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> Sky's Party Management Menu, No longer supported Check [SSR] Party Management
Rating 3 V
Sky00Valentine
post Mar 29 2010, 08:07 PM
Post #1


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




Sky's Party Management Menu Version 1.2
Created By Sky00Valentine


Going through Bug Search


Introduction
A party Management Menu. Choose who is in your reserves Party, who is in your
battle party, as well as who cannot be switched to the other party. Unsure what else to say.

Features
-Allows player to swap members

Updates

fixed bug for when party is larger than 16, (March 31)
added xp sprite compatability(Actually most sprites) (April 19)
added compatibility with Yanfly's Battle Engine Melody. (May 21)
However to be added :

- Adding a more detailed stats menu
- Adding ability to go back to less than 4 battlers when you want to.
- Cleaning up excess script among other things

Screenshots
uploaded pictures

How to use

-Plug and play under Materials under any required scripts

-Dariathan's EXP add-on script required found in demo

-Wortana Neo Gauge Final script required found in demo

-To lock a character beforehand add their
actor id to the respective array's
$STUCK & $NO_IN

-To lock a character in game add this to
a call script.
for locking current party members $STUCK.insert(0,n) with n being the actors id
for locking reserved party members $NO_IN.insert(0,n) with n being the actors id

-To remove a lock on a character add this t0
a call script
for current party members $Stuck.delete(n) with n being the actors id
for reserve party members $NO_IN.delete(n) with n being the actors id

-Make sure to set the Sprite_Type to the version of sprites your using
VX for VX Sprites, and XP for XP Sprites.

Demo

here
however take the script, as the demo isn't updated.
Script

Spoiler:
CODE
#===========================================================================
#
# Sky's Party Management Script
# Version 1.3
# March 26, 2010 Started
# March 29, 2010 Completed
#
#===========================================================================
#
# Features :
#    Version 1.0 -
#       - Swapping of members available
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
#         Yanfly :Game_Party Class to add extra members & switch members.
#         Prexus :reference
#      Sofresh85 :for requesting script  
#
#===========================================================================
#
# Terms of Use
# ------------
#
#     Crediting Rpgmakervx.net is the only thing I ask.
#     However feel free to credit Sky00Valentine if you
#     see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#  
#    - Adding a more detailed stats menu
#    - Adding ability to go back to less than 4 battlers
#      when you want to.
#    - Cleaning up excess script among other things
#  
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -Plug and play under Materials under any required scripts
#
# -Dariathan's EXP add-on script required
#
# -Wortana Neo Gauge Final script required
#
# -To lock a character beforehand add their
#  actor id to the respective array's
#  $STUCK & $NO_IN
#
# -To lock a character in game add this to
#  a call script.  
#  for locking current party members $STUCK.insert(0,n) with n being the actors id
#  for locking reserved party members $NO_IN.insert(0,n) with n being the actors id
#  
# -To remove a lock on a character add this to
# a call script
# for current party members $Stuck.delete(n) with n being the actors id
# for reserve party members $NO_IN.delete(n) with n being the actors id
#
#===========================================================================

$STUCK = []    #Cannot be removed from party
$NO_IN = []    #Cannot be added to the party
MENU_INDEX = 0 #Index of the command you want your cursor on in the main menu starting from 0
                
#==============================================================================
#
# I did not make this script to be edited by anyone other
# Than myself when asked.  So if you edit anything past this
# point it is at your own risk.  I am not held responsible
# for any errors or damage happening because of users
# editing.
#
#==============================================================================

class Window_Base < Window
  def draw_actor_hp2(actor, x, y, width = 120)
    draw_actor_hp_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    last_font_size = self.contents.font.size
    self.contents.font.size = 12
    self.contents.draw_text(x, y+14, 30, WLH, Vocab::hp_a)
    self.contents.font.color = hp_color(actor)
    self.contents.font.size = last_font_size
    xr = x + width
      self.contents.font.size = 12
      self.contents.draw_text(xr - 88, y+14, 44, WLH, actor.hp, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 48, y+14, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 48, y+14, 44, WLH, actor.maxhp, 2)
      self.contents.font.size = 20
    end
    
  def draw_actor_mp2(actor, x, y, width = 120)
    draw_actor_mp_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    last_font_size = self.contents.font.size
    self.contents.font.size = 12
    self.contents.draw_text(x, y+14, 30, WLH, Vocab::mp_a)
    self.contents.font.color = mp_color(actor)
    self.contents.font.size = last_font_size
    xr = x + width
    self.contents.font.size = 12
    self.contents.draw_text(xr - 88, y+14, 44, WLH, actor.mp, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(xr - 48, y+14, 11, WLH, "/", 2)
    self.contents.draw_text(xr - 48, y+14, 44, WLH, actor.maxmp, 2)
    self.contents.font.size = 20
  end
  
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.font.size = 14
    self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 2)
    self.contents.font.size = 20
  end
  
  def draw_actor_exp(actor, x, y, width = 100)  
     if actor.next_exp != 0
       exp = actor.now_exp
     else
       exp = 1
     end
     gw = width * exp / [actor.next_exp, 1].max
     cg = neo_gauge_back_color
     c1, c2, c3 = cg[0], cg[1], cg[2]
     draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3)
     (1..3).each {|i| eval("c#{i} = MOG_EXP_GCOLOR_#{i}") }
     draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false, width, 50)
     xr = x + width
     self.contents.font.size = 12
     self.contents.draw_text(xr - 86, y+14, 44, WLH, actor.now_exp, 2)  
     self.contents.font.size = 12
     self.contents.font.color = system_color
     self.contents.draw_text(x, y+14, 30, WLH, "XP")
     self.contents.font.size = 12
     self.contents.font.color = normal_color
     self.contents.draw_text(xr - 46, y+14, 11, WLH, "/", 2)
     self.contents.draw_text(xr - 46, y+14, 44, WLH, actor.next_exp, 2)
     self.contents.font.size = 20
   end
end

class Window_Party < Window_Selectable
  
  def initialize
    super(0, 112, 260, 304)
    @actors = $game_party.members
    @item_max = [4,@actors.size].min
    self.index = 0
    refresh
  end
  
  
  def refresh
    @actors = $game_party.members
    if @actors.size < 5
      party = @actors.size
    else
      party = 4
    end
    for i in 0...party
      rect = item_rect(i)
      bitmap = Cache.character(@actors[i].character_name)
      sign = @actors[i].character_name[/^[\!\$]./]
      name = @actors[i].name
      @c_index = @actors[i].character_index
      if sign != nil and sign.include?('$')
        cw = bitmap.width / 3
        ch = bitmap.height / 4
      else
        cw = bitmap.width / 12
        ch = bitmap.height / 8
      end
      n = @c_index
      src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
      self.contents.blt(rect.x,rect.y+10,bitmap,src_rect,255)
      self.contents.font.size = 18
      self.contents.draw_text(40,rect.y+4,272,24,name)
      self.draw_actor_level(@actors[i],40,rect.y + 24)
      self.draw_actor_hp2(@actors[i],123,rect.y-4,100)
      self.draw_actor_mp2(@actors[i],123,rect.y+14,100)
      self.draw_actor_exp(@actors[i],123,rect.y+32,100)
    end
  end
  
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 70
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * 70
    return rect
  end
end

class Window_Reserve < Window_Selectable
  def initialize(x, y, width, height, spacing)
    super(x, y, width, height,4)
    @actor = $game_party.members
    @item_max = @actor.size - 4
    @column_max = 4
    self.active = false
    refresh

  end
  
  def refresh
    self.contents.clear
    @actor = $game_party.members
    @mem_index = self.index + 4
    @item_max = $game_party.members.size - 4
    self.contents.dispose
    self.contents = Bitmap.new(width-32, [height - 32,row_max * 58].max)
    for i in 0...@item_max
      draw_item(i)
    end
  end
  
  def page_row_max
    return 3
  end
  
  def top_row
    return self.oy / 58
  end
  
  def top_row=(row)
    row = 0 if row < 0
    row = row_max - 1 if row > row_max - 1
    self.oy = row * 58
  end
  
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    a = index + 4
    bitmap = Cache.character(@actor[a].character_name)
    sign = @actor[a].character_name[/^[\!\$]./]
    name = @actor[a].name
    @c_index = @actor[a].character_index
    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 = @c_index
    src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*@ch, cw, @ch)
    self.contents.blt(rect.x+14,rect.y+2,bitmap,src_rect,255)
    self.contents.font.size = 12
    self.contents.draw_text(rect.x,rect.y + @ch + 2,rect.width,24,name,1)
  end
    
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = ((contents.width + @spacing) / @column_max - @spacing)
    rect.height = 58
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * 58
    return rect
  end
  
  
end

class Window_Confirm < Window_Selectable
  
  def initialize
    super(102,110,340,166)
    @item_max = 2
    self.active = false
    refresh
  end
  
  def refresh
    for i in 0..1
      rect = item_rect(i)
      if i == 0
        ans = "Yes"
      else
        ans = "No"
      end
      self.contents.draw_text(rect.x,rect.y,rect.width,24,ans,1)
    end
    self.contents.draw_text(0,0,rect.width,24,"Are you sure you would like",1)
    self.contents.draw_text(0,28,rect.width,24,"to switch characters?",1)
  end
  
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = ((contents.width + @spacing) / @column_max - @spacing)
    rect.height = 34
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = (index / @column_max * 34) + 56
    return rect
  end
end

class Scene_Party < Scene_Base
  
  def start
    create_menu_background
    @viewport = Viewport.new(0, 0, 544, 416)
    @switch = Window_Base.new(0,0, 544 , 56)
    @assign_name = Window_Base.new(0,56,544,56)
    @party = Window_Party.new
    @reserve = Window_Reserve.new(260,112,284,203, 4)
    @reserve_stats = Window_Base.new(260,315,284,101)
    @reserve.help_window = @reserve_stats
    @confirm = Window_Confirm.new
    @no_reserve = Window_Base.new(102,160,340,94)
    @switch.viewport = @viewport
    @assign_name.viewport = @viewport
    @party.viewport = @viewport
    @party.viewport = @viewport
    @reserve.viewport = @viewport
    @reserve_stats.viewport = @viewport
    
    @confirm.opacity = 0
    @confirm.contents_opacity = 0
    @no_reserve.contents.draw_text(0,20,300,24,"No members in reserve",1)
    @no_reserve.opacity = 0
    @no_reserve.contents_opacity = 0
    fill
  end    
  
  def fill
    reserve_id = @reserve.index + 4
    actor = $game_party.members[reserve_id]
    @switch.contents.clear
    @assign_name.contents.clear
    @reserve_stats.contents.clear
    @switch.contents.draw_text(10,0,534,24,"Main Party Member :")
    @switch.contents.draw_text(310,0,544,24,$game_party.members[@party.index].name)
    if $NO_IN.include?(actor.id)
        @switch.contents.font.color = @switch.text_color(17)
        @switch.contents.draw_text(440,0,544,24, "[Locked]")
        @switch.contents.font.color = @switch.normal_color
    end
    @assign_name.contents.draw_text(10,0,534,24, "Reserved Party Member :")
    if actor.nil?
    elsif (@reserve.active or @confirm.active)
      if $NO_IN.include?(actor.id)
        @assign_name.contents.font.color = @assign_name.text_color(17)
        @assign_name.contents.draw_text(440,0,544,24, "[Locked]")
        @assign_name.contents.font.color = @assign_name.normal_color
      end
      @assign_name.contents.draw_text(310,0,544,24, actor.name)
      @reserve_stats.draw_actor_hp2(actor,0,0)
      @reserve_stats.draw_actor_mp2(actor,0,17)
      @reserve_stats.draw_actor_exp(actor,0,34,120)
      @reserve_stats.contents.font.size = 16
      @reserve_stats.contents.draw_text(130,0,544,24,actor.name)
      @reserve_stats.draw_actor_level(actor,130,40)
    end
  end
  
  def dispose
    @switch.dispose
    @assign_name.dispose
    @party.dispose
    @reserve.dispose
    @reserve_stats.dispose
    @confirm.dispose
    @no_reserve.update
  end
  
  def refresh
    @party.refresh
    @reserve.refresh
  end
  
  def update
    @switch.update
    @assign_name.update
    @party.update
    @reserve.update
    @reserve_stats.update
    @confirm.update
    @no_reserve.update
    fill
    reserve_id = @reserve.index + 4
    if Input.trigger?(Input::B)
      if @party.active
        Sound.play_cancel
        dispose
        $scene = Scene_Menu.new(MENU_INDEX)
      elsif @reserve.active
        Sound.play_cancel
        @reserve.active = false
        @reserve.index = -1
        @party.active = true
      end
    elsif Input.trigger?(Input::C)
      if @party.active
        if $STUCK.include?($game_party.members[@party.index].id)
          Sound.play_buzzer
        elsif $game_party.members.size < 5
          Sound.play_buzzer
          @party.active = false
          @no_reserve.opacity = 255
          @no_reserve.contents_opacity = 255
        else
          Sound.play_decision
          @reserve.active = true
          @reserve.index = 0
          @party.active = false
        end
      elsif @reserve.active
        if $NO_IN.include?($game_party.members[reserve_id].id)
          Sound.play_buzzer
        else
          Sound.play_decision
          @reserve.active = false
          @confirm.active = true
          @confirm.opacity = 255
          @confirm.contents_opacity = 255
          @confirm.index = 1
        end
      elsif @confirm.active
        if @confirm.index == 0
          Sound.play_decision
          n = []
          for i in 0..3
            n[i] = $game_party.members[i].id
          end
          n[@party.index] = $game_party.members[reserve_id].id
          @party.active = true
          $game_party.set_battlers(n[0],n[1],n[2],n[3])
          @reserve.contents.clear
          @party.contents.clear
          @confirm.active = false
          @confirm.opacity = 0
          @confirm.contents_opacity = 0
          @reserve.active = false
          @reserve.index = -1
          refresh
        else
          @confirm.opacity = 0
          @confirm.contents_opacity = 0
          @confirm.active = false
          @reserve.active = true
        end
      elsif @no_reserve.opacity == 255
        Sound.play_decision
        @no_reserve.opacity = 0
        @no_reserve.contents_opacity = 0
        @party.active = true        
      end
    end
  end
end

class Game_Party < Game_Unit # credit to Yanfly for everything following
  
  #--------------------------------------------------------------------------
  # constants
  #--------------------------------------------------------------------------
  TOTAL_MEMBERS = 99
  MAX_MEMBERS = 4
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :actors
  attr_accessor :battlers
  
  #--------------------------------------------------------------------------
  # alias method: members
  #--------------------------------------------------------------------------
  alias members_pss members unless $@
  def members
    if not $scene.is_a?(Scene_Party)
      return battle_members
    else
      result = []
      for member in battle_members
        result.push(member)
      end
      for member in all_members
        result.push(member) unless result.include?(member)
      end
      return result
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: all_members
  #--------------------------------------------------------------------------
  def all_members; return members_pss.uniq; end
    
  #--------------------------------------------------------------------------
  # new method: battle_members
  #--------------------------------------------------------------------------
  def battle_members
    if @battlers == nil
      @battlers = [0, 0, 0, 0]
      for i in 0..([@actors.size, MAX_MEMBERS].min - 1)
        @battlers[i] = @actors[i]
      end
    end
    result = []
    for id in @battlers
      result.push($game_actors[id]) unless $game_actors[id] == nil
    end
    return result
  end
  
  def add_actor(actor_id)
    if @actors.size < TOTAL_MEMBERS and not @actors.include?(actor_id)
      @actors.push(actor_id)
      $game_player.refresh
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: set_battlers
  #--------------------------------------------------------------------------
  def set_battlers(n1 = 0, n2 = 0, n3 = 0, n4 = 0)
    battle_members if @battlers == nil
    n1 = @battlers[0] unless @actors.include?(n1)
    n2 = @battlers[1] unless @actors.include?(n2)
    n3 = @battlers[2] unless @actors.include?(n3)
    n4 = @battlers[3] unless @actors.include?(n4)
    @battlers = [n1, n2, n3, n4]
    $game_player.refresh
  end
  
  #--------------------------------------------------------------------------
  # alias method: add_actor
  #--------------------------------------------------------------------------
  alias add_actor_pss add_actor unless $@
  def add_actor(actor_id)
    last_size = @actors.size
    add_actor_pss(actor_id)
    if last_size < @actors.size
      battle_members if @battlers == nil
      for i in 0..(@battlers.size-1)
        if @battlers[i] == 0
          @battlers[i] = actor_id
          break
        end
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: remove_actor
  #--------------------------------------------------------------------------
  alias remove_actor_pss remove_actor unless $@
  def remove_actor(actor_id)
    battle_members if @battlers == nil
    @battlers[@battlers.index(actor_id)] = 0 if @battlers.include?(actor_id)
    remove_actor_pss(actor_id)
  end
  
end # Game_Party


FAQ

Will update as necessary

Bugs & Compatability

I have tested myself but may have been blinded because of being the
creator. So please inform me of any bugs you see.

As for compatability I haven't seen any any problems with other scripts.

Credit
Sky00Valentine for Making the script
Yanfly for usage of his Game_Party class
Sofresh85 for request at http://www.rpgmakervx.net/index.php?showtopic=28338

This post has been edited by Sky00Valentine: May 20 2012, 05:04 AM
Attached File(s)
Attached File  Party_Manager.png ( 88.33K ) Number of downloads: 3318
Attached File  Party_Manager2.png ( 94.72K ) Number of downloads: 3237
 


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+Quote Post
   
Dairu
post Mar 29 2010, 11:52 PM
Post #2


your RGSS kitteh!
Group Icon


Type: Coder
Alignment: Chaotic Evil




Hm, this looks neat. ^w^


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Look here for the scripts I've made: だいるのぶろぐ: RPG Maker VX Corner

I am...
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(got this from Cy, but it's actually from Chiaki xD)

I support the following...
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Currently working for:
Makryu
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+Quote Post
   
Sky00Valentine
post Mar 30 2010, 12:59 AM
Post #3


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




Thanks for the compliment I hope people find this useful. Will have an update soon to make it more useful.


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Mithran
post Mar 30 2010, 02:15 AM
Post #4


Scripter
Group Icon


Type: Coder
Alignment: True Neutral




Looks pretty good. Rather than using global variables to store the locked state of certain party members, you should place the arrays on something that is saved with the game, such as a public instance variable in $game_system or $game_party.


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Kovu
post Mar 30 2010, 02:34 AM
Post #5


Newb Hunter
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Type: Writer
Alignment: Neutral Good




So where's Dariathan's EXP add-on script?
I cant find it and i cant use this script sad.gif.


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QUOTE
Grand Moff Lyonn
two wrongs don't make a right
har har har.


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Har Har Har, HAR.


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Sky00Valentine
post Mar 30 2010, 04:13 AM
Post #6


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QUOTE (Kovu @ Mar 29 2010, 10:34 PM) *
So where's Dariathan's EXP add-on script?
I cant find it and i cant use this script sad.gif.


Wow I can't find a thread for it by itself. Wow sorry. I will see if i can post it here.

But i don't think its against the rules to tell you that you can find it in PHLiM2's Menu Mod Demo on here

http://www.rpgmakervx.net/index.php?showtopic=28566

If you don't want to download it you will have to wait sorry.


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Sofresh85
post Mar 30 2010, 04:54 AM
Post #7



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OMG! you did it, trying it out now, Thanks again Sky, your the greatest.

EDIT - Is there a way to make it show on the main menu if you are using the Yaqnfly Scene Menu Redux?
I tried going to line 364 in your script, and chaning the following:

CODE
        $scene = Scene_Menu.new(INDEX)

CODE
        $scene = Scene_Menu.new(YE::REDUX::MENU::MENU_COMMANDS.index(211))


I get this error:


unless ther is another way of doing, do you think?

Also any party members that are added make the font smaller than the others in the main menu, like this:



is there a possible fix for this too?

This post has been edited by Sofresh85: Mar 30 2010, 05:20 AM


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Kovu
post Mar 30 2010, 07:10 AM
Post #8


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Blah its still not working. Am i doing something wrong? I've put all scripts on a project with no other scripts and it still wont work. Unlesss i need more than the required you lsited hmmm?


--------------------
QUOTE
Grand Moff Lyonn
two wrongs don't make a right
har har har.


BUT! Two Negatives make a Positive :). And thats Math.
Har Har Har, HAR.


If we burn, you burn with us.

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Sky00Valentine
post Mar 30 2010, 07:23 AM
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@Sofresh yeah so we solved this in pms so yeah. Just make sure you have the required scripts.

@ Kovu
do you have the other scripts above mine?

If you do post your errors or screen shots of them. No offense but if you have them in the right order than it has to be something your doing.

This post has been edited by Sky00Valentine: Mar 30 2010, 07:25 AM


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Sofresh85
post Mar 30 2010, 07:35 AM
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The only thing I did was change what I posted, line 364, and that was only for the menu command so it shows in the main menu for me, which works, just the font size is the only thing, I did manage to find the proiblem with the error message now its just the font.


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Kovu
post Mar 30 2010, 07:39 AM
Post #11


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Party
NEo Gauge
EXp add on

Thats the order they're in and it isn't working sleep.gif.


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QUOTE
Grand Moff Lyonn
two wrongs don't make a right
har har har.


BUT! Two Negatives make a Positive :). And thats Math.
Har Har Har, HAR.


If we burn, you burn with us.

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Sky00Valentine
post Mar 30 2010, 07:42 AM
Post #12


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QUOTE (Kovu @ Mar 30 2010, 03:39 AM) *
Party
NEo Gauge
EXp add on

Thats the order they're in and it isn't working sleep.gif.


No do it in this order

Neo gauge
Exp add on
Party


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Sky00Valentine
post Mar 30 2010, 07:59 AM
Post #13


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Alright I edited the script to fix the font sizes.


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Kovu
post Mar 30 2010, 08:07 AM
Post #14


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Still not working sleep.gif.
Those are the only 3 scripts i have on this project.


--------------------
QUOTE
Grand Moff Lyonn
two wrongs don't make a right
har har har.


BUT! Two Negatives make a Positive :). And thats Math.
Har Har Har, HAR.


If we burn, you burn with us.

ORIGIN OF PURE EVIL (Read my posts to know)

-Current Projects-


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Sky00Valentine
post Mar 30 2010, 08:25 AM
Post #15


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QUOTE (Kovu @ Mar 30 2010, 04:07 AM) *
Still not working sleep.gif.
Those are the only 3 scripts i have on this project.


Alright so what is the problem or error your getting?


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Kovu
post Mar 30 2010, 08:44 AM
Post #16


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No error, it just doesnt show the party in the menu. The script just doesnt work and neither does the EXP add on. Hmmm.

This post has been edited by Kovu: Mar 30 2010, 08:44 AM


--------------------
QUOTE
Grand Moff Lyonn
two wrongs don't make a right
har har har.


BUT! Two Negatives make a Positive :). And thats Math.
Har Har Har, HAR.


If we burn, you burn with us.

ORIGIN OF PURE EVIL (Read my posts to know)

-Current Projects-


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Sky00Valentine
post Mar 30 2010, 09:04 AM
Post #17


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QUOTE (Kovu @ Mar 30 2010, 04:44 AM) *
No error, it just doesnt show the party in the menu. The script just doesnt work and neither does the EXP add on. Hmmm.


OOOOOOOOHHHHhhh. The script doesn't just appear in your menu. That is because there are so many different scripts out there that does that. You can use someone extra menu command script to add it in if you need. To use it without that use a call script $scene = Scene_Party.new

I am sorry I really could have sworn i added that. Unless it is in my other project. I am making a demo for this as well just to let you know.


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Kovu
post Mar 30 2010, 09:19 AM
Post #18


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.....*untranslatable cursing* *Kicks a box of Kittens into a pool* Hmmm.

Well, the KGC party script works but your script isn't sleep.gif. I think i'll just wait for a Demo.


--------------------
QUOTE
Grand Moff Lyonn
two wrongs don't make a right
har har har.


BUT! Two Negatives make a Positive :). And thats Math.
Har Har Har, HAR.


If we burn, you burn with us.

ORIGIN OF PURE EVIL (Read my posts to know)

-Current Projects-


Go to the top of the page
 
+Quote Post
   
Sofresh85
post Mar 30 2010, 02:28 PM
Post #19



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QUOTE (Kovu @ Mar 30 2010, 03:19 AM) *
.....*untranslatable cursing* *Kicks a box of Kittens into a pool* Hmmm.

Well, the KGC party script works but your script isn't sleep.gif. I think i'll just wait for a Demo.



Are you using any sort of Menu Command Scipt like Yanfly or Dargor?

Because mine works fine now, afer a few tweaks.


--------------------
Projects I highly recommend :-)



Art teaches nothing, except for the significance of life."

-- Henry Miller --


Check out my current project titled:
Lunatic Shards Book I: The Arrival



If you wish to support this game, copy and paste this into your sig.
CODE
[topic=22135][img]http://i830.photobucket.com/albums/zz228/sofresh8582/LS-TheatricalUserbar.png[/img][/topic]

CODE
[topic=22135][IMG]http://i830.photobucket.com/albums/zz228/sofresh8582/SupportLSSig.png[/IMG][/topic]


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Sky00Valentine
post Apr 2 2010, 06:38 AM
Post #20


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Updated to fix a few graphical errors on my part. Should work smoothly from now on. Edits to be added.

Also Demo is up if you haven't noticed. Holds needed scripts.

This post has been edited by Sky00Valentine: Apr 2 2010, 06:39 AM


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