Party Guests

Version 1.1 (7/13/2012)
Script Download

This script allows you to have actors as guests in the party similarly to various console RPGs. A custom window is added to the menu that displays current guests in the party.

Party guests do not require special tags in their noteboxes. They are simply actors put into a “guests” group within the party which is seperate from any of your battle or reserve members. Because of this, guests are not eligible to be chosen for battle at all.

Since guests are just glorified actors, names, face graphics, sprite graphics, etc. are defined in the Actors tab in the database like normal. Those settings are then used in various display windows related to guests.

Guests provide no special effects to the party. However, other existing scripts can provide effects if desired.

If an actor is already in the main party and is placed into the guest group, the actor will automatically be removed from the main party. The same is true vice versa.

Changelog

  • v1.1
    • Fixed guest_in_party? Script Call.
    • Changed instance variable name for Guest ID array. (7/13/2012)
  • v1.0
    • Initial release. (6/25/12)

Script Calls

The following script calls are meant to be used in “Script…” event commands found under Tab 3 when creating a new event.

add_guest(actor_id)

Adds an actor to the party guest group. If the actor is already in the main party, the actor will automatically be removed from the main party before being added to the guest group.

remove_guest(actor_id)

Removes the actor from the guest group.

remove_all_guests

Removes all actors from the guest group.

————

The following script calls are meant to be used in Conditional Branch event commands within the Tab 4 “Script” box. Each of these script calls will turn the given Game Switch ON or OFF, where ON is true and OFF is false.

guest_in_party?(actor_id)

Checks whether the given actor is a guest in the party.

————

Compatibility

This script aliases several default methods.

  • Game_Party#initialize
  • Game_Party#add_actor
There are no default method overwrites.

Requests for compatibility with other scripts are welcome.

Terms and Conditions

Please do not repost this script elsewhere without permission. Newest versions of this script can be found at https://mrbubblewand.wordpress.com/

26 Responses to Party Guests

  1. Pingback: RGSS3: Party Guests « Bubble Blog

  2. Fafnir says:

    Copypasta mistake: The paragraph after “Script Download” needs to be changed to correctly match the script’s functionality.
    Otherwise, really neat idea.

  3. Shin says:

    This is atually really cool. I always wanted to do that on rm, like Florian on Tales of the Abyss! A actor that accompany the party but does not fight.

    Would be cool though if they could participate on battles, but AI controlled. Like the guests on FFXII.

    Thanks for that, Lord Bubble!

  4. Kenta Reaman says:

    Is there any patches for yanfly’s custom menu script I get errors with this.

  5. Mr. Bubble says:

    Please link to the script in question.

  6. Pingback: RGSS3: Homunculus Item (ホムンクルス) « Bubble Blog

  7. Pingback: Newsflash 07 « Blog of Chaos17

  8. estriole says:

    i think the height need to be a bit lower if you use yanfly menu. if you have two guest the top one will block the lowest menu in yanfly. the solution is to edit the height of the window a little bit shorter (i did :D). and dont forget to put the script ABOVE the yanfly menu.

    the line i mentioned is this :
    class Window_PartyGuests < Window_Base
    #————————————————————————–
    # * Object Initialization
    #————————————————————————–
    def initialize
    super(0, 0, window_width, window_height-12)
    refresh
    end

    see the -12 after the height 😀 thats the magic number after i experiment few times.

    hope that helps. but if bub could create updates to adjust window size and position it would be nicer :D.

  9. Raja says:

    Hi i’m getting this error when i try to open menu after charecter joins guest party…
    script ‘game_actors’ line 20: TypeError occurred no implicit conversion from nil to integer

    can you tell me how to fix this?
    thanks.

  10. Mr. Bubble says:

    Make sure you don’t load from an old save file. If that’s not it, check if it is caused by another custom script you’re using.

  11. Raja says:

    No… still pops up when i try to open menu. I even tried by making a new project but still shows up.

  12. Mr. Bubble says:

    Raja, you’ll have to upload a small demo for me to look at because I can’t replicate that issue.

  13. Raja says:

    Sure no problem, but now that i think of it, can it be because im using the portuguese/brazilian version of VX Ace? If thats the reason i dont understand either because im using one of Yanfly’s battle engine and works perfectly… But dont worry as soon as as i can ill send you the demo…

    Sorry for any trouble.

  14. Mr. Bubble says:

    Sorry, but I’m not going to help anyone who uses unofficial versions of RM anymore.

    All I can tell you that you’re the only person to bring up this error with this script and this script has been out for quite awhile. If a couple hundred people are using the script and you’re the first and only person to report a certain problem then it’s probably you.

  15. Raja says:

    No problem mate… i apologize for the time you lost with me… bye.

  16. Prince Zuko says:

    Excuse me, but can’t you add a “Play Time” window in this menu? I really love your script, but I didn’t like that blank space in the left. Congrats!

  17. Bunni89 says:

    Not sure if you’re still updating this, but how would I be able to set off a switch to run upon the instant a guest is added and turn off when they leave? (I want to give guests the ability to add passive bonuses to the party for the time they’re there)
    So far its looking like I’ll have to have a parallel process in every single map using the guest_in_party script call…

  18. Mr. Bubble says:

    Bunni, just to be clear: you want to associate game switches with actors and you want to automatically turn these switches on/off whenever you use the add_guest and remove_guest script calls?

    That can be added.

    But are you using another custom script for passive effects? Some of those scripts allow you set your own custom conditions for those.

  19. estriole says:

    rather than switch how about assigning autostates that will run in guest notetags. then add the method at battlestart to autoadd states by looking what guest in party. then search the guest autostates notetags. it would be better if have option to make it permanent states or not so we could make states that permanent the whole battle. or make states that wear off once you die. (example autolife once if angel guest in party).

    the ideal notetags format would be :
    -> will add states 5 and permanent
    -> will add states 6 and not permanent (will wear off after die once)

    just a suggestion though. using it that way we don’t need external script for the passive effect.

  20. estriole says:

    duh the html eat the notetags.
    imagine if : is
    :guest_states: 5,true: -> add states 5 permanent
    :guest_states: 6,false: -> add states 6 once (will wear of after die once)

Leave a Reply here. (Due to a recent increase in comment spam bots, new comments will be moderated unless you have at least one approved comment in the past.)

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s