I found this script a while bit and added it to my game. However, whenever I call the script, no text is shown! How do I fix this?
#==============================================================================#
#===================?===Party Changing Script by Xk8===?=====================#
#==============================================================================#
#=====Special Thanks to Minkoff and Prexus for helping out with coding and=====#
#============teaching me more knowledge to complete this script.===============#
#==============================================================================#
#######
# added by Blizzard:
# find "for i in 1...XXXXX" and change XXXXX to the number of your partymembers
# game variable 100 is used for party change during battle
# set it to 1 before calling this script from a battle
#######
#?installation instructions: #
# 1.paste script above Main #
# 2.paste this in Scene_Save, in it's appropiate place: #
# Marshal.dump($party_variables, file) <- above line 83, #
# below Marshal.dump($game_player, file) #
# 3.paste this in Scene_Load, in it's appropiate place: #
# $party_variables = Marshal.load(file) <- above line 83, #
# below $game_player = Marshal.load(file) #
#4.add this definition in Game_Actors, above the last 'end': #
# def size #
# return @data.size #
# end #
#==============================================================================#
#?hero 1 is automaticallly mandatory, meaning, you can't remove him/her from #
#the party. to change this, enter this line somewhere in the scene or a map: #
# $party_variables.mandatory[0] = false #
#or, change this line : #
#@mandatory = [true, false, false, false, false, false, false, false] #
#into this line: #
#@mandatory = [false, false, false, false, false, false, false, false] #
#same goes for other heroes. #
#==============================================================================#
#?heroes 1-5 are automatically available, because in a 4 member party, member #
#5 should trigger the party switching event. #
#to make other actors available, enter this line in a Call Script, whenever you#
#want the hero to be available: #
# $party_variables.available[actor_id] = true #
#where actor_id is the id of the hero, starting at 0, where 0 is hero 1. #
#to remove a hero from the reserves, enter this line, like the above: #
# $party_variables.available[actor_id] = false #
#==============================================================================#
#?the script contains all the heroes in the database, lining them up from hero#
#1 to the last hero, in the same order as the database, so there is no need to #
#modify the script when you add heroes to the game #
#==============================================================================#
#?The script can be called using this line: #
# $scene = Scene_Change.new #
#this line must be pasted in either a 'Call Script' command of in another #
#Scene_ (e.g. Scene_Menu) #
#IMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANT======#
#ooh ooh something important....at the very BOTTOM of the script, you'll see
#the variables @mandatory and @available...
#each value represents an actor, so you understand that, when you have 12 #
#heroes in your party, those variables should also have 12 true/false values. #
#IMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANTIMPORTANT======#
#==============================================================================#
#?I hope you enjoy this script.. #
# -Xk8 #
#==============================================================================#
#==============================================================================#
class Window_Change < Window_Base
def initialize(actor)
super(0, 0, 480, 264)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
end
def refresh
# Minkoff Label
@actor = $game_party.actors[0] if !@actor.is_a?(Game_Actor)
# /Minkoff Label
self.contents.clear
self.contents.font.size = $fontsize
draw_actor_graphicx(@actor, 420, 50)
draw_actor_namex(@actor, 2, 0)
draw_actor_level(@actor, 152 - 64, 0)
draw_actor_class(@actor, 222 - 64, 0)
draw_actor_hp(@actor, 0, 32, 172)
draw_actor_sp(@actor, 0, 64, 172)
self.contents.font.color = system_color
self.contents.draw_text(240, 0, 80, 32, "EXP")
self.contents.draw_text(240, 32, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(240 + 80, 0, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(240 + 80, 32, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.draw_text(240, 34, 180, 32, "______________")
self.contents.draw_text(0, 66, 180, 32, "______________")
draw_actor_parameter(@actor, 0, 96, 0)
draw_actor_parameter(@actor, 0, 128, 1)
draw_actor_parameter(@actor, 0, 160, 2)
draw_actor_parameter(@actor, 240, 64, 3)
draw_actor_parameter(@actor, 240, 96, 4)
draw_actor_parameter(@actor, 240, 128, 5)
draw_actor_parameter(@actor, 240, 160, 6)
draw_item_namex($data_weapons[@actor.weapon_id], 0, 192)
draw_item_namex($data_armors[@actor.armor1_id], 0, 210)
draw_item_namex($data_armors[@actor.armor2_id], 128, 192)
draw_item_namex($data_armors[@actor.armor3_id], 128, 210)
draw_item_namex($data_armors[@actor.armor4_id], 256, 192)
if $game_party.actors.include?(@actor)
status = "In party"
statuscolor = Color.new(255, 0, 0, 255)
$addable = 0
else
status = "Not in party"
statuscolor = Color.new(0, 255, 0, 255)
$addable = 1
end
self.contents.font.color = normal_color
self.contents.font.size = 14
self.contents.draw_text(256 + 50, 194, 120, 32, "____________")
self.contents.draw_text(256 + 50, 208, 120, 32, "Status:")
self.contents.font.color = statuscolor
self.contents.draw_text(300 + 64, 208, 120, 32, status)
self.contents.font.size = 24
end
def draw_actor_namex(actor, x, y)
self.contents.font.color = Color.new(255, 0, 0, 255)
self.contents.draw_text(x + 2, y, 120, 32, actor.name)
self.contents.draw_text(x - 2, y, 120, 32, actor.name)
self.contents.draw_text(x, y + 2, 120, 32, actor.name)
self.contents.draw_text(x, y - 2, 120, 32, actor.name)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
def draw_item_namex(item, x, y)
if item == nil
return
end
self.contents.font.size = 16
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 212, 32, item.name)
end
def draw_actor_graphicx(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, 180)
end
end
class Window_Unlocked < Window_Base
def initialize
super(0, 0, 480, 264)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
def refresh
self.contents.clear
self.contents.font.size = 72
self.contents.font.color = Color.new(255, 0, 0, 255)
self.contents.draw_text(2, 71, 480, 80, "Character Locked")
self.contents.draw_text(-2, 71, 480, 80, "Character Locked")
self.contents.draw_text(0, 73, 480, 80, "Character Locked")
self.contents.draw_text(0, 69, 480, 80, "Character Locked")
self.contents.draw_text(2, 69, 480, 80, "___________________")
self.contents.draw_text(-2, 69, 480, 80, "___________________")
self.contents.draw_text(0, 71, 480, 80, "___________________")
self.contents.draw_text(0, 67, 480, 80, "___________________")
self.contents.draw_text(2, 10, 480, 80, "___________________")
self.contents.draw_text(-2, 10, 480, 80, "___________________")
self.contents.draw_text(0, 12, 480, 80, "___________________")
self.contents.draw_text(0, 8, 480, 80, "___________________")
self.contents.font.color = normal_color
self.contents.draw_text(0, 71, 480, 80, "Character Locked")
self.contents.draw_text(0, 69, 480, 80, "___________________")
self.contents.draw_text(0, 10, 480, 80, "___________________")
self.contents.font.size = 16
self.contents.font.color = normal_color
self.contents.draw_text(256 + 50, 194, 120, 32, "_________________")
self.contents.draw_text(256 + 50, 208, 120, 32, "Status:")
self.contents.font.color = system_color
self.contents.draw_text(300 + 50, 208, 120, 32, "Not Available")
end
end
class Window_Reserve < Window_Selectable
def initialize(width, commands)
super(0, 0, width, 296)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 18 + 64)
self.contents.font.name = $fontface
self.contents.font.size = 16
refresh
self.index = -1
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 22 * index, self.contents.width - 8, 18)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 22 - self.oy
self.cursor_rect.set(x, y, cursor_width, 18)
end
def disable_item(index)
draw_item(index, disabled_color)
end
end
class Window_Prompt < Window_Selectable
def initialize(width, commands)
super(0, 0, width, 96)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32 + 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
self.contents.font.color = Color.new(255, 0, 0, 255)
if $prompt_text == 0
text = " Party is full.."
elsif $prompt_text == 1
text = " Can't Empty party.."
elsif $prompt_text == 2
text = " Member is mandatory.."
else
text = ""
end
self.contents.draw_text(2, 0, 320, 32, text)
self.contents.draw_text(-2, 0, 320, 32, text)
self.contents.draw_text(0, 2, 320, 32, text)
self.contents.draw_text(0, -2, 320, 32, text)
self.contents.font.color = color
self.contents.draw_text(0, 0, 320, 32, text)
rect = Rect.new(134, 32 * index + 32, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
def disable_item(index)
draw_item(index, disabled_color)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(130, @index * 32 + 32, 36, 32)
end
end
end
class Window_Prompt2 < Window_Selectable
def initialize(width, commands)
super(0, 0, width, 128)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32 + 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
self.contents.font.color = Color.new(255, 0, 0, 255)
text = " Add Party Member?"
self.contents.draw_text(2, 0, 320, 32, text)
self.contents.draw_text(-2, 0, 320, 32, text)
self.contents.draw_text(0, 2, 320, 32, text)
self.contents.draw_text(0, -2, 320, 32, text)
self.contents.font.color = color
self.contents.draw_text(0, 0, 320, 32, text)
rect = Rect.new(134, 32 * index + 32, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
def disable_item(index)
draw_item(index, disabled_color)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 32 + 32, self.width - 32, 32)
end
end
end
class Window_Title < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 36
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.font.color = Color.new(255, 0, 0, 255)
self.contents.draw_text(4, 0, 180, 50, "Change Party")
self.contents.draw_text(0, 0, 180, 50, "Change Party")
self.contents.draw_text(2, 2, 180, 50, "Change Party")
self.contents.draw_text(2, -2, 180, 50, "Change Party")
self.contents.font.color = normal_color
self.contents.draw_text(2, 0, 180, 50, "Change Party")
self.contents.font.size = $fontsize
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(17, 51, 120, 32, "Options")
self.contents.draw_text(15, 51, 120, 32, "Options")
self.contents.draw_text(16, 52, 120, 32, "Options")
self.contents.draw_text(16, 50, 120, 32, "Options")
self.contents.draw_text(17, 203, 120, 32, "Reserves")
self.contents.draw_text(15, 203, 120, 32, "Reserves")
self.contents.draw_text(16, 204, 120, 32, "Reserves")
self.contents.draw_text(16, 202, 120, 32, "Reserves")
self.contents.draw_text(176, 203, 130, 32, "Reserve Status")
self.contents.draw_text(174, 203, 130, 32, "Reserve Status")
self.contents.draw_text(175, 204, 130, 32, "Reserve Status")
self.contents.draw_text(175, 202, 130, 32, "Reserve Status")
self.contents.font.color = normal_color
self.contents.draw_text(16, 51, 120, 32, "Options")
self.contents.draw_text(16, 203, 120, 32, "Reserves")
self.contents.draw_text(175, 203, 130, 32, "Reserve Status")
end
end
class Window_CurrentParty < Window_Selectable
def initialize
super(0, 0, 480, 200)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.opacity = 0
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = i * 116 + 2
y = 32
actor = $game_party.actors[i]
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(2 + 15, 0, 120, 32, "Current Party")
self.contents.draw_text(-2 + 15, 0, 120, 32, "Current Party")
self.contents.draw_text(15, 2, 120, 32, "Current Party")
self.contents.draw_text(15, -2, 120, 32, "Current Party")
self.contents.font.color = normal_color
self.contents.draw_text(15, 0, 120, 32, "Current Party")
draw_actor_graphicx(actor, x + 20, y + 82)
draw_actor_namex(actor, x, y)
draw_actor_hpx(actor, x - 40, y + 32)
draw_actor_spx(actor, x - 40, y + 64)
end
end
def draw_actor_hpx(actor, x, y, width = 144)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.size = 16
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(hp_x + 2, y, 48, 32, actor.hp.to_s, 2)
self.contents.draw_text(hp_x - 2, y, 48, 32, actor.hp.to_s, 2)
self.contents.draw_text(hp_x, y + 2, 48, 32, actor.hp.to_s, 2)
self.contents.draw_text(hp_x, y - 2, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(hp_x + 50, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 62, y, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 46, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 58, y, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 48, y + 2, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y + 2, 48, 32, actor.maxhp.to_s)
self.contents.draw_text(hp_x + 48, y - 2, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y - 2, 48, 32, actor.maxhp.to_s)
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
def draw_actor_spx(actor, x, y, width = 144)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
self.contents.font.size = 16
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(sp_x + 2, y, 48, 32, actor.sp.to_s, 2)
self.contents.draw_text(sp_x - 2, y, 48, 32, actor.sp.to_s, 2)
self.contents.draw_text(sp_x, y + 2, 48, 32, actor.sp.to_s, 2)
self.contents.draw_text(sp_x, y - 2, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(sp_x + 50, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 62, y, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(sp_x + 46, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 58, y, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(sp_x + 48, y + 2, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y - 2, 48, 32, actor.maxsp.to_s)
self.contents.draw_text(sp_x + 48, y - 2, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y + 2, 48, 32, actor.maxsp.to_s)
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
self.contents.font.size = $fontsize
end
end
def draw_actor_graphicx(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, 180)
end
def draw_actor_namex(actor, x, y)
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(x + 2, y, 120, 32, actor.name)
self.contents.draw_text(x - 2, y, 120, 32, actor.name)
self.contents.draw_text(x, y + 2, 120, 32, actor.name)
self.contents.draw_text(x, y - 2, 120, 32, actor.name)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index * 116 - 2, 33, 100, 32)
end
end
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::RIGHT)
if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
@index < @item_max - @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
end
end
if Input.repeat?(Input::LEFT)
if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
@index >= @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
end
end
end
end
end
class Scene_Change
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@spriteset = Spriteset_Map.new
s1 = "Add Member"
s2 = "Remove Member"
s3 = "Cancel"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
@command_window.opacity = 0
@command_window.y = 64
@command_window.back_opacity = 180
@prompt_window = Window_Prompt.new(320, ["Ok"])
@prompt_window.active = false
@prompt_window.visible = false
@prompt_window.x = 320 - @prompt_window.width / 2
@prompt_window.y = 240 - @prompt_window.height / 2
@prompt_window.z = 9999
@prompt_window2 = Window_Prompt2.new(320, ["Yes", "No"])
@prompt_window2.active = false
@prompt_window2.index = -1
@prompt_window2.visible = false
@prompt_window2.x = 320 - @prompt_window.width / 2
@prompt_window2.y = 240 - @prompt_window.height / 2
@prompt_window2.z = 9999
array = []
for i in 1...65 # number of heros! edit required!
actor = $game_actors[i]
if actor != nil
name = actor.name
if $party_variables.available[i - 1] == true
array.push(i.to_s + ". " + name.to_s)
else
array.push("Character Locked")
end
end
end
@reserve_window = Window_Reserve.new(160, array)
@reserve_window.y = 184 + 32
@reserve_window.height = 264
@reserve_window.active = false
@reserve_window.back_opacity = 180
@current_party_window = Window_CurrentParty.new
@current_party_window.x = 160
@current_party_window.y = 32
@current_party_window.active = false
@current_party_window.back_opacity = 180
@actor = $game_actors[@reserve_window.index + 1]
@change_window = Window_Change.new(@actor)
@change_window.x = 160
@change_window.y = 216
@change_window.back_opacity = 180
@dummy_party_window1 = Window_Base.new(160, 64, 480, 120)
@dummy_party_window2 = Window_Base.new(180, 32 + 16, 130, 32)
@dummy_party_window3 = Window_Base.new(0, 64, 160, 120)
@dummy_party_window4 = Window_Base.new(20, 48, 120, 32)
@dummy_party_window5 = Window_Base.new(20, 200, 120, 32)
@dummy_party_window6 = Window_Base.new(180, 200, 144, 32)
@dummy_party_window1.back_opacity = 180
@dummy_party_window3.back_opacity = 180
@title_window = Window_Title.new
@title_window.x = 0
@title_window.y = -20
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@dummy_party_window1.dispose
@dummy_party_window2.dispose
@dummy_party_window3.dispose
@dummy_party_window4.dispose
@dummy_party_window5.dispose
@dummy_party_window6.dispose
@change_window.dispose
@reserve_window.dispose
@prompt_window.dispose
@title_window.dispose
@current_party_window.dispose
@command_window.dispose
end
def update
@change_window.update
@reserve_window.update
@current_party_window.update
@prompt_window2.update
@prompt_window.update
@command_window.update
if @current_party_window.active
update_party
return
end
if @command_window.active
update_command
return
end
if @reserve_window.active
update_reserve
return
end
if @prompt_window.active
update_prompt
return
end
if @prompt_window2.active
update_prompt2
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if $game_variables[100]==1
$game_variables[100]=0
$scene = Scene_Battle.new
else
$game_variables[100]=0
$scene = Scene_Map.new
end
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
if $game_party.actors.size == 4
$game_system.se_play($data_system.buzzer_se)
@prompt_window.visible = true
@prompt_window.active = true
$prompt_text = 0
@prompt_window.refresh
@command_window.active = false
else
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@reserve_window.active = true
@reserve_window.index = 0
end
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@current_party_window.active = true
@current_party_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
if $game_variables[100]==1
$game_variables[100]=0
$scene = Scene_Battle.new
else
$game_variables[100]=0
$scene = Scene_Map.new
end
end
end
return
end
def update_party
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@current_party_window.active = false
@current_party_window.index = -1
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 1
$game_system.se_play($data_system.buzzer_se)
@current_party_window.active = false
@current_party_window.index = -1
@prompt_window.visible = true
@prompt_window.active = true
$prompt_text = 1
@prompt_window.refresh
else
if $party_variables.mandatory[@current_party_window.index] == true
$game_system.se_play($data_system.buzzer_se)
@current_party_window.active = false
@current_party_window.index = -1
@prompt_window.visible = true
@prompt_window.active = true
$prompt_text = 2
@prompt_window.refresh
else
$game_system.se_play($data_system.decision_se)
$game_party.remove_actor($game_party.actors[@current_party_window.index].id)
end
@current_party_window.refresh
@change_window.refresh
end
return
end
end
def update_prompt
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@command_window.active = true
@prompt_window.active = false
@prompt_window.visible = false
return
end
end
def update_prompt2
if Input.trigger?(Input::C)
case @prompt_window2.index
when 0
$game_system.se_play($data_system.decision_se)
$game_party.add_actor(@reserve_window.index + 1)
@change_window.refresh
@current_party_window.refresh
if $game_party.actors.size == 4
@prompt_window2.visible = false
@prompt_window2.active = false
@prompt_window2.index = -1
@command_window.active = true
else
@prompt_window2.active = false
@prompt_window2.visible = false
@prompt_window2.index = -1
@reserve_window.active = true
end
when 1
$game_system.se_play($data_system.buzzer_se)
@prompt_window2.active = false
@prompt_window2.visible = false
@prompt_window2.index = -1
@reserve_window.active = true
return
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
@prompt_window2.active = false
@prompt_window2.visible = false
@reserve_window.active = true
@prompt_window2.index = -1
end
end
def update_reserve
@change_window.dispose
if $party_variables.available[@reserve_window.index] == true
changewindow = Window_Change.new($game_actors[@reserve_window.index + 1])
else
changewindow = Window_Unlocked.new
end
@change_window = changewindow
@change_window.back_opacity = 180
@change_window.x = 160
@change_window.y = 216
@old_reserve_window_index = @reserve_window.index
@change_window.refresh if @old_reserve_window_index != @reserve_window.index
@dummy_party_window6.z = 999
@title_window.z = 9990
@prompt_window.z = 9999
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@reserve_window.active = false
@reserve_window.index = -1
end
if Input.trigger?(Input::C)
if changewindow.is_a?(Window_Unlocked)
$game_system.se_play($data_system.buzzer_se)
else
if $addable == 1
$game_system.se_play($data_system.decision_se)
@reserve_window.active = false
@prompt_window2.visible = true
@prompt_window2.active = true
@prompt_window2.index = 0
$prompt_text = 3
@prompt_window2.z = 9999
else
$game_system.se_play($data_system.buzzer_se)
end
end
end
end
end
class Scene_Title
alias xk8_s_title_main main
def main
xk8_s_title_main
$party_variables = Party_Variables.new
end
end
class Party_Variables
attr_accessor :mandatory
attr_accessor :available
def initialize
@mandatory = [true, false, false, false, false, false, false, false]
@available = [true, true, true, true, true, false, false, false]
end
end
Make a new script, and call it font.
Insert the following, exactly as you see it.
Font.default_name = "Tahoma"
Tahoma can be whatever you want, but you should probably stick to a font that everyone has.
Lol, I totally forgot that I once moded that script.
It didn't work. Still no font. The only words even being displayed are the Add Member, Remove Member, and Cancel text in the upper left window. Any other suggestions?
Did you paste the lines it's metioned at the top there?
Yes. Everything is in place correctly.
I saw this line in there...
self.contents.font.name = $fontface
I think $fontface is something defined by the user. BUT it may have all ready been defined a something else in another script. SOMETIMES the way they are ordered in the database can also cause a problem. Try putting this script above any other extras you have- unless they specify otherwise.
Still.... same.
Really? DAMN. I've got nothing at this point.
I don't understand why those three words display perfectly and everything else is a wreck....
I assume, you are using the legal version. Open the main script and take a look if you can see something like this here:
$defaultfonttype = Tahoma
If not, delete in the script every line that says
self.contents.font.name = $fontface
and also every line that says
self.contents.font.size = $fontsize
If you can see that with $defaultfonttype, just replace $fontface and $fontsize in your script with $defaultfonttype and $defaultfontsize