Oh, that's because the Party menu option is included in the menu. I should post that script. Yeah. The most recent version is this:
#===============================================================================
#
# Pacman Advanced Creative (PAC) Engine - Party Management System
# 19/6/2011
# Type: Scene
# Installation: Script calls.
# Level: Average
#
#===============================================================================
#
# Description:
# VX limits your party to having 4 members. Isn't that terrible? This script
# won't give you more members in your party, rather be able to change them
# throughout the game at the player's call. Read the instructions to find out
# more.
#
#===============================================================================
#
# Instructions:
# INSTALLATION
# Paste above main, below materials, in the script editor (F11). Make sure you
# save upon exiting.
# SCRIPT CALLS
# $data_actors[ID].found = true/false
# Where ID is the ID of an actor in the database. This places an actor in the
# reserves party, ready for selection by the player if true, and takes them
# out if false.
# $data_actors[ID].unavailable = true/false
# Makes actor with the specified ID unavailable to the player in the reserves
# party if true. If false, makes them available.
# $data_actors[ID].required = true/false
# Locks actor with specified ID to the actual party, ergo mandatory to the
# player, if true. Unlocks the character if false.
# For each of these calls you can use, instead of $data_actors[ID],
# $game_party.members[position].actor.found/unavailable/required to perform
# the action for the actor in that position in the party, starting with 0 as
# the party leader.
# $game_party.party_menu_disabled = true/false
# This will change the access of the command if PAC Main Menu is being used.
# $scene = Scene_Party.new
# Simply calls the Party Management scene. By default, there is no menu option
# for the party scene, but it is simple to add if you are using PAC Main Menu,
# and still quite easy if you are using the default menu system.
#
#===============================================================================
#
# This script requires no editing. Do not edit anything in this script
# unless you are a compenent scripter. Should you edit without any scripting
# education, it may result in me tutting at you for getting it wrong.
#
#===============================================================================
$imported = {} if $imported == nil
$imported["PAC_Party"] = true
module PAC::MENU
PARTY_SWITCH = Input::X # Button which will switch between equip and status
# display in the party scene.
end
#==============================================================================
# ** RPG::Actor
#------------------------------------------------------------------------------
# Data class for actors.
#==============================================================================
class RPG::Actor
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :found
attr_accessor :unavailable
attr_accessor :required
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup
@found = false
@unavailable = false
@required = false
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. The instance of this class is referenced by $game_party.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :party_menu_disabled
#--------------------------------------------------------------------------
# alias listing
#--------------------------------------------------------------------------
alias pac_party_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
pac_party_initialize
@party_menu_disabled = false
end
end
#==============================================================================
# ** Game_Actors
#------------------------------------------------------------------------------
# This class handles the actor array. The instance of this class is
# referenced by $game_actors.
#==============================================================================
class Game_Actors
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :data
#--------------------------------------------------------------------------
# alias listing
#--------------------------------------------------------------------------
alias pac_pms_act_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
pac_pms_act_initialize
$data_actors.each do |actor|
actor.setup if actor
@data[actor.id] = Game_Actor.new(actor.id) if actor
end
end
end
#==============================================================================
# ** Window_CurrentMember
#------------------------------------------------------------------------------
# This window displays the current party member in the party scene.
#==============================================================================
class Window_CurrentMember < Window_Base
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :mode
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(member = nil, mode = 0)
super(304, 80, 192, 256)
create_contents
@member = member
@mode = 0
refresh
end
#--------------------------------------------------------------------------
# * Get member
#--------------------------------------------------------------------------
def member
return @member
end
#--------------------------------------------------------------------------
# * Set Member
#--------------------------------------------------------------------------
def set_member(member)
old_member = @member
@member = member
refresh if old_member != @member
end
#--------------------------------------------------------------------------
# * Set modes
#--------------------------------------------------------------------------
def set_mode(mode)
@mode = mode if [0, 1].include?(mode)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
return unless @member
x, y = 0, 0
self.draw_actor_face(@member, x, y, 48)
self.draw_actor_name(@member, x + 52, y)
self.draw_actor_class(@member, x + 52, y + WLH)
self.draw_actor_level(@member, x, y + WLH*2)
case @mode
when 0
self.draw_icon(142, self.contents.width - 24, y + WLH*2)
self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH,
'Equip', 2)
self.draw_actor_hp(@member, x, y + WLH*3, 160)
self.draw_actor_mp(@member, x, y + WLH*4, 160)
self.draw_actor_parameter(@member, x, y + WLH*5, 0)
self.draw_actor_parameter(@member, x, y + WLH*6, 1)
self.draw_actor_parameter(@member, x, y + WLH*7, 2)
self.draw_actor_parameter(@member, x, y + WLH*8, 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)
end
end
end
end
#==============================================================================
# ** Window_CurrentParty
#------------------------------------------------------------------------------
# This window displays the current party selected in the party scene.
#==============================================================================
class Window_CurrentParty < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(48, 80, 256, 64)
@item_max = 4
@column_max = @item_max
create_contents
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# * Get member
#--------------------------------------------------------------------------
def member
return $game_party.members[self.index]
end
#--------------------------------------------------------------------------
# * Refresh window
#--------------------------------------------------------------------------
def refresh
for i in 0...@item_max
rect = item_rect(i)
self.contents.clear_rect(rect)
end
for i in 0...$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
#--------------------------------------------------------------------------
# * Get rectangle for displaying items
# index : item number
#--------------------------------------------------------------------------
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
#==============================================================================
# ** Window_SelectMember
#------------------------------------------------------------------------------
# This window displays the currently selected member in the party scene.
#==============================================================================
class Window_SelectMember < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(48, 144, 256, 192)
calculate_actors
@item_max = @actors.size + 1
@column_max = 4
self.index = -1
self.active = false
refresh
end
#--------------------------------------------------------------------------
# * Calculate Actors
#--------------------------------------------------------------------------
def calculate_actors
@actors = []
for a in $game_actors.data
if a != nil and a.actor.found and !$game_party.members.include?(a)
@actors << a
end
end
end
#--------------------------------------------------------------------------
# * Get member
#--------------------------------------------------------------------------
def member
return @actors[self.index]
end
#--------------------------------------------------------------------------
# * Refresh Window
#--------------------------------------------------------------------------
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?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = @actors[i].character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
if @actors[i].actor.unavailable
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
else
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
end
if @actors[i].actor.required
lock_bitmap = Cache.system("Locked")
self.contents.blt(rect.x + rect.width - lock_bitmap.width,
rect.y + rect.height - lock_bitmap.height,lock_bitmap,lock_bitmap.rect)
end
end
end
#--------------------------------------------------------------------------
# * Get rectangle for displaying items
# index : item number
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 32
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# alias listing
#--------------------------------------------------------------------------
alias pac_pms_file_write_save_data write_save_data
alias pac_pms_file_read_save_data read_save_data
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
pac_pms_file_write_save_data(file)
Marshal.dump($data_actors, file)
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
pac_pms_file_read_save_data(file)
$data_actors = Marshal.load(file)
end
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# alias listing
#--------------------------------------------------------------------------
alias pac_pms_ttl_command_new_game command_new_game
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
pac_pms_ttl_command_new_game
$game_party.members.each {|s| s.actor.found = true if s}
end
end
#==============================================================================
# ** Scene_Party
#------------------------------------------------------------------------------
# This class performs the party screen processing.
#==============================================================================
class Scene_Party < Scene_Base
include PAC::MENU
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(from_map = true, from_menu = false)
@from_map = from_map
@from_menu = from_menu
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_windows
end
#--------------------------------------------------------------------------
# * Create windows
#--------------------------------------------------------------------------
def create_windows
@member_window = Window_CurrentMember.new
@party_window = Window_CurrentParty.new
@party_window.active = true
@selectable_window = Window_SelectMember.new
end
#--------------------------------------------------------------------------
# * Window update
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
@member_window.dispose
@party_window.dispose
@selectable_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_windows
update_input
end
#--------------------------------------------------------------------------
# * Update Command Input
#--------------------------------------------------------------------------
def update_input
if Input.trigger?(PARTY_SWITCH) # If the button is being pressed...
if @member_window.mode == 1 # If equip mode is on,
@member_window.set_mode(0) # Activate stats mode.
elsif @member_window.mode == 0 # If stats mode is on,
@member_window.set_mode(1) # Activate equip mode.
end
end
if @party_window.active # If the party member is active
if Input.trigger?(Input::B) # If you want to leave,
if $game_party.members.size == 0 # If party is empty,
Sound.play_buzzer # Bee-bow.
return # No soup for you
else
Sound.play_cancel # Bloop.
if @from_map
$scene = Scene_Map.new
elsif @from_menu
if $imported["PAC_Menu 1.7"]
$scene = Scene_Menu.new
else
$scene = Scene_Menu.new(4)
end
end
end
elsif Input.trigger?(Input::C) # If you want to do something,
member = @party_window.member # do stuff.
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
if @party_window.member != nil
$game_party.remove_actor(@party_window.member.id)
end
if @selectable_window.member != nil
$game_party.add_actor(@selectable_window.member.id)
end
@selectable_window.refresh
@party_window.refresh
@selectable_window.index = -1
@selectable_window.active = false
@party_window.active = true
end
end
end
end
#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================