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+---- Thread: Party Splitting (/thread-2738.html)
Party Splitting - RPG Advocate - 03-03-2008
Party Splitting
by RPG Advocate
saved from Phylomortis.Com
Introduction
This script enables management of split parties. Once the player splits the party using the interface, you can press Z on the map to change which party the player is controlling.
To Open the Party Split Window: Use the "Script" command in the event editor and call the script "$scene = Scene_PartySplit.new(s1, s2, boolean)", where s1 is the required size of the first party, s2 is the required size of the second party, and the boolean is whether the party splitting can be cancelled once initiated. If you don't want the party sizes to be restricted, use 0 for both s1 and s2. To Unify the Split Party: Use the "Script" command in the event editor and call the script "$game_party.unify"
By default, the message "Z: Change Party" will show in the lower-right corner of the screen while the parties are split. If you don't want this message to show, change the constant SHOW_PARTY_HELP_SPRITE to false.
New: To prevent the player from switching between parties, use the script call: "$game_system.pswitch_forbidden = true" Do NOT set this switch back to 'false' but rather set it to 'nil' to restore the ability to switch between parties. Setting a value to 'false' has a tendency to freeze processing in RGSS.
# This determines what keys are used by the system.
# Note: Input::Z = the 'D' button, and
# Input::Z = the 'A' button on your keyboard.
#
SWITCH_PARTY = Input::Z # Key to change parties on the map.
FINISH_PARTY = Input::X # Key to finalize parties on the splitting menu.
# This sets up whether a window tells the player if you're controlling a
# split party, and what button is used to toggle between the parties.
#
SHOW_PARTY_HELP_SPRITE = true # If true, shows the help window
SHOW_PARTY_X = 540 # X-position for help window
SHOW_PARTY_Y = 450 # Y-position for help window
SHOW_PARTY_FONT = "Arial" # Font used in the window
SHOW_PARTY_SIZE = 16 # Font size used
SHOW_PARTY_TEXT = "D: Change Party" # Help window text
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :pswitch_forbidden # switch forbidden
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias ps_initialize initialize
def initialize
ps_initialize
@pswitch_forbidden = false
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :full_party # party member array
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias ps_initialize initialize
def initialize
ps_initialize
@full_party = []
@team1_actors = []
@team2_actors = []
@team1_map_id = 0
@team2_map_id = 0
@team1_x = 0
@team2_x = 0
@team1_y = 0
@team2_y = 0
end
#--------------------------------------------------------------------------
# * Main Processing
# team1 : qty of members for party #1
# team2 : qty of members for party #2
#--------------------------------------------------------------------------
def split(team1 = 0, team2 = 0)
# Print warning and exit if party is already split
if @full_party != []
print("Warning: Party is already split.")
return
end
# Print warning and exit if no members in party
if @actors.size == 0
print("No characters in party. Cannot complete operation.")
return
end
@full_party = @actors
@team1_actors = team1
@team2_actors = team2
@actors = @team1_actors
@team1_map_id = $game_map.map_id
@team1_x = $game_player.x
@team1_y = $game_player.y
@team2_map_id = $game_map.map_id
@team2_x = $game_player.x
@team2_y = $game_player.y
# Print warnings if parties are empty
print("Warning: Team 1 is empty.") if @team1_actors == []
print("Warning: Team 2 is empty.") if @team2_actors == []
end
#--------------------------------------------------------------------------
# * Party Unify
#--------------------------------------------------------------------------
def unify
# Display warnings
if @team1_actors == [] && @team2_actors == []
print("Warning: The party is not split.")
end
if @team1_actors.size + @team2_actors.size > 4
print("Warning: Sum of party members in split party exceeds 4.")
end
@actors = []
for actor in @team1_actors
@actors.push(actor)
end
for actor in @team2_actors
@actors.push(actor)
end
@team1_actors = []
@team2_actors = []
@team1_map_id = 0
@team2_map_id = 0
@team1_x = 0
@team2_x = 0
@team1_y = 0
@team2_y = 0
@full_party = []
end
#--------------------------------------------------------------------------
# * Party Switch
#--------------------------------------------------------------------------
def switch
if @full_party == []
print("Warning: The party is not split.")
return
end
if @actors == @team1_actors
current_control = 1
elsif @actors == @team2_actors
current_control = 2
else
print("Warning: Party composition has changed since it was split.")
unify
return
end
if current_control == 1
@team1_map_id = $game_map.map_id
@team1_x = $game_player.x
@team1_y = $game_player.y
@actors = @team2_actors
new_map_id = @team2_map_id
new_x = @team2_x
new_y = @team2_y
end
if current_control == 2
@team2_map_id = $game_map.map_id
@team2_x = $game_player.x
@team2_y = $game_player.y
@actors = @team1_actors
new_map_id = @team1_map_id
new_x = @team1_x
new_y = @team1_y
end
$game_temp.player_new_map_id = new_map_id
$game_temp.player_new_x = new_x
$game_temp.player_new_y = new_y
if $scene.is_a?(Scene_Map)
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = ""
$scene.transfer_player
else
print("This code must be called from the map")
end
$game_player.refresh
end
end
#==============================================================================
# ** Window_PartySplitMain
#------------------------------------------------------------------------------
# This window displays the split party windows on the party splitting screen.
#==============================================================================
class Window_PartySplitMain < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :actors # actors array
#--------------------------------------------------------------------------
# * Object Initialization
# x : X-Coordinate of Party Split Window
#--------------------------------------------------------------------------
def initialize(x)
super(x, 64, 320, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actors = []
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor : actor
#--------------------------------------------------------------------------
def add_actor(actor)
@actors.push(actor)
end
#--------------------------------------------------------------------------
# * Remove Actor
# actor : actor
#--------------------------------------------------------------------------
def remove_actor(actor)
@actors.delete(actor)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = @actors.size
for j in 0...@actors.size
x = 64
y = j * 104
actor = @actors[j]
draw_actor_graphic(actor, x - 40, y + 52)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 104, self.width - 32, 96)
end
end
end
#==============================================================================
# ** Window_PartySplitMsg
#------------------------------------------------------------------------------
# This message window is used to display text on the party splitting screen.
#==============================================================================
class Window_PartySplitMsg < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Set party size message
# rs1 : required size for party #1
# rs2 : required size for party #2
#--------------------------------------------------------------------------
def set_message(rs1, rs2)
if rs1 == 0 && rs2 == 0
@message = "Please form two parties."
elsif rs1 == rs2
@message = "Please form two parties of " + rs1.to_s + "."
else
s1 = rs1.to_s
s2 = rs2.to_s
@message = "Please form one party of " + s1 + " and one party of " + s2 + "."
refresh
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(4, 0, 608, 32, @message)
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias ps_main main
def main
# Create Party Message window
@change_sprite = Sprite.new
@change_sprite.bitmap = Bitmap.new(100, 32)
@change_sprite.x = SHOW_PARTY_X
@change_sprite.y = SHOW_PARTY_Y
@change_sprite.bitmap.clear
# Perform the original call
ps_main
# Dispose of Party Message
@change_sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias ps_update update
def update
# If party is split, Party Message is available and switching not blocked
if $game_party.full_party != [] && SHOW_PARTY_HELP_SPRITE &&
!$game_system.pswitch_forbidden
# Create and show Party Message
@change_sprite = Sprite.new
@change_sprite.bitmap = Bitmap.new(100, 32)
@change_sprite.x = 540
@change_sprite.y = 450
@change_sprite.bitmap.clear
@change_sprite.bitmap.font.name = SHOW_PARTY_FONT
@change_sprite.bitmap.font.size = SHOW_PARTY_SIZE
@change_sprite.bitmap.draw_text(0, 0, 100, 32, SHOW_PARTY_TEXT)
else
@change_sprite.bitmap.clear
end
# If Z button was pressed
if Input.trigger?(SWITCH_PARTY) && !$game_system.pswitch_forbidden
# Perform switch if party is split
$game_party.switch if $game_party.full_party != []
end
# The original call
ps_update
end
end
#==============================================================================
# ** Scene_PartySplit
#------------------------------------------------------------------------------
# This class performs party splitting processing.
#==============================================================================
class Scene_PartySplit
#--------------------------------------------------------------------------
# * Object Initialization
# required_size1 : required size for party #1
# required_size2 : required size for party #2
# cancel_allowed : if cancel permitted
#--------------------------------------------------------------------------
def initialize(required_size1, required_size2, cancel_allowed)
@rs1 = required_size1
@rs2 = required_size2
@cancel_allowed = cancel_allowed
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
warning = "Parties are not the proper size."
@help_window = Window_PartySplitMsg.new
@help_window.set_message(@rs1, @rs2)
@help_window.visible = true
@left_window = Window_PartySplitMain.new(0)
@right_window = Window_PartySplitMain.new(320)
@size_warning = Window_Base.new(100, 224, 400, 64)
@size_warning.contents = Bitmap.new(368, 32)
@size_warning.contents.draw_text(36, 0, 368, 32, warning)
@size_warning.z = 3500
@size_warning.visible = false
@warning_frames = -1
flag = false
for actor in $game_party.actors
if flag == false
@left_window.add_actor(actor)
end
if flag == true
@right_window.add_actor(actor)
end
if flag == false
flag = true
next
end
if flag == true
flag = false
next
end
end
@help_window.refresh
@left_window.refresh
@right_window.refresh
@left_window.index = 0
@left_window.active = true
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@left_window.dispose
@right_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @warning_frames > 0
@warning_frames -= 1
if @warning_frames == 0
@warning_frames = -1
@size_warning.visible = false
end
return
end
@help_window.update
@left_window.update
@right_window.update
if @left_window.active
update_left
return
end
if @right_window.active
update_right
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when left window is active)
#--------------------------------------------------------------------------
def update_left
if Input.trigger?(Input::B) && @cancel_allowed
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
if @left_window.actors.size > 1
$game_system.se_play($data_system.decision_se)
@right_window.add_actor(@left_window.actors[@left_window.index])
@left_window.remove_actor(@left_window.actors[@left_window.index])
@right_window.refresh
@left_window.refresh
else
$game_system.se_play($data_system.buzzer_se)
end
end
if Input.trigger?(Input::X)
check_size_error
if @error == false
finish
end
end
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
if @left_window.index + 1 <= @right_window.actors.size
@right_window.index = @left_window.index
else
@right_window.index = @right_window.actors.size - 1
end
@left_window.index = -1
@left_window.active = false
@right_window.active = true
end
end
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
if Input.trigger?(Input::B) && @cancel_allowed
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
if @right_window.actors.size > 1
$game_system.se_play($data_system.decision_se)
@left_window.add_actor(@right_window.actors[@right_window.index])
@right_window.remove_actor(@right_window.actors[@right_window.index])
@right_window.refresh
@left_window.refresh
else
$game_system.se_play($data_system.buzzer_se)
end
end
if Input.trigger?(Input::X)
check_size_error
if @error == false
finish
end
end
if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
if @right_window.index + 1 <= @left_window.actors.size
@left_window.index = @right_window.index
else
@left_window.index = @left_window.actors.size - 1
end
@right_window.index = -1
@right_window.active = false
@left_window.active = true
end
end
#--------------------------------------------------------------------------
# * Check party size for errors
#--------------------------------------------------------------------------
def check_size_error
@error = true
if @rs1 == 0 && @rs2 == 0
@error = false
return
end
if @left_window.actors.size == @rs1
if @right_window.actors.size == @rs2
@error = false
return
end
end
if @left_window.actors.size == @rs2
if @right_window.actors.size == @rs1
@error = false
return
end
end
if @error == true
$game_system.se_play($data_system.buzzer_se)
@size_warning.visible = true
@warning_frames = 60
end
end
#--------------------------------------------------------------------------
# * Finish processing
#--------------------------------------------------------------------------
def finish
$game_party.split(@left_window.actors, @right_window.actors)
$scene = Scene_Map.new
end
end
Notes
The script was revised for ease of use:
I added constants at the top, so you can set up your own keys for forming the party or switching between the two.
It is still set so the 'A' key (or Input::X) is used to finish choosing your parties, and the 'D' key (or Input::Z) to switch parties
I added a good number of values so you can change the message that shows when your party is split, including fontsize and position.
I added the $game_system.pswitch_forbidden value so the player can't switch between parties if you want that option blocked
The 'Party Split Help Window' may remain visible in the End Game screen. It was visible in the original version and will take a little more scripting to hide it in there. Meh... :P
This can be used in conjunction with the 'Separate Item Lists' script, but making merging the two is your responcibility.
It works, and lookin at this gives me more concept and storylines in my game. I think it's best to let it run event based to avoid minor bug or annoyance to occur.
Sorry, I don't know how to use this Script :( I talk to a Lancer and he said that he allow to make 2 parties. And then I open the Menu and my team are still 4 members...
If the party was splitted, my team should have 2 members, and remain 2 members are somewhere on the Map
Please... give me an explain
# This determines what keys are used by the system.
# Note: Input::Z = the 'D' button, and
# Input::Z = the 'A' button on your keyboard.
#
SWITCH_PARTY = Input::Z # Key to change parties on the map.
FINISH_PARTY = Input::X # Key to finalize parties on the splitting menu.
So when you are in the menu and are satisfied with the parties, hit the 'A' key on your keyboard (set by Input::X). That takes you out and your party is split in two. To switch between the parties, hit the 'D' key on your keyboard (set by the Input::Z).
There's very little to read in this script, but this was right there at the top.
Minor Note:Having been created in 2005, this script (being 8years old at the time of this post) is likely the oldest party splitting script for RPGMaker XP on record.