Hello.
I am currently doing a game and I'm using Yanfly's party system.
I removed the party section from the menu and I want the player to change party menbers at a crystal(Cliche...)
But Whenever I Swap party menbers, they're still there, but not in the active party, like the default script.I'm not using Yanfly's menu script tough.
So, I can't really understand much of scripting...And I wanted the unactive party menbers to be removed and when they entered the party, they would appear(duh~). :)
I would apreciate some help if you can, thanks ayway... ;)
Removing inactive party menbers.
● ARCHIVED · READ-ONLY
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At the point where you want them to leave, for example, on the crystal, when the player chooses which party member to remove, use the 'Change party Member', Remove, on the first tab of the event command menu. When you want them to reappear (if you do) use the same 'Change Party Member', but now check 'Add'.
This removes/adds them completely, and if you have removed them they do not show up on any menu. It's the old "X leaves the party" routine. -
They do?!
I'll try it out! :p
Thanks for the help! -
Inactive party members show up in yanfly's menu because they are still party members, even if they don't participate in battle.
To remove them completely, you have to remove them from the party like ksjp17 explained. -
I have exactly what you need!
Use this script:
Code:class Game_Party < Game_Unit attr_accessor :in_army #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias game_party_initialize_rrns initialize def initialize game_party_initialize_rrns @in_army = false end #-------------------------------------------------------------------------- # * Get Members #-------------------------------------------------------------------------- def members in_army ? all_members : battle_members endendclass Scene_Army < Scene_MenuBase #-------------------------------------------------------------------------- # * Start #-------------------------------------------------------------------------- alias scene_army_start_rrns start def start $game_party.in_army = true scene_army_start_rrns end #-------------------------------------------------------------------------- # * Terminate #-------------------------------------------------------------------------- alias scene_army_return_scene_rrns return_scene def return_scene $game_party.in_army = false scene_army_return_scene_rrns endend -
@Nugem
Looks interesting, but I'm having difficulty seeing the advantage of this over simply using the standard event command. What does it do other than replicate that function? -
By default, all members are displayed in Main Menu bellow active battle members. This script hides these reserve party members. Only battle members will show up, just like Final Fantasy games. To access the other members, you will have to select them in a Party Change scene.@Nugem
Looks interesting, but I'm having difficulty seeing the advantage of this over simply using the standard event command. What does it do other than replicate that function?
I use it with Yanfly Party System and works perfectly. -
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
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Yes, I can see that if you want that particular aesthetic, then it's fine. My concern would be that it also prevents 3 significant advantages of Yanfly's system - i.e. the ability to check/change equipment without having to put characters in and out of the active party, the ability to see how new gear in a weapon/armor shop affects all party members' stats and the ability to use non-battle skills of reserve party members. For me those advantages weigh heavily.
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That's a convenience you will have to drop if you dont want the characters to be swapped at any time, if you are using default Formation on the Menu with Swap Fix script.Yes, I can see that if you want that particular aesthetic, then it's fine. My concern would be that it also prevents 3 significant advantages of Yanfly's system - i.e. the ability to check/change equipment without having to put characters in and out of the active party, the ability to see how new gear in a weapon/armor shop affects all party members' stats and the ability to use non-battle skills of reserve party members. For me those advantages weigh heavily.
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Ah, I see. However, I think we are in danger of derailing the thread, so maybe it's best to stop here.