Script in question: http://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/
Direct link to Script: https://github.com/Archeia/YEARepo/blob/master/Menu/Party_System.rb
Request: I am seeking (one of two possible) edit(s) to the above mentioned Yanfly Party system.
When completed, my game will have around 90ish characters to swap out to form a party of 6. Because of the large number, and because you recruit said characters as you progress, I wrote a nifty little common even that checks to see if x actor is recruited or not. Once the check is done, it then adds all possible able body characters to the party and then opens up Yanfly party system as show here. This is all well and good, expect for the fact it added them to the party as well, not just the pool shown to the far left. So close to perfect it hurts! So my request(s) are as follow.
~ Have some way (either by script call, or script edit) to auto clear out the active party, and just have the actors appear in the far left box as soon as it appears like shown here.
or
~ Some script call or script that automatically adds actors to the reserve party, so they will only appear in the left box in the screen shots above.
Thanks for your time!
Question (and edit) to Yanfly's Party System
● ARCHIVED · READ-ONLY
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*le bump*
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I cannot wait to see your game.
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I think we need some more info and clarification before this can be solved.
RM defines the "Party" as all players that have joined the player. this is divided into "Battle Members", who appear in the battlescreen, and "reserve members" who do not appear during battle.
Yanfly's party script follows exactly the same definition - adding an actor to the party makes it part of the reserve members that are displayed on the party screen.
Now the regular "add member" command adds new actors always at the end of the party, and the battlemembers are always the first members (without the party script), which means that the new members are automatically reserve members.
However, there have been topics in the past that a bug in the party system script makes a new member the first instead of the last member - is that what you're talking about here? If yes, please search this forum for said other topics - if I remember correctly there is a bugfix, but I don't know where.
If you're talking about something else, please describe in more detail what you want to happen. -
Why are you doing it this way? What's wrong with putting the person in the party when recruited, and then letting the player select the active members? If it is because you don't want them gaining EXP, you can turn that off in the database itself.When completed, my game will have around 90ish characters to swap out to form a party of 6. Because of the large number, and because you recruit said characters as you progress, I wrote a nifty little common even that checks to see if x actor is recruited or not. Once the check is done, it then adds all possible able body characters to the party and then opens up Yanfly party system as show here.
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Hey everyone!
Sorry for taking so long to respond, work, life, drama, all that good stuff likes to happen from time to time. In any case I was able to achive what I was looking for thanks to Lune Party Trade.
@bgillisp: I am doing this because I am making a Suikoden fan game, and that is how they do it.