An easier WORKING party change script
#1
Scene_Switch class definition
by rpgmaker
Posted by The Ghost
Jul 9, 2006

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I found this code online. It was created by rpgmaker from RMXP.net.
Has this already been uploaded? Demo here!

Make one called Scene_Switch I inserted it above Main.
Code:
#==============================================================================
# Scene_Switch class definition
#------------------------------------------------------------------------------
# This class represents the party switching sub-screen. It allows the player
# to switch in and out characters from the party. Characters that are not in
# the party but that are available are said 'in reserve'.
#
# Characters available are those that exist in Game_Actors::data and whose
# property unavailable is set to false. In the default script, an actor is
# loaded in Game_Actors::data when s/he is added for the very first time in the
# party and is never deleted, unless it's done explicitly with scripts.
#
# This script requires you to create 2 additional attributes for the Game_Actor
# class: mandatory and unavailable. Both are boolean values.
#
# Mandatory is a boolean variable that, when set to true, means that the actor
# can't be switched out of the party. This is useful for main characters, that
# are in many RPGs required most of the time, if not always. The switch screen
# will display the word "Mandatory" in red above an actor that can't be put out
# of the party.
#
# Unavailable is another boolean variable that, when set to true, means that
# although the actor is defined in Game_Actors::data, won't appear in the
# reserve window. This is useful when a character leaves the party in the
# story, but you don't want to reset his stats and name when s/he comes back.
#
# Usage of this script requires the 3 other files: Window_SwitchParty,
# Window_SwitchReserve and Window_SwitchStatus, as well as a few modifications
# of the default scripts:
#
# 1 - In Game_Actor, add in the class definition (under "class Game_Actor
#         [...]"):
#     attr_reader :actor_id
#     attr_accessor :mandatory
#     attr_accessor :unavailable
#
# 2 - Again, in Game_Actor, add in the setup method (under "def setup"):
#     mandatory = false
#     unavailable = false
#
# 3 - In Game_Actors (with an "s"!) add in the class definition:
#     attr_accessor :data
#
# 4 - In Game_Party, change:
#     attr_reader :actors
#     for
#     attr_accessor :actors
#
#   By exseiken, October 04, 2004
#==============================================================================

class Scene_Switch


#----------------------------------------------------------------------------
# Initialize the sub-screen. If it was called from the menu, it will return
#     to the main menu when closed, otherwise, it will return to the map.
#
# Parameters:
#     from_menu:          Determines whether or not the scene was called from
#                         the menu or not [true|false]
#     min_size:           The minimum amount of characters that the new party
#                         must have [1; 4]
#     max_size:           The maximum amount of characters that the new party
#                         must have [min_size; 4]
#----------------------------------------------------------------------------
def initialize(from_menu, min_size = 1, max_size = 4)
   # store the data telling whether or not the scene was called from the menu
   @from_menu = from_menu
  
   # store the array bounds for the max_size and min_size
   @min_size = [[min_size, 1].max, 4].min
   @max_size = [[max_size, @min_size].max, 4].min
  
end


#----------------------------------------------------------------------------
# The main routine, controlling the life of the object.
#----------------------------------------------------------------------------
def main    
   # create the window containing the current party members
   @party_window = Window_SwitchParty.new

   # create the window containing all available party members
   @reserve_window = Window_SwitchReserve.new(10)
  
   # create the window showing information about the selected character, be it
   # from the party window or from the reserve window
   @status_window = Window_SwitchStatus.new
      
   # if the party is empty, the active window is reserve_window, otherwise
   # it's the party window
   if $game_party.actors.size == 0
     @party_window.active = false
    
   else
     @reserve_window.active = false
    
   end
  
   # set this status window as the two other windows' help window
   @party_window.help_window = @status_window
   @reserve_window.help_window = @status_window
  
   # display the transition
   Graphics.transition
  
   # enter the main loop
   loop do
     # flip the screen
     Graphics.update
    
     # get the buttons pressed
     Input.update
    
     # update the sub-screen
     update
    
     # if the scene has changed, return
     if $scene != self
       break
      
     end
    
   end
  
   # stop drawing graphics
   Graphics.freeze
  
   # destroy the sub-windows
   @status_window.dispose
   @reserve_window.dispose
   @party_window.dispose
  
end


#----------------------------------------------------------------------------
# Method called on every frame: update the contents of the scene (the 3,
#     windows) and read on the keyboard.
#----------------------------------------------------------------------------
def update
   # update all sub-windows
   @party_window.update
   @reserve_window.update
   @status_window.update
  
   # if the active screen is party_window, update it, else update the reserve
   # window
   if @party_window.active
     update_party
     return
    
   else
     update_reserve
     return
    
   end

end


#----------------------------------------------------------------------------
# Called when the focus is on the party window. Read on the keyboard and
#     update the state of the scene according to the buttons pressed. If the
#     played pressed B while this mode is on, the new party will be set and
#     the scene will close.
#----------------------------------------------------------------------------
def update_party
   # if the B (back) button was pressed, return to the preceeding screen
   if Input.trigger?(Input::B)
     # remove all holes in the party
     new_party = @party_window.new_party.compact
    
     # get the number of party members
     n = new_party.size
    
     # if the party doesn't have an acceptable amount of party members, don't
     # allow quitting the sub-screen
     if n < @min_size or n > @max_size
       # play the buzzer and exit
       $game_system.se_play($data_system.buzzer_se)
       return
      
     end
    
     # play the confirm sound
     $game_system.se_play($data_system.decision_se)
    
     # set the new party
     $game_party.actors = new_party
    
     # return to the calling scene
     if @from_menu
       $scene = Scene_Menu.new(5)
      
     else
       $scene = Scene_Map.new
      
     end
    
     # refresh the player's sprite
     $game_player.refresh

     # skip (optimizing)
     return
  
   # if the C (confirm) button was pressed, switch the control to the reserve
   # window
   elsif Input.trigger?(Input::C)
     # if the selected character is not nil, and is unavailable, play the buzzer
     if(@party_window.actor != nil and @party_window.actor.mandatory)
       # play the buzzer
       $game_system.se_play($data_system.buzzer_se)
      
     else
       # play the decision sound
       $game_system.se_play($data_system.decision_se)
  
       # unactivate the party window
       @party_window.active = false
      
       # activate the reserve window
       @reserve_window.active = true
      
     end
    
   end
    
end


#----------------------------------------------------------------------------
# Called when the focus is on the reserve window. Read on the keyboard and
#     update the state of the scene according to the buttons pressed.
#----------------------------------------------------------------------------
def update_reserve
   # if the B (back) button was pressed, give back the focus to the party
   # window
   if Input.trigger?(Input::B)
     # play the cancel sound
     $game_system.se_play($data_system.decision_se)
    
     # unactivate the reserve window
     @reserve_window.active = false
    
     # activate the party window
     @party_window.active = true
    
     # skip
     return
    
   # if the C (confirm) button was pressed, switch the party member in reserve
   # with the one selected in the party
   elsif Input.trigger?(Input::C)
     # play the confirm sound
     $game_system.se_play($data_system.decision_se)
    
     # swap the 2 party members
     @party_window.change_selection(@reserve_window.swap_characters(@party_window.actor))
    
     # unactivate the reserve window
     @reserve_window.active = false
    
     # activate the party window
     @party_window.active = true
    
   end

end

end

Now make one called Window_SwitchParty
Code:
#==============================================================================
# Window_SwitchParty class definition
#------------------------------------------------------------------------------
# A window that displays all 4 character slots in the party, and offers a
#   cursor to modify it.
#
#   By exseiken, October 04, 2004
#==============================================================================

class Window_SwitchParty < Window_Selectable


#----------------------------------------------------------------------------
# Create public access variables
#----------------------------------------------------------------------------
attr_reader   :new_party                # The party shown in the window [R-O]


#----------------------------------------------------------------------------
# Window's constructor. Create the window's contents, makes a copy of the
#     current party, then stocks it into member variable new_party, for later
#     use.
#----------------------------------------------------------------------------
def initialize()
   # create the window and its contents
   super(0, 0, 256, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
  
   # copy the party
   @new_party = $game_party.actors.clone
  
   # always 4 party members
   @item_max = 4
  
   # select the first character
   if @new_party.size > 0
     @index = @new_party.index(@new_party.first )
    
   else
     @index = 0
    
   end
  
   # draw the window's contents
   refresh
  
   # update the cursor rectangle
   update_cursor_rect

end


#----------------------------------------------------------------------------
# Return the actor currently selected.
#----------------------------------------------------------------------------
def actor
   # return the selected actor, or nil if none
   @new_party[@index]
  
end


#----------------------------------------------------------------------------
# Update the contents of the window: clear the contents bitmap, then rebuild
#     it.
#----------------------------------------------------------------------------
def refresh
   # clear the contents of the bitmap
   self.contents.clear
  
   # draw each non-null party member
   for i in 0..@new_party.size - 1
     # get the actor
     actor = @new_party[i]
    
     # if the actor is valid, draw it on the screen
     if actor != nil
       # calculate the y coordinate
       y = 116 * i
      
       # draw the actor's graphic
       draw_actor_graphic(actor, 24, y + 80)
      
       # draw the actor's name
       draw_actor_name(actor, 64, y + 32)

       # if the actor is not available, write in red "can't select"
       if actor.mandatory
         self.contents.font.color = Color.new(255, 0, 0, 255)
         self.contents.draw_text(0, y, 224, 32, "Mandatory", 1)
        
       end
      
     end
    
   end

end


#----------------------------------------------------------------------------
# Update the position rectangle of the cursor.
#----------------------------------------------------------------------------
def update_cursor_rect
   # reset the cursor rectangle
   self.cursor_rect.set(0, 116 * @index, width - 32, 96)

end


#----------------------------------------------------------------------------
# Change the actor selected for another, then redraw the entire window.
#
# Parameters:
#     actors:             The actor that will replace the selected one
#----------------------------------------------------------------------------
def change_selection(actor)
   # change the actor (can be nil to remove it)
   @new_party[@index] = actor
  
   # redraw the window
   refresh

end


#----------------------------------------------------------------------------
# Update the help window. (Here, the help window is really the actor status
#     window.)
#----------------------------------------------------------------------------
def update_help
   # draw the selected actor's name, level, status conditions and stats
   @help_window.draw_actor_status(@new_party[@index])
  
end

end

Next make Window_SwitchReserve
Code:
#==============================================================================
# Window_SwitchReserve class definition
#------------------------------------------------------------------------------
# A window that displays all characters available to pick in the party. Offers
#   a cursor to select them
#
#   By exseiken, October 04, 2004
#==============================================================================

class Window_SwitchReserve < Window_Selectable


#----------------------------------------------------------------------------
# Window constructor. Create the contents bitmap and fill it with all
#     characters that are not into the party, but that are loaded in the data
#     member of the Game_Actors global object.
#
# Parameters:
#     max_size:           The maximum of characters that can fit into that
#                         window
#----------------------------------------------------------------------------
def initialize(max_size)
   # initialize the window and its contents
   super(256, 128, 384, 352)
   self.contents = Bitmap.new(width - 32, height - 32)
  
   # initialize the list for the first time
   @actor_list = $game_actors.data.clone
  
   # remove currently active party members
   $game_party.actors.each do |actor|
     @actor_list[actor.actor_id] = nil
    
   end
  
   # remove all actors that are unavailable
   $game_actors.data.each do |actor|
     if actor != nil and actor.unavailable
       @actor_list[actor.actor_id] = nil
      
     end
    
   end
  
   # remove all holes in the list
   @actor_list.compact!
  
   # set the maximum of characters the list can contain
   @item_max = max_size
  
   # 2 columns, 5 rows
   @column_max = 2
   @row_max = 5
  
   # select the first item
   @index = 0
  
   # default: unactive
   self.active = false
  
   # draw the window's contents
   refresh
  
   # draw the cursor rectangle
   update_cursor_rect

end


#----------------------------------------------------------------------------
# Update the contents of the window: clear the contents bitmap, then rebuild
#     it.
#----------------------------------------------------------------------------
def refresh
   # clear the contents of the bitmap
   self.contents.clear
  
   # display all actors
   for i in 0..@actor_list.size
     # get the concerned actor
     actor = @actor_list[i]
    
     # if the actor is non-nil, draw it
     if actor != nil
       # get the coordinates
       x = (i & 0x01) == 1 ? 176 : 0
       y = (i >> 0x01) * 64
      
       # draw the actor's sprite
       draw_actor_graphic(actor, x + 24, y + 48)
      
       # draw the actor's name
       draw_actor_name(actor, x + 64, y + 16)
      
     end
  
   end
    
end


#----------------------------------------------------------------------------
# Update the position rectangle of the cursor.
#----------------------------------------------------------------------------
def update_cursor_rect
   # if the screen is not active, don't display the cursor
   if not active
     self.cursor_rect.empty
    
   # otherwise, display it
   else
     self.cursor_rect.set((@index & 0x01) == 1 ? 176 : 0, (@index >> 0x01) * 64, 176, 64)
    
   end
  
end


#----------------------------------------------------------------------------
# Takes a character, put in into the list at the selected position, and
#     returns the character that was presently there. If there was no
#     character, returns nil.
#
# Parameters:
#     actor_to_switch:    The character to put at the selected position
#----------------------------------------------------------------------------
def swap_characters(actor_to_switch)
   # store the old actor (needed for swapping)
   old_actor = @actor_list[@index]
  
   # put the new actor at the place
   @actor_list[@index] = actor_to_switch
  
   # redraw the window
   refresh
  
   # return the old actor
   return old_actor

end


#----------------------------------------------------------------------------
# Update the help window. (Here, the help window is really the actor status
#     window.)
#----------------------------------------------------------------------------
def update_help
   # draw the selected actor's name, level, status conditions and stats
   @help_window.draw_actor_status(@actor_list[@index])
  
end

end

Next make SwitchStatus
Code:
#==============================================================================
# Window_SwitchStatus class definition
#------------------------------------------------------------------------------
# A window that displays the status of a character being selected.
#
#   By exseiken, October 04, 2004
#==============================================================================

class Window_SwitchStatus < Window_Base


#----------------------------------------------------------------------------
# Construct the window: create the contents bitmap.
#----------------------------------------------------------------------------
def initialize
   # create the window and initialize its contents
   super(256, 0, 384, 128)
   self.contents = Bitmap.new(width - 32, height - 32)
  
end


#----------------------------------------------------------------------------
# Draw the status on an actor on the window's contents.
#
# Parameters:
#     actor:              The actor to put on the screen
#----------------------------------------------------------------------------
def draw_actor_status(actor)
   # clear the contents of the bitmap
   self.contents.clear
  
   # if the actor to draw is nil, leave the window empty
   if actor == nil
     return
    
   end
  
   # draw the actor's graphic
   draw_actor_graphic(actor, 24, 56)
  
   # draw the actor's name, level
   draw_actor_name(actor, 64, 0)
   draw_actor_level(actor, 288, 0)
   draw_actor_hp(actor, 64, 32)
   draw_actor_sp(actor, 64, 64)

end

end


Now, you have a few files to modify:

In the Game_Actor script, add this just after the line "class Game_Actor [...]" in the beginning
Code:
attr_reader :actor_id
attr_accessor :mandatory
attr_accessor :unavailable


Again in Game_Actor, in the method setup (beginning under the line "def setup(actor_id)" and up to the "end" statement), add anywhere the following
Code:
mandatory = false
unavailable = false


In the Game_Actors script, add this just after the line "class Game_Actors [...]" in the beginning
Code:
attr_accessor :data


In the Game_Party script, change the following line:
Code:
attr_reader :actors

To this one
Code:
attr_accessor :actors


To display the screen from the map screen, use the Call Script command and type this:
Code:
$scene = Scene_Switch.new(false)


Calling it from your CMS is the same thing, except that you set the first parameter to true. (Which will make the game return to your main menu.)

If the new actor parameter, "mandatory", is true, it means that the character can't be moved out of the party. This is useful for heroes, that are usually required through a major part of a game.
If you want to make a party member mandatory, use this:
Code:
$game_actor.actors[number_of_the_party_member_to_become_mandatory].mandatory = true


Here's an example
Code:
$game_actor.actors[001: Arshes].mandatory = true


To make it non-mandatory, use this:
Code:
$game_actor.actors[number_of_the_party_member_to_become_non_mandatory].mandatory = false


Again, an example
Code:
$game_actor.actors[001: Arshes].mandatory = false


The other new actor parameter is "unavailable". If it's set to true, the character won't appear in the reserve window.
If you want to make a party member unavailable, use this:
Code:
$game_actor.actors[number_of_the_party_member_to_become_mandatory].unavailable = true


An example would be
Code:
$game_actor.actors[002: Basil].unavailable = true


As stated I don't own this code.
}


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