I have two scripts that I want to use in my project, however I'm not adept enough at scripting to mix the two together.
The two scripts I need to merge are:
LeonWestbrooke's Party Changer#===================================
# Party Changing System by Leon_Westbrooke
# -v 1.2
#----------------------------------------------------------------------
# Instructions: Place above main, but below all other default scripts.
#
# Features:
# -Allows the player to make a party from the minimum to maximum size.
# -Extra members are limitless.
# -You can remove a person from the party and put it into reserve using:
# $game_party.remove_actor_to_party(actor_id)
# -You can remove a person from the reserve if they exist, and them into
# the party:
# $game_party.add_actor_to_party(actor_id)
# -You can lock a character in reserve or active party by using:
# $game_party.locked.push(actor_id)
# -You can set the maximum and minimum number of the party in-game using:
# $game_party.min_size = x
# $game_party.max_size = x
# (NOTE: Do NOT make the max size lower than the minimum size.)
# -Allows you to use the default add/remove actors command.
# (NOTE: If you remove an actor with this method, he is gone from both
# the party and the reserve members.)
#
# Credits:
# This setup uses SephirothSpawn's coding to simplify the cursor's position.
#
#
# Command Quick-list:
# $game_party.remove_actor_from_party(actor_id)
# -Removes an actor from the party, and puts them in reserve.
# $game_party.add_actor_to_party(actor_id)
# -Replaces the last actor in the party with the actor in reserve.
# $game_party.locked.push(actor_id)
# -Locks the actor in place.
# $game_party.min_size = x
# $game_party.max_size = x
# -Sets the minimum and maximum party size.
#
#
# Notes:
# This script rewrites these methods from Game_Party:
# add_actor
# remove_actor
#===================================
#==================================================
# Game_Party
#==================================================
class Game_Party
attr_accessor :party_members
attr_accessor :move
attr_accessor :locked
attr_accessor :min_size
attr_accessor :max_size
alias leon_partyswitch_gameactor_initialize initialize
def initialize
leon_partyswitch_gameactor_initialize
@party_members = []
# Edit :This is to change if an actor is locked or not. To lock them, add
# their id to the array below.
@locked = [1]
@min_size = 1
@max_size = 4
end
def add_actor(actor_id)
actor = $game_actors[actor_id]
if @actors.size < @max_size
unless @actors.include?(actor)
unless @party_members.include?(actor.id)
@actors.push(actor)
$game_player.refresh
end
end
else
unless @party_members.include?(actor.id)
unless @actors.include?(actor)
@party_members.push(actor.id)
$game_player.refresh
end
end
end
end
def remove_actor(actor_id)
@actors.delete($game_actors[actor_id])
@party_members.delete(actor_id)
$game_player.refresh
end
def remove_actor_from_party(actor_id)
if @actors.include?($game_actors[actor_id])
unless @party_members.include?(actor_id)
@party_members.push(actor_id)
end
end
@actors.delete($game_actors[actor_id])
$game_player.refresh
end
def add_actor_to_party(actor_id)
if @party_members.include?(actor_id)
if @actors[@max_size - 1] != nil
@party_members.push(@actors[@max_size - 1].id)
@actors.delete_at(@max_size - 1)
end
@actors.push($game_actors[actor_id])
@party_members.delete(actor_id)
end
end
end
#==================================================
# END Game_Party
#==================================================
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :cursor_height
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias custom_int initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
custom_int(x, y, width, height)
@cursor_height = 32
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
# Divide y-coordinate of window contents transfer origin by 1 row
# height of @cursor_height
return self.oy / @cursor_height
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
# If row is less than 0, change it to 0
if row < 0
row = 0
end
# If row exceeds row_max - 1, change it to row_max - 1
if row > row_max - 1
row = row_max - 1
end
# Multiply 1 row height by 32 for y-coordinate of window contents
# transfer origin
self.oy = row * @cursor_height
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
# Subtract a frame height of 32 from the window height, and divide it by
# 1 row height of @cursor_height
return (self.height - 32) / @cursor_height
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor position is less than 0
if @index < 0
self.cursor_rect.empty
return
end
# Get current row
row = @index / @column_max
# If current row is before top row
if row < self.top_row
# Scroll so that current row becomes top row
self.top_row = row
end
# If current row is more to back than back row
if row > self.top_row + (self.page_row_max - 1)
# Scroll so that current row becomes back row
self.top_row = row - (self.page_row_max - 1)
end
# Calculate cursor width
cursor_width = self.width / @column_max - 32
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * @cursor_height - self.oy
if self.active == true
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, @cursor_height)
end
end
end
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Unisable Item
# index : item number
#--------------------------------------------------------------------------
def undisable_item(index)
draw_item(index, normal_color)
end
end
#============================================================
#==================================================
# Window_Party_Info
#==================================================
class Window_Party_Info < Window_Base
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 614, 32, "Please form your party of #{$game_party.min_size.to_s} to #{$game_party.max_size.to_s} members.", 1)
end
end
#==================================================
# END Window_Party_Info
#==================================================
#==================================================
# Window_Party_Slots
#==================================================
class Window_Party_Slots < Window_Selectable
def initialize
super(0, 64, 320, 416)
@item_max = 4
self.contents = Bitmap.new(width - 32, height - 32)
self.index = 0
self.active = true
refresh
end
def actors
if @data[index] != nil
return @data[index]
end
end
def refresh
@data = []
if self.contents != nil
self.contents.dispose
self.contents = nil
end
for i in 0...$game_party.actors.size
@data.push($game_party.actors[i])
end
@item_max = (@data.size + 1)
if @item_max > 0
if @item_max > 4
@item_max = 4
end
self.contents = Bitmap.new(width - 32, row_max * 96)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
@actor = @data[index]
y = index * 96
x = 4
if $game_party.locked.include?(@actor.id)
self.contents.font.color = disabled_color
opacity = 128
else
self.contents.font.color = normal_color
opacity = 255
end
if @actor != nil
self.contents.draw_text(x + 100, y, 192, 32, @actor.name)
draw_actor_hp(@actor, x + 100, y + 32)
draw_actor_sp(@actor, x + 100, y + 64)
bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
cw = bitmap.width/4
ch = bitmap.height/4
facing = 0
src_rect = Rect.new(0, facing*ch, cw, ch)
self.contents.blt(x + 32, y + 24, bitmap, src_rect, opacity)
end
end
def update_cursor_rect
if @index > -1
x = 0
y = index * 96
self.cursor_rect.set(x, y, (self.width - 32), 96)
else
self.cursor_rect.empty
end
end
end
#==================================================
# END Window_Party_Slots
#==================================================
#==================================================
# Window_Party_Extras
#==================================================
class Window_Party_Extras < Window_Selectable
def initialize
super(320, 64, 320, 416)
self.cursor_height = 96
self.contents = Bitmap.new(width - 32, height - 32)
self.index = -1
self.active = false
refresh
end
def actors
if @data != nil
return @data[index]
end
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$game_party.party_members.size
@data.push($game_actors[$game_party.party_members[i]])
end
@data.push(nil)
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 96)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
@actor = @data[index]
y = index * 96
x = 4
if $game_party.locked.include?(@actor.id)
self.contents.font.color = disabled_color
opacity = 128
else
self.contents.font.color = normal_color
opacity = 255
end
if @actor != nil
self.contents.draw_text(x + 100, y, 192, 32, @actor.name)
draw_actor_hp(@actor, x + 100, y + 32)
draw_actor_sp(@actor, x + 100, y + 64)
bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
facing = 0
src_rect = Rect.new(0, facing * ch, cw, ch)
self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity)
end
end
end
#===================================
# END Window_Party_Extras
#===================================
#===================================
# Scene_Party_Change
#===================================
class Scene_Party_Change
def main
@info_window = Window_Party_Info.new
@slot_window = Window_Party_Slots.new
@extra_window = Window_Party_Extras.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@info_window.dispose
@slot_window.dispose
@extra_window.dispose
end
def update
@slot_window.update
if @slot_window.active
update_slot
return
end
if @extra_window.active
update_extra
return
end
end
def update_slot
if Input.trigger?(Input::B)
if $game_party.actors.size >= $game_party.min_size and $game_party.actors.size <= $game_party.max_size
$game_player.refresh
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
$game_system.se_play($data_system.buzzer_se)
end
end
if Input.trigger?(Input::C)
if $game_party.locked.include?(@slot_window.actors.id) == true
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
@slot_window.active = false
@extra_window.active = true
@extra_window.index = 0
end
end
end
def update_extra
@extra_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if $game_party.locked.include?(@extra_window.actors.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @extra_window.actors == nil
if $game_party.actors[@slot_window.index] != nil
$game_party.party_members.push($game_party.actors[@slot_window.index].id)
$game_party.remove_actor_from_party($game_party.actors[@slot_window.index].id)
$game_party.party_members.sort!
@slot_window.refresh
@extra_window.refresh
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
else
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
end
else
if $game_party.actors[@slot_window.index] != nil
hold = @extra_window.actors
$game_party.party_members.push($game_party.actors[@slot_window.index].id)
$game_party.actors[@slot_window.index] = hold
$game_party.party_members.delete_at(@extra_window.index)
$game_party.party_members.sort!
@slot_window.refresh
@extra_window.refresh
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
else
$game_party.actors[@slot_window.index] = @extra_window.actors
$game_party.party_members.delete_at(@extra_window.index)
$game_party.party_members.sort!
@slot_window.refresh
@extra_window.refresh
@slot_window.active = true
@extra_window.active = false
@extra_window.index = -1
end
end
end
end
end
And
Modern Algebra's Multiparty System:#==============================================================================
# Multiple Parties Xp
# Version: 1.0b
# Date: July 26, 2011
# Ported by: gerkrt, gerrtunk
# Small Fix by: Twb6543
# Idea to port: TheRealDeal
# Link:
# http://forum.chaos-project.com/index.php/topic,10097
#
# Original Author: modern algebra (rmrk.net)
# Link to Original VX version:
# http://rmrk.net/index.php/topic,25710.0.html
#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Description:
# This script allows you to maintain multiple parties (separate item lists, steps,
# everything) and allows you to merge them at will. Primarily useful for a
# game where parties split up or a game where you can have separate parties
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Instructions:
# Place this script under ? Materials in the Script Editor.
# There are several codes to keep in mind:
#
# $game_parties[id] :accesses the party located in that index.
# :creates it if it does not yet exist.
# $game_parties[id] = X :Sets the party to X. It MUST be a
# :Game_Party object
# p = $game_parties.merge(id1,id2) :merges two parties and saves them in p
# $game_parties.merge! (id1, id2) :merges two parties and saves them in
# :$game_parties[id1] and deletes $game_parties[id2]
# $game_parties.delete (id) :Deletes $game_parties[id]
#
# In order to switch the current party, just do this:
#
# $game_party = $game_parties[id]
# $game_player.refresh
#
# By default, the original party is saved in $game_parties[0], so you may
# want to avoid overwriting $game_parties[0] and just work with 1,2,...
#
# Also, be very careful when dealing with parties. Always remember what
# parties exist and where they are in $game_parties or else you may make a
# stupid error occur.
#
# *EXAMPLE EVENT*
#
# @>Change Items: [Potion], + 1
# @>Change Gold: + 50
# @>Script: p = $game_parties[1]
# : : $game_party = p
# : : $game_player.refresh
# @>Change Party Member: Add [Oscar], Initialize
# @>Change Weapons: [Bastard Sword], +1
# @>Change Gold: + 100
#
# Assuming that $game_parties[1] did not previously exist, this event just
# switched your party to the party with index 1, and if you looked at your
# menu you would see that Oscar is in the party, you have 100 Gold, and a
# Bastard Sword. The potion and the other 50 Gold went to the initial party
#
# Now, let's say Oscar later meets up with his party and rejoins. Then this
# event would do the trick:
#
# @>Script: $game_parties.merge! (0, 1)
# : : $game_party = $game_parties[0]
# : : $game_player.refresh
#
# And there, the two parties have been merged and everything that Oscar had
# obtained goes to the party.
#==============================================================================
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Summary of Changes:
# new method - add_multiple_steps
#==============================================================================
class Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Add Multiple Steps
# amount : the amount of steps to add
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def add_multiple_steps (amount)
@steps += amount
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Adds a function from VX so the script works in XP
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def items
result = []
for i in @items.keys.sort
result.push($data_items[i]) if @items[i] > 0
end
for i in @weapons.keys.sort
result.push($data_weapons[i]) if @weapons[i] > 0
end
for i in @armors.keys.sort
result.push($data_armors[i]) if @armors[i] > 0
end
return result
end
end
#==============================================================================
# ** Game_Parties
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This class handles Parties. It's a wrapper for the built-in class "Array."
# It is accessed by $game_parties
#==============================================================================
class Game_Parties
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
@data = [$game_party]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Retrieve Party
# id : the ID of the party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def [] (id)
@data[id] = Game_Party.new if @data[id] == nil
return @data[id]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def []= (id, party)
# Does nothing unless it is a party object
return unless party.class == Game_Party
@data[id] = party
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Merge
# id_1 : the ID of the first party
# id_2 : the ID of the second party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def merge (id_1, id_2)
new_party = Game_Party.new
# Get old parties
op1 = self[id_1]
op2 = self[id_2]
# Gold
new_party.gain_gold (op1.gold + op2.gold)
# Members
(op1.actors | op2.actors).each { |actor| new_party.add_actor (actor.id) }
# Items, Weapons, and Armor
(op1.items | op2.items).each { |item|
new_party.gain_item (item, op1.item_number (item) + op2.item_number (item))
}
# Steps
new_party.add_multiple_steps (op1.steps + op2.steps)
=begin
# Not used in RPG Maker Xp
# Last Item
new_party.last_item_id = op1.last_item_id
# Last Actor
new_party.last_actor_index = op1.last_actor_index
# Last Target
new_party.last_target_index = op1.last_target_index
# Quest Log was for Vx not Xp so cut out here.
=end
return new_party
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Merge!
# id_1 : the ID of the first party to which the second party is merged
# id_2 : the ID of the second party that is deleted
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def merge! (id_1, id_2)
@data[id_1] = merge (id_1, id_2)
delete (id_2)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Delete
# id : the ID of the quest to be deleted
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def delete (id)
@data[id] = nil
# If this was the last in the array
if id == @data.size - 1
# Delete any nil elements that exist between this party and its successor
id -= 1
while @data[id] == nil
@data.delete (id)
id -= 1
end
end
end
end
#==============================================================================
# ** Scene_Title
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased method - create_game_objects
#==============================================================================
class Scene_Title
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Game Objects
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias command_new_game_GP_alias command_new_game
def command_new_game
$game_parties = Game_Parties.new
command_new_game_GP_alias
end
end
#==============================================================================
# ** Scene_Save
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased methods - write_save_data
#==============================================================================
class Scene_Save
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Write Save Data
# file : write file object (opened)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_multiparty_wrt_sv_dta_6hye write_save_data
def write_save_data(file)
modalg_multiparty_wrt_sv_dta_6hye (file)
Marshal.dump($game_parties, file)
end
end
#==============================================================================
# ** Scene_Load
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased methods - read_save_data
#==============================================================================
class Scene_Load
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Load Save Data
# file : file object for reading (opened)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_multiparty_rd_sv_dat_2gte read_save_data
def read_save_data(file)
modalg_multiparty_rd_sv_dat_2gte (file)
$game_parties = Marshal.load(file)
end
end
By 'merging' these two scripts, I am looking for a party changer where if you press the L or R buttons, the party switches to another on while maintaining the reserves. I intend to use this for a war-like event system in my new project.