Integrated Reserve Party
Author: modern algebra
Date: June 11, 2009
- <Version 1.0d> 06.11.2009 - Fixed issue with self-targetting skills.
- <Version 1.0c> 06.10.2009 - Fixed major bug with targeting actors not in the active party with skills.
- <Version 1.0b> 06.08.2009 - Fixed major bug with event commands that iterated actors
- <Version 1.0> 05.07.2009 - Original Release
This script allows you to have a reserve party. Basically, this means that it allows you to have a larger number of actors in the party than are active at any given time, and it allows the player to choose which actors are active. This is a system implemented in a number of games in the Final Fantasy series, as well as the Tales series and numerous other RPGs. What makes this different from other reserve party scripts is that it is integrated in the DMS, thus allowing you to access menus such as the status menu on party members in reserve, rather than only in the active party. Characters in reserve can be swapped into the active party by the player at any time and vice versa.
As the game maker, you have a number of options to limit this. You can set a minimum size for the active party, so if you wish the player cannot have fewer than whatever number you set, and as well you can set a maximum size for the reserve party. Further, you can set the percentage of exp received by characters in the reserve party, thus allowing you to limit how much exp is received by characters not in the active party. You can also lock individual actors to either the active party or the reserve.
- Integrated in the DMS, so this gives access to the other options for the reserve members. Thus, you can check the Status or the Equipment of characters in the Reserve Party easily.
- You can control where the option to alter party composition appears in the command menu and what it is called.
- You can lock actors in either the active or reserve parties, thus not allowing the player to rotate that character out
- You can control what percentage of exp is received by actors in reserve.
- You can enable and disable access to altering party composition option at any time.
- Easy configuration and a number of options to change settings in game.
Choosing status for a reserve party member:
Switching Party compositionInstructions
Place above Main and below other custom scripts in the Script Editor
Please see inside the header for detailed instructions on configuration and in-game options
Script is too large. Please see the demo, or you can download it as a text document
- Aranarther and skulper34, for reporting the iteration bug
- Abimopectore, for reporting the targetting bug
Please post in this topic at rmrk.net with any bug reports or suggestions. You may also post here, and I will provide support, but I may be slower as I do not come on this forum that often.
Known Compatibility Issues
Obviously, it will not work well with other party changing scripts. It does not support an active party larger than 4 characters, but it can support smaller active parties. Just change the constant MAX_MEMBERS in Game_Party to allow for that.
Further, since it is integrated into the DMS, it will likely not work with exotic CMSes. I have, however, taken some effort to make it compatible with scripts that change the DMS in less drastic ways. It ought to work with KGC CustomMenuCommand scripts as long as it is placed below all KGC scripts that utilize CustomMenuCommand. Further, graphical changes that alter how the actor is displayed in the Menu window should also be OK. If it does not work, there are a number of Party Changing Scripts not dependent on the DMS. For instance: KGC Large Party
, Prexus' Party Selector
or Dargor's Party Changer
It should also work with my Quest System. It likely will not work well with my Multiple Parties script, though I will work on a compatibility patch.
If you encounter any problems, please post here and I will do my best to fix it.
DemoIntegrated Reserve Party Demo.rar
This post has been edited by modern algebra: Jun 12 2009, 01:44 AM