#==============================================================================
# Multiple Parties Xp
# Version: 1.0b
# Date: July 26, 2011
# Ported by: gerkrt, gerrtunk
# Small Fix by: Twb6543
# Idea to port: TheRealDeal
# Link:
#
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]#
# Original Author: modern algebra (rmrk.net)
# Link to Original VX version:
#
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Description:
# This script allows you to maintain multiple parties (separate item lists, steps,
# everything) and allows you to merge them at will. Primarily useful for a
# game where parties split up or a game where you can have separate parties
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Instructions:
# Place this script under ? Materials in the Script Editor.
# There are several codes to keep in mind:
#
# $game_parties[id] :accesses the party located in that index.
# :creates it if it does not yet exist.
# $game_parties[id] = X :Sets the party to X. It MUST be a
# :Game_Party object
# p = $game_parties.merge(id1,id2) :merges two parties and saves them in p
# $game_parties.merge! (id1, id2) :merges two parties and saves them in
# :$game_parties[id1] and deletes $game_parties[id2]
# $game_parties.delete (id) :Deletes $game_parties[id]
#
# In order to switch the current party, just do this:
#
# $game_party = $game_parties[id]
# $game_player.refresh
#
# By default, the original party is saved in $game_parties[0], so you may
# want to avoid overwriting $game_parties[0] and just work with 1,2,...
#
# Also, be very careful when dealing with parties. Always remember what
# parties exist and where they are in $game_parties or else you may make a
# stupid error occur.
#
# *EXAMPLE EVENT*
#
# @>Change Items: [Potion], + 1
# @>Change Gold: + 50
# @>Script: p = $game_parties[1]
# : : $game_party = p
# : : $game_player.refresh
# @>Change Party Member: Add [Oscar], Initialize
# @>Change Weapons: [Bastard Sword], +1
# @>Change Gold: + 100
#
# Assuming that $game_parties[1] did not previously exist, this event just
# switched your party to the party with index 1, and if you looked at your
# menu you would see that Oscar is in the party, you have 100 Gold, and a
# Bastard Sword. The potion and the other 50 Gold went to the initial party
#
# Now, let's say Oscar later meets up with his party and rejoins. Then this
# event would do the trick:
#
# @>Script: $game_parties.merge! (0, 1)
# : : $game_party = $game_parties[0]
# : : $game_player.refresh
#
# And there, the two parties have been merged and everything that Oscar had
# obtained goes to the party.
#==============================================================================
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Summary of Changes:
# new method - add_multiple_steps
#==============================================================================
class Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Add Multiple Steps
# amount : the amount of steps to add
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def add_multiple_steps (amount)
@steps += amount
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Adds a function from VX so the script works in XP
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def items
result = []
for i in @items.keys.sort
result.push($data_items[i]) if @items[i] > 0
end
for i in @weapons.keys.sort
result.push($data_weapons[i]) if @weapons[i] > 0
end
for i in @armors.keys.sort
result.push($data_armors[i]) if @armors[i] > 0
end
return result
end
end
#==============================================================================
# ** Game_Parties
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This class handles Parties. It's a wrapper for the built-in class "Array."
# It is accessed by $game_parties
#==============================================================================
class Game_Parties
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
@data = [$game_party]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Retrieve Party
# id : the ID of the party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def [] (id)
@data[id] = Game_Party.new if @data[id] == nil
return @data[id]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def []= (id, party)
# Does nothing unless it is a party object
return unless party.class == Game_Party
@data[id] = party
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Merge
# id_1 : the ID of the first party
# id_2 : the ID of the second party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def merge (id_1, id_2)
new_party = Game_Party.new
# Get old parties
op1 = self[id_1]
op2 = self[id_2]
# Gold
new_party.gain_gold (op1.gold + op2.gold)
# Members
(op1.actors | op2.actors).each { |actor| new_party.add_actor (actor.id) }
# Items, Weapons, and Armor
(op1.items | op2.items).each { |item|
new_party.gain_item (item, op1.item_number (item) + op2.item_number (item))
}
# Steps
new_party.add_multiple_steps (op1.steps + op2.steps)
=begin
# Not used in RPG Maker Xp
# Last Item
new_party.last_item_id = op1.last_item_id
# Last Actor
new_party.last_actor_index = op1.last_actor_index
# Last Target
new_party.last_target_index = op1.last_target_index
# Quest Log was for Vx not Xp so cut out here.
=end
return new_party
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Merge!
# id_1 : the ID of the first party to which the second party is merged
# id_2 : the ID of the second party that is deleted
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def merge! (id_1, id_2)
@data[id_1] = merge (id_1, id_2)
delete (id_2)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Delete
# id : the ID of the quest to be deleted
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def delete (id)
@data[id] = nil
# If this was the last in the array
if id == @data.size - 1
# Delete any nil elements that exist between this party and its successor
id -= 1
while @data[id] == nil
@data.delete (id)
id -= 1
end
end
end
end
#==============================================================================
# ** Scene_Title
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased method - create_game_objects
#==============================================================================
class Scene_Title
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Game Objects
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias command_new_game_GP_alias command_new_game
def command_new_game
$game_parties = Game_Parties.new
command_new_game_GP_alias
end
end
#==============================================================================
# ** Scene_Save
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased methods - write_save_data
#==============================================================================
class Scene_Save
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Write Save Data
# file : write file object (opened)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_multiparty_wrt_sv_dta_6hye write_save_data
def write_save_data(file)
modalg_multiparty_wrt_sv_dta_6hye (file)
Marshal.dump($game_parties, file)
end
end
#==============================================================================
# ** Scene_Load
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased methods - read_save_data
#==============================================================================
class Scene_Load
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Load Save Data
# file : file object for reading (opened)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_multiparty_rd_sv_dat_2gte read_save_data
def read_save_data(file)
modalg_multiparty_rd_sv_dat_2gte (file)
$game_parties = Marshal.load(file)
end
end