Party System

Last Updated: 2012.01.23
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RPG Maker VX Ace comes with a very nice party system. However, changing the maximum number of members isn’t possible without the aid of a script. This script enables you the ability to change the maximum number of party members, change EXP rates, and/or open up a separate party menu (if desired). In addition to that, you can lock the position of actors within a party and require other actors to be in the active party before continuing.

Add-Ons

You can change the maximum number of actors that can enter battle at a time. In addition to changing that number, it will also expand the caterpillar (followers) on the field map to whatever that amount is. To change the number of members that can enter battle at a time with you, edit the MAX_BATTLE_MEMBERS constant in the module.

The formation menu item will lead to the new Party changer scene. This scene can be disabled for those who wish to keep using the default formation system. However, those that don’t wish to use it will not gain access to the ability to lock and require actors (which will be discussed later on).

The player can change party members in a more organized fashion while also being able to view actor data shown in the lower right corner of the screen. One of the bigger nuisances for the default formation system is the lack of ability to view actor data before switching them in without having to constantly switch to the Status screen. This will save an extra step for players that wish to view the actor data.

Lock actors or require them for parties, too! To lock an actor, the new party menu must be enabled. After that, use a script call to load any of the following commands

lock_actor(x)
unlock_actor(x)

This will lock actor x in its current position in the party if the actor is in the current party. The actor is unable to switch position and must remain in that position until the lock is removed. Use the unlock script call to remove the locked status. This script requires the actor to have joined and in the current party before the script call will work.

require_actor(x)
unrequire_actor(x)

This will cause the party to require actor x in order to continue. If the actor isn’t in the current party but is in the reserve party, the party menu will open up and prompt the player to add the required actor into the party before being able to continue. This script call will not function unless the specific actor has joined the party, whether it is in the current or reserve. call_party_menu This will open up the party menu. This script call requires for the party menu to be enabled to use.

Version v1.01 lets you change the sprites shown at Party Select Window to faces instead! Change the DISPLAY_FACE constant in the module to true to show faces. Change it to false to revert it back to sprites.

— And that’s all, folks! —

194 comments on “Party System

  1. This is pretty sick. Does it automatically change the battle windows as well to reflect the new battle characters? I would find out myself but I’ll wait till the full version comes out.

    • OH.. QUESTION! i’M USING THE TAKESHI BATTLE SCRIPT AND THE PARTY SYSTEM DOESN’T SEEM TO WORK WELL WITH THIS?.. WHY?… PLEASE HELP. WHENEVER i LAUNCH THE GAME IT GIVES ME ERROR FOR ONE OF THE LINES OF THE TAKESHI SCRPIT.. MAYBE CAUSE ITS MADE ESSENTIALLY FOR.. 4 PARTY MEMBERS..?

      • ah it appears that although the event that adds the new actor has added the actor for him to appear in the caterpillar you need to ‘refresh’ the formations by changing the new actor for themselves before there shown in the caterpillar.

      • Hello, I have similar problem with 1.08 version of script.
        I added your party script into my game “during progress”.
        Friends who playing my game has played more than 40hours and I am adding new features and content during their play.
        If I add 5th (or more) member into party, caterpillar does not expand (everything else is working fine including battle, reserves etc.) and I did not found way how to expand it.
        For new games it works fine.
        There is probably problem me and my friends had save game prior to your script included into project.
        Is there any other way to solve it without need to play whole my game from fresh start?
        Thank you and sorry for my language level :)

    • No, it is for the new one coming, RPG Maker Ace. If you are looking for a compatible Party System for VX made for Yanfly look for the Engine Zealous which have one.

  2. engine zealous? hmm i can’t seem to find it? is there any links :) too bad it’s for rpg vx ace ;p I want this script so bad it’s perfect XD

  3. When I select Remove or an empty field in the Party List, happens an error .

    Please fix this.

    I leave here a list of suggestions for your script:

    -Give the choice of don’t display the actor sprite in the list.
    -Do visible the selection field in the Party Select window only when you had selected any command, if someone is using a cursor mod, without modifying this the menu looks weird.
    -May you add “-In Party-” and “-Reserve-” tags instead of change the font color for the members in the party?

    I would do all by myself, but I have zero knowledge of scripting at this moment.

    Thanks in advanced for all.

    • I forget to leave this suggestion:
      -Add the choice of don’t see the characters in reserve on the general menu, inventory, equipment, skills, etc.

    • This bug doesn’t occur. You can select Remove on an empty field and no bugs occur. If you do, try a new game and then try again.

      > “I would do all by myself, but I have zero knowledge of scripting at this moment.”

      http://www.ruby-lang.org/

      Sorry, but I don’t see that as “I would do all by myself” when there are so many resources online to teach you this programming language.

      • I was not requesting guides, but thanks anyways… I was asking you improvements for your system, then, will you include on your system some of my suggestions?

      • About the bug, this is the message..
        “Script ‘Party System’ line 892: NoMethodError ocurred. Undefined method `exist?’ for nil:NilClass.”

      • @Daem: It most likely is due to conflicting scripts (of other authors), since Shanghai didn’t discover any bugs in her test run.

        I’m assuming Yanfly is making something similar to Equip Skill Slots – in other words, other systems. It’s often tasked to the user to customize the scripts for the rest, however. Usually because they’re less important than the core system in general.

        Also, Shanghai is not Yanfly.

    • Not sure how you’re getting the error for this but I attempted to fix whatever it is you’re getting.

      v1.06 – Bug fixed: Error with removing members.

      Furthermore, all features included in this script are final. Nothing more will be added. You can request others to add in the features for you.

  4. Maybe I’m just understanding this wrong but I guessed that the following:
    RESERVE_EXP_RATE = 0.50 # Reserve EXP Rate. Default: 1.00
    governs how much experience points members in the reserve get.

    I tried it with different values and none of them seem to work. :/

    None of the guys in the reserve (those not in the battle themselves) get any exp.

  5. I love the update of V1.01! That was one thing that I didn’t like, those sprites. The faces are way better. Good job there! ;)

  6. Can’t the number of the maximum battles be changed here on the way by an event command etc.?
    Moreover, can’t a battle member duplicate member’s exchange be operated now by an event command similarly?
    Although I wish I can change at the producers instead of a player …
    I am sorry.

    • This is a good idea!

      v1.07 – New Feature: Maximum Battle Members Variable added.

      To use this feature, set MAX_MEMBERS_VARIABLE to a variable ID. That variable’s value determines the maximum number of party members used in battle. Be cautious about using this during battle.

  7. Thank you for the quick action.
    the checking of operations of a battle member’s number change — it carried out.
    It is fortunate, if it cuts down with the battle member in another event and I also get a member’s change to inquire.
    Even if it is going to change in an event … In the present thing, the member whose row is the point will be pushed out and it will be added to a member.
    I am sorry when language is unclear.
    Since the support attack (what an actor participates in a battle temporarily and attacks an enemy) under battle is [ be / it ] under work
    A request comes out [ made / it / have you ].
    Then, I am sorry.

    • I’m actually unsure of what you’re trying to say. It’s okay to write it out in Japanese by the way. I can read JP a little. Though, if you do write back, I won’t be able to respond until later tomorrow (since it’s very late at night for me), haha.

  8. I am sorry.
    Exchange of a battle member and a standby member
    Event command
    Can’t it carry out by script command?
    A lower text is written in Japanese.

    戦闘メンバーと待機メンバーの入れ替えを
    イベントコマンドの上級の
    スクリプトで行うようにできませんか?

  9. Yanfly, I have a good idea for this script. You might add an option to force to having a character of type “X” in the group or to limit the number of characters of this type that you can have.. For example, I want to have in my group formed by 5 characters 4 human characters and 1 troll by force. I can add the number that should want of characters, but there has to be always minimum 1 human character and 1 troll character, and also to be able to activate or deactivate this option or the types that must be.
    I hope that you like this idea. ^_^

    • For example, this might serve for a system of pets. Only there can be a character with the type “Pet” in the group and debit of there being more of one with the type “Hero”. Another idea is that the quantity of the minimums and the maximums could be changed by a Variable, and another idea would be that the characters could have more than one type assigned.
      (I was thinking very much xD)
      PD: Sorry again 4 my bad English V_V

  10. Bug Report: When there is an empty space on the current roster for shown/battle members AND there is actors in the reserve roster THEN you add an actor, the actor gets added to the shown/battle party, but on the main menu they are added to the bottom of the list (even though they might actually be the third member, they show up last on the list).

  11. can put add-on? like a switch wether or not to activate change party in battle through event or script call in mid of gameplay?.
    when in battle if all active batle member dead its considered game over, even though reserve member still alive. can prevent game over and go to party menu instead?

    • oops sorry, correction. the switch is already there,
      but still
      when in battle if all active batle member dead its considered game over, even though reserve member still alive. can prevent game over and go to CHANGE PARTY MENU instead?

  12. Anomaly Report.

    I tested your script, and I found ‘lock_actor(x)’ script call isn’t working as you explained on my project.

    I’m not using Yanfly Engine Ace. I placed your script at the top of ‘( ここに追加 )’ scripts array. And I was able to lock first actor using config @ line 120, and requiring specific actor using ‘require_actor(x)’ script call without any modification on your script. But ‘lock_actor(x)’ was not working.

    I modified line 392, new method : lock_actor
    return unless $game_party.battle_members.include?(actor.id)
    ↓ (into)
    return unless $game_party.battle_members.include?(actor)

    and then, ‘lock_actor(x)’ worked. (I didn’t tested further by the way. i.e. using the script call on the actor not in party or something with this modified script)

    Could you check the line 392 and 402?

    • Oh dear god, thank you for posting this Olive. I was worried that I couldn’t get the locking system to work. I nearly went nuts for a moment there.

      I have also tried to modify line 402 as you did to line 392 and it did, in fact, worked.

      Hopefully people would be able to see this to resolve their ‘lock_actor’ problem.

      Thanks.

  13. I tried everything I can think of, I can’t get the actor to lock. I call the script, the event runs, but the actor is still unlocked. :/

  14. Hi! this is a great script, is there any way I can make it compatible with jets 2d script? And if so, what do i need to do for that? Thanks =)

  15. I have it set to where the actors in the current party are locked at all times unless on a save point, which then you can change actors freely. Is there a way to let a user change the actual formation of a locked party? I don’t want someone to be able to change party members out freely at any given time, but to at least be able to change the formation of a party.

  16. Is there a way to determine ‘true or false’ if an actor is in the current party? Like say one actor is in my party but merely reserves. Is there a way to check that?

      • To specify, I want the player to be able to choose their party but have the party members have their unique own dialog at certain places. So if this member is in the party, he says this, BUT if this member is in the party instead the he says this.

    • I just figured this out a while ago. You need to specify an actor position if your party has more than 4 actors. Go to the first page of Tankentai’s script, and the first thing you should see is the coordinates for actor positions during battle. You should add another set of brackets inside the larger set after the forth one, and follow the [+20,+15, 0] pattern (I think) to put the actor in proper position. I subtracted a little bit for each of the previous values to fit five people into the scene, so if you need to do that, go ahead.

  17. can you make a convoy character on the list like suikoden series please?
    and how i use MAX_MEMBERS_VARIABLE in the event ? i use MAX_MEMBERS_VARIABLE as ID on the variable and set it to 4 but my party is still 6 character after battle? how i can change the party from 6 to 4 after battle?

  18. When test the script i keep on getting the error:

    Script ‘Scene_Battle’ line 318:NoMethodError occured.
    undefined method `move_x’ for nil:NilClass

    how would i fix this?

  19. Okay, I need some help here. I typed in lock_actor(1) in a script call but it didn’t lock my character, and the character is at the top of my character data base list….

  20. I have a question: Is it possible to increase the amount of battle-present characters ingame, like, for a single battle? And then reset it to the normal amount of characters?

    To clarify, at one point, the party (5) fights a massive beast, alongside two batteries of cannons, who will function as invulnerable, auto-controlled characters, that result in game over when the rest of the party is dead. Is it possible to change the number of battleworthy characters to 7, and then back to 5 before and after the battle respectively?

    • Whoops! I’m a moron!

      In the comments, literally just below the section where you define how many battle-ready characters are allowed, there’s a section that lets you assign this to a variable.

      Sorry for the inane question, and thanks tremendously for making your in-script commentary so awesome. I’m going to try to do my script-comprehension at times that are not 3 in the morning from now on.

  21. For you guys that can’t get Actor_Lock to work, change line 392 to this:

    return unless $game_party.battle_members.include?(actor)

    Just delete line 392 completely and put ^ in its place.

    You can thank Olive for that little fix Yanfly seems to be ignoring….

  22. I have 8 characters/actors made yet the menu only shows the ones in my current party. How to I make the others available to be put into the battle group?

  23. What I figured out short after posting was I just had to add those characters to the party, despite the battle group being at 4. So it all worked out.

  24. That script is awesome, but I kinda have a compatibility problem…
    I’m using Fomar0153’s Animated Battler Script, but if I start a battle with your script, it says that there is a failure:
    Script ‘Animated_Battler’ line 190: NoMethodError occurred.
    undefined method ‘battler_name’ for nil:NilClass
    Is there a way to make it compatible?
    Greetings

  25. Question: Im currently overseas and cant access my Ace right now to check (using public internet now), but is there a way to change the face pictures shown on the lower right hand side box that shows the stats and equip to actor portraits instead?

  26. Hi Yanfly, ty, for all your nice work, im having a problem, i have your battle ace engine and the ace engine, i want to use your party system but when i plug in the script an error ocurs at the start of battle saying error in line 2743, undefined method ‘move x’ for nil:nilclass, can u help me please?

    • Sorry i now solve my problem, im usin jet’s simple sideview, i just need to put jet’s at the bottome of the list and all your’s first, now problem solve, sorry for bothering, good luck, awesome work, i love your scripts.

  27. Hi awesome work, just a Question does this work with Tankentai side view battle system? Because every time I go into battle there is a error popping out “Error 222″( data = N03::ACTOR_POSITION[@battler.index].dup)
    thanks for you help :)

    • You need to go into the first page of Tankentai’s script. The first thing you’ll see is the coordinates for actors in battle. Each set of coordinates is for party members 1, 2, 3, and 4 in order. Just add another set of brackets after the forth one, follow the pattern in each of the coordinates (I think it’s something like [+20,+15, 0] maybe) and there you go. All you need is coordinates for each actor based on your party size, and there’s no problem with the script at all. You can also proportionally decrease the values for all of the coordinates to squeeze in more people.

  28. How do I erase the second instance of -Remove- in the formation menu?
    Right now the list goes:

    O -Remove-
    » Character 1
    » Character 2
    » Character 3
    O -Remove-

    But I don’t want the second -Remove- to appear. How do I remove it?

  29. I have a bug it may be, if the characters are in the reserve party, conditional branches do not count them as removed from the main party

  30. Just because they aren’t in the battle party does NOT mean they are not in your party, there is no bug with the script it is your misunderstanding.

  31. i got a “sprite initialize” error when i tried to change max battler members to ‘6’.
    everything was working fine when it was ‘5’ members.

    it said it had no method for the following:

    return unless $game_party.battle_members.include?(self)
    @origin_x = @screen_x = @destination_x = SYMPHONY::ACTORS_POSITION[index][0]
    @origin_y = @screen_y = @destination_y = SYMPHONY::ACTORS_POSITION[index][1]

    plz help, thanks!

  32. How can I force to switch party members? I want actor X to be in position Y, but with an event command. Can I do this with, don’t know, script call?
    Thank you ^^

  33. Not sure if anyone else is coming across this issue, but when I add an actor to my party, all is good. But when I remove an actor from my party back into my reserves, they are out of the group and out of battle, but their portrait still shows up grayed out in the menu, how to I fix it so their portrait does not show up at all in the main menu?

  34. I can not get the script call lock function to work…
    Clear as day, I put in the script lock_actor(1), and still that actor can be switched out, and I have the party system enabled. I even locked all the actors and I could still switch them. So I was wanting help.

  35. This is great, its really helpful for me because I wanted to have 8 characters with only 4 usable at a time. I question though, how do you prevent your other party members from following you on the world map? I just want them in my party in cutscenes and battles, having them follow in the world map looks sorta silly XD

    • Go to tools then click database. From their go to the right and hit system. At the right on this page it shows options. Under the list of options it shows a box and to the right it says “Show player followers” un-check that box and your followers will not show up on the map, but they will be there.

      Hope this helps.

  36. I can’t get this Party system script working together with Battle Symphony, if I choose to have more than 4 characters in a battle. With 5th character, game crashes at the start of each battle.

    Error: Script ‘Battle Symphony’ line 1725: NoMethodError occurred. undefined method ‘[]’ for nil:NilClass

  37. hi. this is an awesome script, but i dont want the “remove” option. because if i remove actor (X), the actor (X) won’t show up for any cutscenes. do i have to “require” actor (X) all the time? how do i fix this? i really need to know. by the way, thank you for this awesome script :D

  38. I have a weird issue. I’ve locked actor 4 in place successfully. However, when I add a new member, they get placed in a slot above that character rendering them no longer the party leader. I’ve tried a number of potential solutions but to no avail…

    Help me?

    • The way VX ace works always the highest “position” will get used as leader -> If you want to keep actor 4 as front actor just put him in slot 1 and lock him there, that should do it. If you still get any problems with changing actors that’s probably a problem with the script as it worked fine for me when I tested it like I noted above.

  39. I’m getting in error. Someone please help.
    Whenever I enter a battle I get this.

    Script ‘Sprite_Battler’ line 80: TypeError occured.
    no implicit conversion from nil to integer

  40. Referring to my problem. I’ve fixed it, but only through setting up my parties a different way, which rippled through the game and caused me to have to change a lot of events. It’s a bug in the script, it must be.

      • it’s not a bug (100% sure :D). it set that way. if you lock the actor in slot 4. but you don’t have actor in slot 1,2,3. then of course it will add the actor in slot 1.
        and by default it will search the lowest index as the leader.

        and if you see in the scene we can left the slot 3 blank but still have slot 4 have actor.

        it’s your fault from the beginning. why didn’t you lock the actor in slot 1 instead of slot 4. :D.

        i also found yanfly apporach by letting the slot 1,2,3 empty is good. since i can create my suikoden formation system because of that.
        i can make my party like this in battle (i use sideview battle system)
        e x e
        x e x

        e => empty
        x => has actor.

  41. Can you forcibly remove an actor, and replace him/her with another?
    For example, an actor summons a character to take his/her place, and at the end of battle, replace with the summon, with the summoner?
    (creating a skill to dismiss the summon too?)

  42. I can’t get the lock_actor(x) script call to work. I’ve read the comments above, tried Olive’s solution and it still won’t work. My script call reads:

    lock_actor(1)
    lock_actor(9)

    • Is it locking the 1st actor? If so, you may just need to add actor 9. If not, try the suggestion Olive gave, start a new game. Also are you getting an error? You may be editing the wrong part of the script.

      • Both Actor 1 and 9 are part of the party when the script runs. No error, just not locking. The script runs at the beginning of the game (after the actors are added) so I always end up testing it by running a new game.

  43. I have a simple question; can someone give me an example of using the require_actor script call? How to, or when it would be a good idea to use this.

  44. @Healey1991: Ok, did you change (actor_id) => (actor) or (actor.id) => (actor)?
    I made that mistake the first time. If it isn’t that I don’t know how else to help. I’d
    recommend using another party script (if there is one).

    • Took me a while but finally resolved the issue. I was only changing the script at lines 392 & 492. As soon as I changed every instance of “actor_id” & “actor.id” to “actor” between lines 386 & 428 everything worked fine. I didn’t think I needed to change it for require_actor but apparently I was wrong :P. Thank you so much for your help!

  45. I can’t remove actors permanently. I reached a point in my game’s story where the main character is supposed to be alone, and I’ve tried using both the RPGM event command and a script call to remove all other actors. They go away just fine, but their followers remain. Also, as soon as I gain access to the party window again, they’re there again, and automatically jump into my party. So I have one person, being followed by two people that don’t exist, one other person joins me, and all of a sudden I have a full party of three with one reserve. What do I do??

  46. On the Party List side of the formations menu, instead of the actor sprite head, cut off by the ACTOR_Y_BUFFER, next to the name of the actor, can we go into the code and make it to where all the actors had the same sprite face by their name? and if so, could you please tell me how? i’m trying something a little different for my game. Please please please? :)

  47. Is there a way to set it so that you don’t see characters in the menu that aren’t in the party? Because even if I only have one party member, I can still see all others greyed out in the menu. It’s not a big deal but would be nice if there was a way to change this.

  48. my 11 party member doesn’t appear on the map, I already changed the MAX BATTLE MEMBERS in the script to 11, and 12 but it doesn’t work… also, in the game system, game objects, game_party, I changed the (* Get Maximum Number of Battle Members) max to 11, but it doesn’t show it either… is the max members just up to 10 in this script?… because I want to make 12 party members at least…

  49. Two questions:
    1) Is there a way I can check if [actor X] is in the active party or reserve party using Conditional Branch?

    2) Can I force an active party member into the reserve party?

    Thank you in advance.

  50. I’m gonna be using this script for my game as well, but i have a problem. I’m trying to make an event in my game where you have 5 characters to choose from, but can only take 4. main character is locked in the party, 2 of them are reserve slots, so i just need 1 more party member, but they don’t appear in the party select screen. everything else works fine,

  51. I have my max party size set to three, and I have the faces centered.
    When I go into battle, however, when someone attacks, it creates an extra image of the actor in front…. I’m lost.

  52. Is their a way to make it so the fifth slot is sorta like a guest slot? I want the last slot to be a slot where only a specified person can enter and you can’t mess with that character in anyway. Sorta like Final Fantasy XII.

  53. Is it possible to remove the two -Remove- commands from the party member menu completely? In my game I need to be able to change between my party members, but the party size can never be smaller than 4.

  54. does this script make it somehow possible to remove an actrom from the active battle party? like, in an event i want to use a script snippet like.. i don’t know:

    remove_actor(1) so that he will still be in the party but not be one of the active battlers.

  55. Hey there, this script is absolutely great!! I love it!

    But, there is one bug i think. If i set ENABLE_MENU to false and use the regular formation menu, it does not affect the order in which the party members walk.

    is there a way to fix this?

  56. It looks like Yanfly isn’t continuing work on this, but I have a bug to report anyway. I want to use the MAX_MEMBERS_VARIABLE to have my max number of party members change whenever I need (it works fantastically mid-battle by the way, even works with other scripts), but I do not want to use the whole party formation menu that comes with the script – all I need is the default way to switch formation that comes with Ace. However, when I make ENABLE_MENU = false, it doesn’t properly default back to that. It looks like it does in the menu, and the position in the party moves as it should, but the character displayed does not change, and it does not do anything to switch their position in battle.

  57. I don’t think I’m doing anything wrong but the download link does work, well like it pops up and like ‘save link’ go to folder its in but when I click it it says its not a file or the file is not found (around those lines), help?

  58. Is there any way to detect if an actor is the active party? I don’t want to require a character, just have something happen if they are an active party member.

  59. I keep getting this error: NoMethodError occured. undefined method ‘update’ for nil:NiClass. The code that it get’s stuck at is this: @effect_sprites.update
    Any ideas? I’m am using tankentai, but only with 4 party members in battle. I just want to use it as a party switcher.

  60. Would there be any way to add bonuses based on which position a character is in the formation? For example, receiving a defense bonus for being in the back row during combat.

  61. Hey Yanfly! I love this script, as I do all the ones of yours I use.
    But I have an issue, the script command lock_actor(x) doesn’t work for me?
    The option to have the first character locked by default works, yet when I try
    to use lock_actor(2), it doesn’t… well… LOCK him. The menu IS enabled and he IS in the party at this point, so I was hoping you could help?

  62. Getting this crash= “Script ‘Sprite_Battler’ line 80: TypeError occured”
    It seems to only happen when i remove a character in the formation. When the formation has all current characters in it it tends not to crash. I’m using the yanfly battle script and yanfly visual battlers. Any input is appreciated.

  63. I’m curious as to whether I can make it so that the party members who are not active in battle are not accessible to use skills from the menu.

  64. I keep getting a line 667 error ” draw_icon(Icon.locked_party, rect.x+rect.width–26, rect.height – 26) ” I know this isnt a script confliction problem as i have tried running the script in a new project. This script would be awsome if i could get it to function. any help?

  65. To anyone using exp splitting:
    If you don’t want dead party members to make exp seemingly ‘disappear’ after battle and want the exp to be divided among living battle members, go to line 232 and replace this:
    n /= [$game_party.battle_members.size, 1].max if YEA::PARTY::SPLIT_EXP
    With this:
    n /= $game_party.alive_members.size if YEA::PARTY::SPLIT_EXP

  66. I am getting this error while testing this specific script: “Script sprite battler line 80: TypeError Occurred” when I start a battle. I have 3 scripts in, the side view battle, Command Party and this one. I don’t know what to do.

  67. Hey yanfly, I got a question for ya: You noticed you set this up to allow actor faces to display instead of sprites, can you do the same for the reserve party member list? I guess this is a request but it’s one that’s vital for me as my current game set up is using a custom sprite setup which makes my reserve party members look like this: https://dl.dropboxusercontent.com/u/59396144/Actordisplayissue.png
    If you can at least tell me how to have your script call for a different sprite sheet at the very least I’ll take that.

  68. Cool script! It’s one I will most certainly use. I only have one problem though. The use of ‘call_party_menu’ is linked to the ‘ENABLE_MENU = true’. I do not want to allow the player to change the formation in the game unless they talk to some special NPC (like an innkeeper). Any way to change this?

    • NVM, figured it out. Set the ENABLE_MENU to false in the script. Then drop the following to that special NPC (inkeeper, or Santa in my test project :D):
      YEA::PARTY::ENABLE_MENU=true
      call_party_menu
      YEA::PARTY::ENABLE_MENU=false

  69. Right now I’m using a common event system which changes dead characters into the coffin sprite. But if the lead character is dead, then the party is led around the map by a mobile coffin.
    Could I use this script to automatically send dead characters back in line so a living character is leading the party?

  70. I doubt anyone will bother seeing as how support for this script doesn’t seems to have stopped (understandably so). I figured I’d ask anyway.

    Is there a way to enable a party member without directly adding them to the party first? I would like to “enable” characters that can be added to the party, but not right away. Like, after you help them, you can then go into the menu back at the home base and select them from the list of available party members.

  71. I love this script, but I have two requests to make it perfect. it. 1. A script call to require a number members for party. 2. An option to to HIDE the reserve members from the regular menu. For default, they appaers transparent. I hope it still gets updates as the swap members snippet.

  72. Okay nevermind, I found the links in his news about dropbox down. However, for some reason he didn’t upload the Party System first before all the add ons for it. That seems really weird.

  73. I would very much like to download this script and use it in my project, but it is still showing a Dropbox Error (509) due to overuse. Can someone please provide another link? Thank you.

  74. I love this script! Thank you for making it, though I have a quick question. Is it possible to have it where two party members cannot be in the active party at the same time? In my game there are two characters that start off disliking one another and I thought it would be a fun challenge if you had to build your party around this problem.
    Thanks again for this awesome script.

  75. Hey!
    I really like this script and the other scripts from here.
    But I have a problem with the party system script. It works for me, but when I have locked an actor, its impossible to unlock him. It seems the unlock command doesnt work. Have anyone a similar problem or a solotion for that?

  76. The party system works like a charm, but I do have a question to ask. I hope somebody on here can help me figure this out. I want to set up a variable that sets the value to the number of “active” party members and not the entire party. What I mean, for example, if I have party size of 5 and I have 8 members on reserve and I decide to put 3 of them in my party, I want the variable to recognize that I’m using 3 party members, instead of just saying I have 8 party members. Is there a way I can set the variable on some sort of common event every time I change my party to set to the number of players I’m using currently?

  77. can someone post the script because the one from the link above is only for five people in your party or if im looking at the wrong one could someone tell me where the right one is.

  78. the script works fine for me but is there a way to use a script call only to get to the member change screen? i want to use a savepoint that does member change if i turn ENABLE_MENU = false then none of it works, people who make lots of scripts better be prepared for a tone of questions because every script isnt 100% workable when anything<<< can go wrong but nope make all theses scripts then just be lazy with the answers

  79. also this dont work with side view battle script? i get an error trying to do battles with this script and im not gonna have a first person rpg game as it normally is thats soo old, im not making a Nes rpg game and i DO need a member select screen so what can i do?, it also seems that alot of yanfly scripts are for first person battles n thats stupid even when the scripts have nothing to do with battles i barely can use any of these scripts here just because i want a side view battle system like FF games

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