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> KGC_LargeParty, advanced party organization
Mr. Bubble
post Jun 6 2011, 01:55 AM
Post #1



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Party Expansion & Formation - KGC_LargeParty
Last Update: 2009/11/01
Created by tomy ( http://ytomy.sakura.ne.jp/ )

Attached File  kgc_largeparty.png ( 84.5K ) Number of downloads: 1358


This is part of an on-going project to update and restore KGC scripts to have their own individual topic for easier user reference.

About "Last Update" timestamps:
Last update timestamps refer to the date as defined on the original KGC website. This is to keep track of whether scripts are up-to-date or not.


Summary
This script allows you more control over the default "party" system by removing the limitation of only having four actors to a party. These extra actors may behave just as any other actor during battle. In addition you may also have "standby" actors, who can be swapped out with the current party via a "Party Formation" screen, which may optionally be added into the main menu panel, and/or even called from pressing a specified button while on the main menu.


Latest Updates
This version of KGC_LargeParty has been updated to the latest version as found on the KGC website. This means compatibility with KGC_CursorAnimation has been fixed. A number of new user functions have also been added. It is now also possible to deploy standby members into battle if the main battle party is entirely defeated.


Script
Attached File  KGC_LargeParty.txt ( 87.93K ) Number of downloads: 1539

If pasting the script in your script editor results in the code appearing all on one line, simply download the txt file onto your hard drive and copy it from Notepad.


Installation
Paste this script into its own page within the "Materials" section in the script editor of your project.


How to Use
All customization is done within the customization module within the script. There is also a large amount of Script commands made for general use. Please read the comments thoroughly.


Compatibility
  • Patch for Battle Engine Melody - Keep in mind that the LargeParty script provided from this link is an older version. The patch itself should still work with the latest version though.
  • Patch for Tankentai ATB by sparkyg13
  • If you are using a custom menu script, $scene = Scene_PartyForm.new is the command to open up the party formation screen. Please read this post.


FAQ

Why is the Party command disabled in the menu/in battle? I can't select it to switch my party members.
Spoiler:
Please read this section in the script:
CODE
  #                  ◆ Party Formation In-Game Switch ◆
  #  This allows you to assign an in-game Switch that allows you to enable or
  #   disable the Party Formation screen on the main command menu.
  PARTYFORM_SWITCH          = 3
  #                  ◆ Party Formation In-Game Switch ◆
  #  This allows you to assign an in-game Switch that allows you to enable or
  #   disable the Party Formation screen on the main command menu.
  BATTLE_PARTYFORM_SWITCH   = 4
  #            ◆ Default Party Formation Switch Activation Toggle ◆
  #  When "New Game" is selected, both party formation permission switches
  #   automatically become active (ON) when this is set as true.
  DEFAULT_PARTYFORM_ENABLED = true


By default, PARTYFORM_SWITCH is set to game switch 3. This means that if switch 3 is turned off, the party command will be disabled in the menu. If game switch 4 is turned off, the party command will be disabled in battle. You can change these switches to other IDs if you want. Make sure you don't have any events that inadvertently turn these switches off when you don't want them to.

If you are using custom scripts that modifies the Title screen, it is possible these switches may not be properly set at the start of a new game due to script incompatibility.


Terms and Conditions
http://ytomy.sakura.ne.jp/tkool/rpgtech/rules.html
Editing and modifying the script is okay. Just don't say you made it all yourself.
Permission to use is not necessary.
Copyright information/documentation for KGC scripts is not necessary.


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MISTER BIG T
post Jun 6 2011, 08:49 AM
Post #2


King of Sadism
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Type: Coder
Alignment: Chaotic Neutral




Is there way to enable the party switch in battles for certain fights only?


--------------------


Clenched emotions
'Round my ween
Feel my heart beat
Off and your head in

I feel strongly about violence

Love is a fist


Guy: Who's the big girl?
Me: That's not girl! That's me!

Avatar edited by Master of None, colored by me
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Mr. Bubble
post Jun 6 2011, 08:52 AM
Post #3



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QUOTE (MISTER BIG T @ Jun 6 2011, 01:49 AM) *
Is there way to enable the party switch in battles for certain fights only?

Yeah, you control it by a switch. It's in the script already:


CODE
  #              ◆ Party Formation In-Game Switch (In Combat) ◆
  #  This allows you to assign an in-game Switch that allows you to enable or
  #   disable the Party Formation screen during combat.
  BATTLE_PARTYFORM_SWITCH   = 4


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MISTER BIG T
post Jun 6 2011, 09:00 AM
Post #4


King of Sadism
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Type: Coder
Alignment: Chaotic Neutral




But I thought that just affects ability to change party in the fight and not the in case of defeat party add?


--------------------


Clenched emotions
'Round my ween
Feel my heart beat
Off and your head in

I feel strongly about violence

Love is a fist


Guy: Who's the big girl?
Me: That's not girl! That's me!

Avatar edited by Master of None, colored by me
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Zakkie
post Jun 6 2011, 09:02 AM
Post #5



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BEM Patch by gagay

I would appreciate it if you could insert the link to the topic, Bubble.


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Mr. Bubble
post Jun 6 2011, 09:18 AM
Post #6



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QUOTE (MISTER BIG T @ Jun 6 2011, 02:00 AM) *
But I thought that just affects ability to change party in the fight and not the in case of defeat party add?


The same switch will prevent standby members from being deployed if the main party is defeated. I even checked the method that does this:

CODE
  def process_defeat_launch
    while @spriteset.animation?
      update_basic
    end

    return unless KGC::LargeParty::ENABLE_DEFEAT_LAUNCH
    return unless $game_party.partyform_enable?


If you need an entirely different switch to control defeat deployment, I can do that for you.

QUOTE (Zakkie @ Jun 6 2011, 02:02 AM) *
BEM Patch by gagay

I would appreciate it if you could insert the link to the topic, Bubble.

Ok.


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MISTER BIG T
post Jun 6 2011, 10:07 AM
Post #7


King of Sadism
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Type: Coder
Alignment: Chaotic Neutral




Yes, I would need another switch so that you'd always be able to switch charas in combat but only in certain fights (like, one or two of the hardest, longest battles) would the reserve come in to help if a character dies.


EDIT: Using that patch, I did not get the extra command anywhere. My Yanfly is dated 2010.05.01 , is the compatibility thing changed since the release?

This post has been edited by MISTER BIG T: Jun 6 2011, 10:20 AM


--------------------


Clenched emotions
'Round my ween
Feel my heart beat
Off and your head in

I feel strongly about violence

Love is a fist


Guy: Who's the big girl?
Me: That's not girl! That's me!

Avatar edited by Master of None, colored by me
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Mr. Bubble
post Jun 6 2011, 10:23 AM
Post #8



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Type: Undisclosed
Alignment: Unaligned




QUOTE (MISTER BIG T @ Jun 6 2011, 03:07 AM) *
Yes, I would need another switch so that you'd always be able to switch charas in combat but only in certain fights (like, one or two of the hardest, longest battles) would the reserve come in to help if a character dies.


Put it below KGC_LargeParty.

Spoiler:
CODE
module KGC; module LargeParty
  # Game switch ID that controls standby member deployment if the main battle
  # party is defeated. ON: Standby will deploy. OFF: Standby will not deploy.
  # Standby members will still not deploy if the game
  # switch for BATTLE_PARTYFORM_SWITCH is set to false.
  DEFEAT_LAUNCH_GAME_SWITCH = 5
end; end


class Scene_Battle < Scene_Base
  alias defeat_launch_extra_switch process_defeat_launch
  def process_defeat_launch
    if !$game_switches[KGC::LargeParty::DEFEAT_LAUNCH_GAME_SWITCH]
      while @spriteset.animation?
        update_basic
      end
      return
    end
    defeat_launch_extra_switch # alias
  end
end


I didn't test it, but I believe it should work.

Edit: Fixed something


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Deebs
post Jun 6 2011, 11:02 PM
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Alignment: True Neutral




Never thought I'd use this but it turns out what I'm currently fiddling with does, so I want to thank you for posting up the latest and greatest version as well as the other KGC scripts. Many, many kudos from me.
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Purplemandown
post Jun 11 2011, 02:36 AM
Post #10



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Type: Designer




I tried to use the script, and got the following error upon opening the menu:

Script 'KCG_LargeParty' line 1551: NoMethodError occurred.
undefined method 'add_command' for
#<Window_CommandNMS:0x38901b8>

What am I doing wrong, and how do I fix it?

Thanks in advance.
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Mr. Bubble
post Jun 11 2011, 02:49 AM
Post #11



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QUOTE (Purplemandown @ Jun 10 2011, 07:36 PM) *
I tried to use the script, and got the following error upon opening the menu:

Script 'KCG_LargeParty' line 1551: NoMethodError occurred.
undefined method 'add_command' for
#<Window_CommandNMS:0x38901b8>

What am I doing wrong, and how do I fix it?

Thanks in advance.

Firstly, you need to thoroughly read through the comments of the scripts that you choose to use.

You're using another custom menu command script that is not initially compatible with KGC_LargeParty. You'll need go to KGC_LargeParty line 152 and find the line USE_MENU_PARTYFORM_COMMAND = true. Change it to USE_MENU_PARTYFORM_COMMAND = false

You will then need to consult your custom menu script to add the party formation command into your menu. The script command to open up the party formation screen is:

CODE
$scene = Scene_PartyForm.new


That's about all I can help you with.


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Purplemandown
post Jun 11 2011, 03:01 AM
Post #12



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Ok, it works now. Thanks a ton.
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Mr. Bubble
post Jun 11 2011, 03:32 AM
Post #13



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Added a link to the patch for Tankentai by sparkyg13.

I'm not sure if it'll be fully compatible with the new feature in the latest version.

Also, I had to reupload the script in the first post to update the comments. I mistakenly left several event commands showing the use of square brackets instead of parenthesis. Whoops. wink.gif


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MISTER BIG T
post Jun 13 2011, 11:58 AM
Post #14


King of Sadism
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Type: Coder
Alignment: Chaotic Neutral




Okay, I tried fooling around with Gagays patch but I still can't get the Large Party to appear in the battle commands.


--------------------


Clenched emotions
'Round my ween
Feel my heart beat
Off and your head in

I feel strongly about violence

Love is a fist


Guy: Who's the big girl?
Me: That's not girl! That's me!

Avatar edited by Master of None, colored by me
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Kylar Stern
post Jun 15 2011, 03:00 AM
Post #15



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Type: Designer
Alignment: Chaotic Evil




I've been through this entire thread and still can't find what I've done wrong. Whenever I increase my max number of battlers above 4, and then take more than 4 party members into battle, the characters that joined my party after the original 4 do not show up. You can select them and tell them to attack ore use certain skills, but their names, and health/MP are not visible. Only the cursor outline of them. I really hope this isn't I bad question.


--------------------
"Your weapons, you will not need them."
"You know boss, it is possible to quote something besides Star Wars."
"That, my dear apprentice, is why you fail."
"I hate you sometimes."
"I know, I hate both of us sometimes."
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Mr. Bubble
post Jun 15 2011, 03:02 AM
Post #16



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^Are you using any custom battle systems or any other custom script? If so, list them all.


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Kylar Stern
post Jun 15 2011, 03:10 AM
Post #17



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Type: Designer
Alignment: Chaotic Evil




QUOTE (Mr. Bubble @ Jun 14 2011, 08:02 PM) *
^Are you using any custom battle systems or any other custom script? If so, list them all.


None. All I have is the original RPGVX Scripts and I all I did to those was change the MAX_BATTLE_MEMBERS value to 99.
I have an image of the problem, here it is. [attachment=20899:Issue.png]


--------------------
"Your weapons, you will not need them."
"You know boss, it is possible to quote something besides Star Wars."
"That, my dear apprentice, is why you fail."
"I hate you sometimes."
"I know, I hate both of us sometimes."
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Mr. Bubble
post Jun 15 2011, 03:12 AM
Post #18



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Alignment: Unaligned




Sorry to tell you this, but a 99-member battle party is an absurd number.


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Kylar Stern
post Jun 15 2011, 03:13 AM
Post #19



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Type: Designer
Alignment: Chaotic Evil




QUOTE (Mr. Bubble @ Jun 14 2011, 08:12 PM) *
Sorry to tell you this, but a 99-member battle party is an absurd number.


Yes It is. But I felt it would be best to use that seeing as how you can't get 99 characters in my game.


--------------------
"Your weapons, you will not need them."
"You know boss, it is possible to quote something besides Star Wars."
"That, my dear apprentice, is why you fail."
"I hate you sometimes."
"I know, I hate both of us sometimes."
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Mr. Bubble
post Jun 15 2011, 03:23 AM
Post #20



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Type: Undisclosed
Alignment: Unaligned




Upload a demo that replicates your issue then please. Even with MAX_BATTLE_MEMBERS = 99 and 20 characters in battle, I don't see your issue.


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