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 Party Change Script Trouble - aveyondstars -  04-05-2010
 
 Ok so I have this party changing script that changes the leader /who walks around on the screen/ and its driving me nuts cause there is a problem with it and I can figure out how to fix it... and I'm like clueless about this stuff.. so if someone could give me a step by step what to do with it... where to put it... what to delete... sort of thing that would be great...
 
 so here is the script:
 
 
 Code: #==============================================================================# ** Scene_Menu
 #------------------------------------------------------------------------------
 # This class performs menu screen processing.
 #==============================================================================
 
 class Scene_Menu
 #--------------------------------------------------------------------------
 # * Object Initialization
 # menu_index : command cursor's initial position
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
 @menu_index = menu_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
 # Make command window
 s1 = $data_system.words.item
 s2 = $data_system.words.skill
 s3 = $data_system.words.equip
 s4 = "Status"
 s5 = "Save"
 s6 = "End Game"
 s7 = "Party"
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,s7])
 @command_window.index = @menu_index
 # If number of party members is 0
 if $game_party.actors.size == 0
 # Disable items, skills, equipment, and status
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 end
 # If save is forbidden
 if $game_system.save_disabled
 # Disable save
 @command_window.disable_item(4)
 end
 # Make gold window
 @gold_window = Window_Gold.new
 @gold_window.x = 0
 @gold_window.y = 416
 # Make status window
 @status_window = Window_MenuStatus.new
 @status_window.x = 160
 @status_window.y = 0
 # Execute transition
 Graphics.transition
 # Main loop
 loop do
 # Update game screen
 Graphics.update
 # Update input information
 Input.update
 # Frame update
 update
 # Abort loop if screen is changed
 if $scene != self
 break
 end
 end
 # Prepare for transition
 Graphics.freeze
 # Dispose of windows
 @command_window.dispose
 
 @steps_window.dispose
 @gold_window.dispose
 @status_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 # Update windows
 @command_window.update
 @steps_window.update
 @gold_window.update
 @status_window.update
 # If command window is active: call update_command
 if @command_window.active
 update_command
 return
 end
 # If status window is active: call update_status
 if @status_window.active
 update_status
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when command window is active)
 #--------------------------------------------------------------------------
 def update_command
 # If B button was pressed
 if Input.trigger?(Input::B)
 # Play cancel SE
 $game_system.se_play($data_system.cancel_se)
 # Switch to map screen
 $scene = Scene_Map.new
 return
 end
 # If C button was pressed
 if Input.trigger?(Input::C)
 # If command other than save or end game, and party members = 0
 if $game_party.actors.size == 0 and @command_window.index < 4
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Branch by command window cursor position
 case @command_window.index
 when 0 # item
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to item screen
 $scene = Scene_Item.new
 when 1 # skill
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 2 # equipment
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 3 # status
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Make status window active
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 4 # save
 # If saving is forbidden
 if $game_system.save_disabled
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to save screen
 $scene = Scene_Save.new
 when 5 # end game
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to end game screen
 $scene = Scene_End.new
 return
 when 6 # party
 $game_system.se_play($data_system.decision_se)
 #Switch to party screen
 $scene = Scene_Party_Change.new
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status
 # If B button was pressed
 if Input.trigger?(Input::B)
 # Play cancel SE
 $game_system.se_play($data_system.cancel_se)
 # Make command window active
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 return
 end
 # If C button was pressed
 if Input.trigger?(Input::C)
 # Branch by command window cursor position
 case @command_window.index
 when 1 # skill
 # If this actor's action limit is 2 or more
 if $game_party.actors[@status_window.index].restriction >= 2
 # Play buzzer SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to skill screen
 $scene = Scene_Skill.new(@status_window.index)
 when 2 # equipment
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to equipment screen
 $scene = Scene_Equip.new(@status_window.index)
 when 3 # status
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to status screen
 $scene = Scene_Status.new(@status_window.index)
 end
 return
 end
 end
 end
 
 Party Change Script Trouble - Boot -  04-06-2010
 
 Woah, that's an ugly script. ( no indentation D:< )
 
 Anyways, I'm no scripter but I've tried it out myself with a blank project, there seems to be an error in how the steps window is shown so I deleted that line to see what else happened and it ended up looking for Scene_Menu::Scene_Party_Change. So it looks to me like this script is meant to work in tandem with another. Could you post a link to exactly which script you are using, it makes helping you a lot easier.
 
 General rule though, if the script offers a demo, download that rather than just the script, then copy the scripts out from that into a new project.
 
 
 Party Change Script Trouble - Boot -  04-13-2010
 
 I seem to remember solving this before the hack. aveyondstars neglected to download the actual party changer script, he only imported this script, which is just a menu call for the party changer.
 
 @aveyondstars - If you still need help just post the link again and I'll try to help you out.
 
 
 
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