MeowFace

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Made for a request here.

This script allows the changing of caterpillar size to more(or less) than 4 without effecting the battler members size.

[IMG]http://s7.postimg.org/rvrmcbazf/tile_hue.png[/IMG]

Features:

Able to change the visible followers size to more(or less) than 4 without changing the battler members size

How to Use:

[1] Paste the script below Material and above Main

[2] Change the COUNT numbers in settings area in the script.

Compatibility:

This script uses overwrite method.

It might conflict with scripts that tries to modify the follower's behaviour.

When that happens, try moving this script order in the script editor to either above/below your other custom script to check how it works.

Terms of Use:

Free for both commercial and non-commercial

Script:

#==============================================================================# ■ Meow Face Caterpillar#------------------------------------------------------------------------------# Change the numbers of visible followers without effecting battlers#==============================================================================# How to Use:# [1] Put this script below Material and above Main# [2] Change the COUNT numbers to how many members to show#==============================================================================module MEOW_FOLLOWERS #Do Not Remove!#==============================================================================# SETTINGS AREA#==============================================================================  COUNT = 6 # the count of party members in caterpillar (minimum 2)#==============================================================================# END OF SETTINGS AREA# !!EDIT BEYOND THIS LINE AT YOUR OWN RISK!!#==============================================================================endclass Game_Follower < Game_Character  def actor    $game_party.members[@member_index]  endendclass Game_Followers  def initialize(leader)    @visible = $data_system.opt_followers    @gathering = false    @data = []    @data.push(Game_Follower.new(1, leader))    (2...MEOW_FOLLOWERS::COUNT).each do |index|      @data.push(Game_Follower.new(index, @data[-1]))    end  endend

Update:

19-10-2015 Typo mistake. Missed a dot in the script making the count limit not working. It's fixed now.
 
Last edited by a moderator:

MeowFace

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Due to the V3 to V4 forum update, i am leaving the top post as is until they have a fix for the code part.


Please use this alternative version in the meantime: (it's the same as the top post, just not messed up in format)

Code:
#==============================================================================
# ■ Meow Face Caterpillar
#------------------------------------------------------------------------------
# Change the numbers of visible followers without effecting battlers
#==============================================================================
# How to Use:
# [1] Put this script below Material and above Main
# [2] Change the COUNT numbers to how many members to show
#==============================================================================
module MEOW_FOLLOWERS #Do Not Remove!
#==============================================================================
# SETTINGS AREA
#==============================================================================
  COUNT = 6 # the count of party members in caterpillar (minimum 2)
#==============================================================================
# END OF SETTINGS AREA
# !!EDIT BEYOND THIS LINE AT YOUR OWN RISK!!
#==============================================================================
end
class Game_Follower < Game_Character
  def actor
    $game_party.members[@member_index]
  end
end
class Game_Followers
  def initialize(leader)
    @visible = $data_system.opt_followers
    @gathering = false
    @data = []
    @data.push(Game_Follower.new(1, leader))
    (2...MEOW_FOLLOWERS::COUNT).each do |index|
      @data.push(Game_Follower.new(index, @data[-1]))
    end
  end
end
 

warssonunlimited

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Thanks for the script!


I didn't notice the second note  until much later, after I finally got the script working myself. (Working in Ruby from C++ is a bit of a hassle, but I'm starting to get the hang of it!)


Again, thanks for the caterpillar script, I hope I can make use of this very soon as I get everything else all set up. 
 

MeowFace

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You're welcome!
 

ExplosiveMeows

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Hey, I've installed the script above any other custom script I have, but i still can't seem to get more than 4 characters to show up.
However, now at least if I switch formation to the first 4 characters, they will change back and forth, was wasn't seeming to happen
at all in my game beforehand. Would I need to start a new save file and playtest that way? Or is there something else I'm missing.
 

Shaz

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You should really always start a new game after installing a new script. Yes, this one does require a new game, because the number of followers is determined when the party is created and that is only at the start of a new game.

If you switched formation before, you should have seen the changes reflected on the map. If you didn't, then possibly another script is causing troubles. It would be good to get that sorted out. Start a new thread for that one, if it's still an issue when you get the extra followers working properly. Would be good to disable this script and see if it's still an issue too, which would make troubleshooting easier (one less potential culprit).
 

Rain99

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RMVXA
Hi everyone fellow makers, i've found this script by MeowFace after a long search. I'm using VXAce and i really need to have all my party members (4 active and 2 reserves) moving behind the leader around the maps. Well, it seems to work good but if a battle starts or a party members is changed with a reserve during battle or even if one char have a state on (poison, blind...), going back to map screen "hide" the 2 inactive actors, they simply disappear like the script doesn't exist.

Note: From the "change party members" menu command, if a party member is switched and menu closed all actors appears again.
Note 2: i've started a new game and moved the script up/down the stack

Thanks for your help

Edit: starting a new project MeowFace script work fine, there is a problem with my other script: CP's battle engine from Neon Black... so i think there is nothing to do but any suggestion would be appreciate.
 
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