      self.draw_actor_parameter(@member, x, y + WLH*8, 1)
      self.draw_actor_parameter(@member, x, y + WLH*9, 2)
      self.draw_actor_parameter(@member, x, y + WLH*10, 3)
    when 1
      self.draw_icon(143, self.contents.width - 24, y + WLH*2)
      self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Stat', 2)
      for i in 0...@member.equips.size
        item = @member.equips[i]
        self.draw_item_name(item, x, y + WLH*(3+i), true, self.contents.width - 24)
      end
    end
  end
end

class Window_CurrentParty < Window_Selectable
  def initialize
    super(18, 60, 256, 64)
    @item_max = 4
    @column_max = @item_max
    create_contents
    self.index = 0
    refresh
  end
  def member
    return $game_party.members[self.index]
  end
  def refresh
    for i in 0...@item_max
      rect = item_rect(i)
      self.contents.clear_rect(rect)
    end
    for i in 0...$game_party.members.size
      rect = item_rect(i)
      bitmap = Cache.character($game_party.members[i].character_name)
      sign = $game_party.members[i].character_name[/^[\!\$]./]
      if sign != nil and sign.include?('$')
        cw = bitmap.width / 3
        ch = bitmap.height / 4
      else
        cw = bitmap.width / 12
        ch = bitmap.height / 8
      end
      n = $game_party.members[i].character_index
      src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
      if $game_party.members[i].actor.unavailable
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
      else
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
      end
      if $game_party.members[i].actor.required
        lock_bitmap = Cache.system("Locked")
        self.contents.blt(rect.x + rect.width - lock_bitmap.width,
                          rect.y + rect.height - lock_bitmap.height,
                          lock_bitmap, lock_bitmap.rect)
      end
    end
  end
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 32
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * 32
    return rect
  end
end

class Window_SelectMember < Window_Selectable
  def initialize
    super(18, 144, 256, 192)
    calculate_actors
    @item_max = @actors.size + 1
    @column_max = 4
    self.index = -1
    self.active = false
    refresh
  end
  def calculate_actors
    @actors = []
    for a in $game_actors.data
      @actors << a if a != nil and a.actor.found and !$game_party.members.include?(a)
    end
  end
  def member
    return @actors[self.index]
  end
  def refresh
    self.contents.clear
    calculate_actors
    @item_max = @actors.size + 1
    for i in 0...@actors.size
      rect = item_rect(i)
      bitmap = Cache.character(@actors[i].character_name)
      sign = @actors[i].character_name[/^[\!\$]./]
      if sign != nil and sign.include?('$')
        cw = bitmap.width / 3
        ch = bitmap.height / 4
      else
        cw = bitmap.width / 12
        ch = bitmap.height / 8
      end
      n = @actors[i].character_index
      src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
      if @actors[i].actor.unavailable
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
      else
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
      end
      if @actors[i].actor.required
        lock_bitmap = Cache.system("Locked")
        self.contents.blt(rect.x + rect.width - lock_bitmap.width,
                          rect.y + rect.height - lock_bitmap.height,
                          lock_bitmap, lock_bitmap.rect)
      end
    end
  end
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 32
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * 32
    return rect
  end
end


Compatibility
Only works on VX.

Screenshot

Screenshots
GSorby's edit of the script:

Prexus' default script:


DEMO

Latest Norton 360 Scanned = OK.

Installation

Below Scenes and above main, in the material section.
Copy the "Locked.png" file from the Graphics\System\ directory into your own project, or create your own.
Locked.png


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.



Terms and Conditions
Credit Prexus for the script and credit GSorby for the edits.

Credits
Prexus: For his amazing Party Switcher script.
Reason for edit: Fixed HTML garbage -Kread


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Xzygon
post Jan 1 2010, 03:22 PM
Post #2


Pineapple Inc's President and Creator of Duality Online
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Group: Revolutionary
Posts: 554
Type: Writer
RM Skill: Skilled




You haven't exactly told us what you edited. And did you even ask Prexus if you could post it here? You say it's exclusive, but I'm pretty sure it's on rpgmakervx.net as well.


__________________________
Check out my game, Duality Online!
Duality Online






Blah
A saying that I DID NOT STEAL FROM KUNG FU PANDA!
Today is a Gift.
That's why they call it the Present.
You never know what's inside,
Because the Present is always changing.
~Made it up with my cuz 7 Years Ago, without the help of anybody else~


Don't read!
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gsorby
post Jan 1 2010, 03:30 PM
Post #3


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QUOTE (Xzygon @ Jan 1 2010, 11:22 PM) *
You haven't exactly told us what you edited. And did you even ask Prexus if you could post it here? You say it's exclusive, but I'm pretty sure it's on rpgmakervx.net as well.

Yes I got warned the first time for stealing. So I asked Prexus and he said back to me: Go for it, I don't care. And sorry about the exclusive thing. I'll change that now.


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Shanghai
post Jan 2 2010, 12:14 AM
Post #4


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So if all you do is change the size of a few windows, add a few gauges, throw in one or two term changes, that's enough to say you made the script? And yes, I realize you mentioned Prexus, but honestly, do better than that... This leaves a very bad aftertaste in my mouth...


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Xzygon
post Jan 2 2010, 12:18 AM
Post #5


Pineapple Inc's President and Creator of Duality Online
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Posts: 554
Type: Writer
RM Skill: Skilled




What's with the extra gauges? Those aren't needed (Except for looks, MAYBE.)
The only thing I like is that the full picture shows up.


__________________________
Check out my game, Duality Online!
Duality Online






Blah
A saying that I DID NOT STEAL FROM KUNG FU PANDA!
Today is a Gift.
That's why they call it the Present.
You never know what's inside,
Because the Present is always changing.
~Made it up with my cuz 7 Years Ago, without the help of anybody else~


Don't read!
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11000100110001001100000011000000110000001100000011000100110000001100010011000100
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10000001100010011000000110000001100000011000000110001001100010011000000110000001
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gsorby
post Jan 2 2010, 03:11 AM
Post #6


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QUOTE (Shanghai @ Jan 2 2010, 08:14 AM) *
So if all you do is change the size of a few windows, add a few gauges, throw in one or two term changes, that's enough to say you made the script? And yes, I realize you mentioned Prexus, but honestly, do better than that... This leaves a very bad aftertaste in my mouth...

For a start, where did I say that I made the script. If you look hard enough right the beginning, it says Prexus (for the actual script) and GSorby (for the edits and additions).


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rcGingerNinja
post Jan 2 2010, 03:40 AM
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Now now children no need to be snotty.

The OP has as far as we know permissions and has made what appears to be a positive change even if it is only visual that he/she has made (probably for personal use aswell) and has decided to share the results with others, so calm the hell down lol.
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draken29
post Jan 3 2010, 08:42 AM
Post #8


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I want to remove a character in my reserve but how ?
(The initial member is not the MC)


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gsorby
post Jan 3 2010, 08:45 AM
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QUOTE (draken29 @ Jan 3 2010, 04:42 PM) *
I want to remove a character in my reserve but how ?
(The initial member is not the MC)

Just call a script:

$data_actors[ID].found = false

Change ID to the ID of the actor you want to remove.

Hope this helps GSorby smile.gif


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draken29
post Jan 3 2010, 08:53 AM
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Thanks

I'm only asking but can you post which part of the script that made the initial party automatically in the reserve ?

Thanks once more biggrin.gif


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gsorby
post Jan 3 2010, 08:55 AM
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QUOTE (draken29 @ Jan 3 2010, 04:53 PM) *
Thanks

I'm only asking but can you post which part of the script that made the initial party automatically in the reserve ?

Thanks once more biggrin.gif

OK, youve lost me. What do you mean? When you use the command 'Add Party Member', you can just remove the actor you want to swap and then add the replacement, then add the actor you removed again and he/she should be in the reserves. If this is not what you mean, try to be more specific. Thanks. GSorby smile.gif


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draken29
post Jan 3 2010, 09:05 AM
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ooh sorry about that i mean when you say
QUOTE
"The initial starting party is automatically made available in your Reserves/Party. "

in your first post

Which line in the script that made this ?

And I try to use $data_actors[ID].found = false
but the character doesn't disappear from the party windows

so please help me
i'm not that good at scripting


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gsorby
post Jan 3 2010, 09:11 AM
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QUOTE (draken29 @ Jan 3 2010, 05:05 PM) *
ooh sorry about that i mean when you say
QUOTE
"The initial starting party is automatically made available in your Reserves/Party. "

in your first post

Which line in the script that made this ?

And I try to use $data_actors[ID].found = false
but the character doesn't disappear from the party windows

so please help me
i'm not that good at scripting

Be aware that a party member has to be on STANDBY to use $data_actors[ID].found = false. Otherwise it messes up. So a member should disappear when he/she is on standby.


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draken29
post Jan 3 2010, 09:15 AM
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I have founded the mistake
my mistake tongue.gif

Thanks gscorby

This post has been edited by draken29: Jan 3 2010, 09:35 AM


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gsorby
post Jan 3 2010, 09:50 AM
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QUOTE (draken29 @ Jan 3 2010, 05:15 PM) *
I have founded the mistake
my mistake tongue.gif

Thanks gscorby

GSorby actually! lol smile.gif


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draken29
post Jan 3 2010, 09:55 AM
Post #16


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QUOTE (gsorby @ Jan 4 2010, 12:50 AM) *
QUOTE (draken29 @ Jan 3 2010, 05:15 PM) *
I have founded the mistake
my mistake tongue.gif

Thanks gscorby

GSorby actually! lol smile.gif


Sorry another mistyping by me tongue.gif

So I make it proper this time
thanks GSorby


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gsorby
post Jan 3 2010, 09:57 AM
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QUOTE (draken29 @ Jan 3 2010, 05:55 PM) *
QUOTE (gsorby @ Jan 4 2010, 12:50 AM) *
QUOTE (draken29 @ Jan 3 2010, 05:15 PM) *
I have founded the mistake
my mistake tongue.gif

Thanks gscorby

GSorby actually! lol smile.gif


Sorry another mistyping by me tongue.gif

So I make it proper this time
thanks GSorby

Thanks! haha tongue.gif


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ItchMyController
post Jan 5 2010, 05:24 PM
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can u put it on the menu? >.> i dont relly want to command the people who play it to see if they want to change a character and then they dont and then later they want to but they cant bring it up


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Xzygon
post Jan 5 2010, 06:01 PM
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@Controller
That's pretty easy to do.
Just make a common event calling the script,
and use puppeto4's Comment Event Menu Script and call the common event from there.
puppeto4's script can be found here.


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gsorby
post Jan 6 2010, 02:18 AM
Post #20


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QUOTE (ItchMyController @ Jan 6 2010, 01:24 AM) *
can u put it on the menu? >.> i dont relly want to command the people who play it to see if they want to change a character and then they dont and then later they want to but they cant bring it up

OR (as it says in the demo), you can get yanfly's menu scene redux. You can call any .new commands from there and the menu doesnt close when you want to open it like puppetos. The script can be found here..
Plus its cool for a lot of other things biggrin.gif

This post has been edited by gsorby: Jan 6 2010, 02:20 AM


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