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> KGC large party script, Help again... pl0x
Cerphres
post May 27 2008, 09:08 AM
Post #1



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At the moment I am currently using the KGC large party script which does the following:

Screenshot

Screenshot

I have been able to disable the "party" selection from when you are in battle and re-set the maximum party members at any one time back to 4 (the original script allowed for 5)

But what I cant seem to get working is this; I want the "party" option to be disabled at all times, unless you are in either the world map or in a forced menu (a menu that i make appear during the game)


Any suggestions would be greatly appreciated.

Thanks.


---Cerphres---


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BlueLord
post May 27 2008, 09:49 AM
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Let me start by saying that you make excellent requests. If you area a newb, then you are a damn good one.

Anyway, the answer to your problem is in KGC_CustomMenuCommand script. It allows you to change the options in the menu. Just make sure MENU_COMMANDS doesn't have a 10 inside the [] in the script itself.

Then make an event in the world map (with the trigger set to "auto run") and write the following, using the "script" command in the 3rd page of the event commands: "KGC::CustomMenuCommand::MENU_COMMANDS = []" (with the comands set in the script inside the []). Add a 10 inside those [], that should put the party option in the menu.

(make sure to use a selfswitch to turn this event off)

Also, remember to write (using the "script command"): "KGC::CustomMenuCommand::MENU_COMMANDS = []" without the 10, whenever you have the player leave the world map. That should remove the party option from the menu.

That should do the trick. Sorry if it's a little complicated. If you can't understand what I ment, say so, and I'll try to make it simpler.


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Cerphres
post May 27 2008, 12:01 PM
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I understood you dw tongue.gif

It worked perfectly, thanks heaps for the help.


---Cerphres---


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magicsnake
post Apr 27 2009, 07:44 PM
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Hello, I've got a problem,
I am using this "largeparty code" (like you) and I would like to know how to use:
"#_/ * fix_actor(ActorID, true/false)
#_/ Allows you to fix or force an actor into remaining in the active party
#_/ and not be switched out with a standby actor. If the true/false
#_/ argument is omitted, the statement is automatically considered true"

What is the actor ID ? (if the character is named Vivi is the actor ID "Vivi" ?)
could you give me an example with "Vivi", pleeeeeeease !!!!!!!!!!!!!!



This post has been edited by Mithran: Apr 28 2009, 01:06 AM
Reason for edit: Removed huge unnecessary code block
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Mithran
post Apr 28 2009, 01:11 AM
Post #5


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QUOTE (magicsnake @ Apr 27 2009, 12:44 PM) *
Hello, I've got a problem,
I am using this "largeparty code" (like you) and I would like to know how to use:
"#_/ * fix_actor(ActorID, true/false)
#_/ Allows you to fix or force an actor into remaining in the active party
#_/ and not be switched out with a standby actor. If the true/false
#_/ argument is omitted, the statement is automatically considered true"

What is the actor ID ? (if the character is named Vivi is the actor ID "Vivi" ?)
could you give me an example with "Vivi", pleeeeeeease !!!!!!!!!!!!!!


Welcome to the boards. Please take the time to get acquainted with the rules posted on the main link above. This post is breaking more than one rule at once, including necroposting, and hijacking. To answer your question, Actor ID is the number to the left of the actors name. In the future, if you have a question different from the one posted, make your own thread. Thank you.


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