How to remove "Remove" in YanFly Party System due to error

PhoenixX92

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Okay, first things first, link to script:
https://rpgmaker.net/scripts/65/


How do I remove the ability to remove members from the party?


This is a very odd script that I can't figure out how to fix. Allow me to explain what goes wrong, because it's really odd...


If you have a full party(let's say 5) and you remove party members 1, 2, 3, and 4, but leave 5, when you enter a battle, you have 1 character in the party...


However, when you remove 2, 3, 4, and 5, but leave 1, the game crashes and gives you (pic 1)


I have absolutely no idea how to fix this. At the top of the script, you can remove the option to remove them from the top left portion of the party menu, this is the portion of the script that controls that. Simply delete "Remove" and it takes it away from the top(pic 2 shows remove in both locations, but top left is what this part of the script removes)


ENABLE_MENU = true # Enables party menu. Default: false
COMMANDS =[ # The order at which the menu items are shown.
# [:command, "Display"],
[ :change, "Change",],
[ :revert, "Revert",],
[ :remove, "Remove",],
[ :finish, "Finish",],
] # Do not remove this.
COMMAND_ALIGN = 1 # 0:Left Align, 1:Center Align, 2:Right Align


 However, it leaves the remove option in the party list when you go to select a character from your reserves.


Would someone mind digging through this script and showing me how to take the remove feature away?


Also;
On the bottom of these screenshots, the green numbers are from Bandicam. It's not from a script :)  


I was able to recreate this exact issue with five scripts:
YanFly Core Engine


YanFly Party System


YanFly Command Party


YanFly Battle Engine


YanFly Visual Battlers


If needed, I can upload a demo of those scripts for you. I wouldn't mind to, however, it'll take some time to upload the file so a response on this thread would be awhile(super slow net here)  :)  
 


Screenshot_56.png


Screenshot_57.png
 
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Shaz

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I think you are better off figuring out what's causing the crash and fixing that.


Is it set up to force the first party member to be unchangeable?  If it is, and you remove them, the others won't slide in to occupy the space, so your first party member will become "nobody".  This is why it's crashing.  If you need to be able to remove them, you also need the others to be able to slide in and take their place.
 

PhoenixX92

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I think you are better off figuring out what's causing the crash and fixing that.


Is it set up to force the first party member to be unchangeable?  If it is, and you remove them, the others won't slide in to occupy the space, so your first party member will become "nobody".  This is why it's crashing.  If you need to be able to remove them, you also need the others to be able to slide in and take their place.

No, all party members can be changed. This whole thing's just incredibly strange. I have the add-on to where I can swap mid-battle.
I can't start a battle without a full party or it crashes... However, I can swap mid-battle, take it to 1 member, and fight and it sends the character that's left to the top(where the leader was before) But, when I re-swap and take the party back to more than 1 character mid-battle, I crash again, except with a different error. I get this from swapping to a 1 character party mid-fight then taking it back to 6(pic)

Line 639 for the script in the SS:


elsif @actor_sprites[actor.index].battler.moving?


Entire portion where that string comes from:

#--------------------------------------------------------------------------
# alias method: update_actors
#--------------------------------------------------------------------------
alias spriteset_battle_update_actors_vb update_actors
def update_actors
for actor in $game_party.battle_members
if $game_party.battle_members[actor.index].death_state?
@actor_sprites[actor.index].character_sprite.angle = 90
@actor_sprites[actor.index].character_base.step_anime = false
#
elsif @actor_sprites[actor.index].battler.moving?
@actor_sprites[actor.index].character_sprite.angle = 0
@actor_sprites[actor.index].character_base.step_anime = true
else
@actor_sprites[actor.index].character_sprite.angle = 0
@actor_sprites[actor.index].character_base.step_anime = YEA::VISUAL_BATTLERS::BATTLE_STEPPING_ANIM
end
end
if @current_party != $game_party.battle_members
dispose_actors
create_actors
end
spriteset_battle_update_actors_vb
end


I'm going to upload a demo with the RTP to dropbox after posting this, because it's extremely difficult to explain. It all seems to stem from the visual battlers and the engine(game?) not being able to realign the party members while in combat, or it might not, I'm unsure. Swapping mid-fight causes an issue with the visual battlers script, and going into battle without a full party causes an issue with the Sprite_Battler script. The amount of different errors I get with this has me confused as to where the root of the problem is, so maybe a pair of fresh eyes could help me narrow it down. 
Should I edit the OP and put the demo link there, or in another reply on the thread?

Edit:
I have no idea why this screenshot is so huge. I apologize.


Screenshot_67.png
 
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Roninator2

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I tried to test your issue but did not get any problems and that's because I removed the in-battle party swap due to errors and I have party member 0 to be required, so they can't be removed. Perhaps these options would be better for you? Otherwise you need to find a fix for the yanfly party system. Although it sounds like your trying to do something not many would consider. Most times people want as many members in a battle as they can get. The party swap should be used for when you need that specific character that needs to do an attack that will injure the enemy because nobody else can.
 

PhoenixX92

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I tried to test your issue but did not get any problems and that's because I removed the in-battle party swap due to errors and I have party member 0 to be required, so they can't be removed. Perhaps these options would be better for you? Otherwise you need to find a fix for the yanfly party system. Although it sounds like your trying to do something not many would consider. Most times people want as many members in a battle as they can get. The party swap should be used for when you need that specific character that needs to do an attack that will injure the enemy because nobody else can.
Yeah, I have a few bosses who require defense lowering skills for anybody to be able to deal damage. I could do a work-around and create items that do the same thing as the skills in case you enter the fight without the spell casters so I don't need to add in-battle swapping.
I have 1 mage of each type... Blue(Final Fantasy style; Learns spells by stealing them from enemies,) black, and white, so truthfully, there's enough of a variety that you should be able to pull off defeating bosses if I give items that will lower the enemy's defenses for a few turns if by some odd chance you don't want to take the spell casters in on a boss fight.


Honestly?
That makes balancing a LOT easier for me, too. Removing in-battle party swapping. No real loss by removing it.

Thank you for your help, Roninator2.
 
 

Roninator2

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You're welcome. My project involves 9 party members and only 4 in battle so I too wanted the party swap, but it makes life more difficult. The biggest issue I have actually was with Victor Sant's Animated Battlers and doing summons. Always got an error or the game froze. So now my game just forces people to choose who they want to battle with. I would add all 9 to the battle, but that gets pretty crowded. I like the multiple characters feature, and I could only allow the party to have 4 members, but I want to write a story line and I see that as more work to figure out who is in the party every time you do a dialogue instead of just having everybody in there.
 
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PhoenixX92

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You're welcome. My project involves 9 party members and only 4 in battle so I too wanted the party swap, but it makes life more difficult. The biggest issue I has actually was with Victor Sant's Animated Battlers and doing summons. Always got an error or the game froze. So now my game just forces people to choose who they want to battle with. I would add all 9 to the battle, but that gets pretty crowded. I like the multiple characters feature, and I could only allow the party to have 4 members, but I want to write a story line and I see that as more work to figure out who is in the party every time you do a dialogue instead of just having everybody in there.
I've never used Victor's animated battlers.
Your project forces the players to choose who they want to battle with... Explain that?
Like, before you enter the boss fights, does it pull up the menu and offer you to change the activate party or what?

My storyline is somewhat done, but I don't have an ultimate goal or anything yet. Just the journey and how and why you're where you're at. How long do you think it'll take you to finish your project?
 
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Roninator2

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At the moment the calling the swap party members screen has not been implemented or tested, but it is planned. It would be before major boss battles and some brief info would be provided to help the player.


I'm expecting summer 2017. I'm just one person working on it in my spare time and playing other games to see other ideas. I have one person that is working on graphic images for me, but it's slow going. I'm probably 5% done. Still building the system. Got to make my enemies and I've got to make my crafting system and finish my materia configurations.


Otherwise I've only done a basic game, just for testing, Takes about 20 minutes to go through. My demo is on my website, but it's an older version now. you can PM me for more conversation outside your thread topic. 
 

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