Black_Mage

Party Changer RMXP Script

Dec 28th, 2014
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  1. ################################################################################
  2. # Party Changer Script By Black Mage (Credit required to use)
  3. # Version : 1.7
  4. # https://burningwizard.wordpress.com/2014/12/28/party-changer-menu-script-rmxp-rgss/
  5. #
  6. # The set up :
  7. # First, put this script on your game. After that, you just need to
  8. # specify which characters that player can change in their party using this script call.
  9. #      $partychange[Character Number In Database – 1] = true
  10. #      $game_map.refresh
  11. # Change the value into false if you want to remove them from the menu.
  12. #
  13. # To call the menu, put this on script call.
  14. #      $scene = Scene_Party.new
  15. #
  16. #
  17. # The version 1.2 above give you a menu mode called "Information Mode" where it
  18. # include a profile of the character that is highlighted in the menu. Beware that this
  19. # mode is highly customizable, so you need some knowledge on RGSS scripting to utilize
  20. # to it upmost potential.
  21. # To call this menu, put this on script call.
  22. #      $scene = Scene_Party.new(0,1)
  23. #
  24. # If you have some knowledge on RGSS scripting, you may do edits to Profile Window
  25. # located on line 435 onwards to make the Profile Window that you like.
  26. #
  27. #
  28. # The version 1.3 above give you a large party menu mode. It's a menu that
  29. # compatible with some "Large Party" script out there.
  30. # To call this menu, put this on script call.
  31. #      $scene = Scene_Party.new(0,2)
  32. #
  33. # List of "Large Party" Script that has been tested :
  34. #   - Dargor's Large Party Script
  35. #
  36. #
  37. # The version 1.4 introduce lock feature.
  38. # If you want to lock specific character so that he/she can't be added or removed
  39. # from the party, simply use this script call.
  40. #      $partylock[Character Number In Database – 1] = true
  41. #      $game_map.refresh
  42. # Change the value into false if you want to unlock them.
  43. # Locked character will have their sprite a bit transparent on the menu.
  44. #
  45. #
  46. # The version 1.5 has configuration to make reserved party members to gain EXP.
  47. # Change the Percentage value on the script to determine how much EXP gained
  48. # for reserved party members.
  49. # Note that locked party members aren't getting any EXP by default. Change Locked
  50. # value on the script into true, to enable the locked members to gain EXP.
  51. #
  52. ################################################################################
  53.  
  54. $partychange = []
  55. $partylock = []
  56.  
  57. module Black
  58.   module Black_EXP
  59.     # Reserved Party EXP Percentage gained. Put 50 if you want them to get 50%
  60.     # of EXP gained by Main Party members.
  61.     Percentage = 0
  62.     # Determine whether Locked Party members receive EXP or not. Change to true
  63.     # if you want Locked Party members to gain EXP.
  64.     Locked = false
  65.   end
  66. end
  67.  
  68. class Scene_Party
  69.   #--------------------------------------------------------------------------
  70.   # * Object Initialization
  71.   #     menu_index : command cursor's initial position
  72.   #--------------------------------------------------------------------------
  73.   def initialize(menu_index = 0, window_form = 0)
  74.     @menu_index = menu_index
  75.     @window_form = window_form
  76.   end
  77.   #--------------------------------------------------------------------------
  78.   # * Main Processing
  79.   #--------------------------------------------------------------------------
  80.   def main
  81.     # Make Help Window
  82.     @help_window = Window_PartyHelp.new(@window_form)
  83.     @help_window2 = Window_PartyHelp2.new(@window_form)
  84.  
  85.     # Make Party Change Window
  86.     @partychange_window = Window_PartyChange.new(@window_form)
  87.  
  88.     if @window_form == 0
  89.       @partychange_window.x = 0
  90.     elsif @window_form == 1
  91.       @partychange_window.x = 0
  92.     elsif @window_form == 2
  93.       @partychange_window.x = 260
  94.     end
  95.  
  96.     if @window_form == 0
  97.       @partychange_window.y = 240
  98.     elsif @window_form == 1
  99.       @partychange_window.y = 240
  100.     elsif @window_form == 2
  101.       @partychange_window.y = 64
  102.     end
  103.  
  104.     @partychange_window.active = true
  105.     @partychange_window.index = 0
  106.    
  107.     # Make party window
  108.     @party_window = Window_Party.new(@window_form)
  109.     @party_window.x = 0
  110.     @party_window.y = 64
  111.    
  112.     # If mode 1 enabled
  113.     if @window_form == 1
  114.       @help_window3 = Window_PartyHelp3.new
  115.       @profile_window = Window_Profile.new
  116.     end
  117.        
  118.     # Execute transition
  119.     Graphics.transition
  120.     # Main loop
  121.     loop do
  122.       # Update game screen
  123.       Graphics.update
  124.       # Update input information
  125.       Input.update
  126.       # Frame update
  127.       update
  128.       # Abort loop if screen is changed
  129.       if $scene != self
  130.         break
  131.       end
  132.     end
  133.     # Prepare for transition
  134.     Graphics.freeze
  135.     # Dispose of windows
  136.     @partychange_window.dispose
  137.     @party_window.dispose
  138.     @help_window.dispose
  139.     @help_window2.dispose
  140.  
  141.     # If mode 1 enabled
  142.     if @window_form == 1
  143.       @help_window3.dispose
  144.       @profile_window.dispose
  145.     end
  146.   end
  147.   #--------------------------------------------------------------------------
  148.   # * Frame Update
  149.   #--------------------------------------------------------------------------
  150.   def update
  151.     # Update windows
  152.     @partychange_window.update
  153.     @party_window.update
  154.    
  155.     # Update the profile window if mode 1 is true
  156.     if @window_form == 1
  157.       @profile_window.update(@partychange_window.index)
  158.     end
  159.  
  160.     # Update the party change window
  161.     if @partychange_window.active
  162.       update_partychange
  163.       return
  164.     end
  165.   end
  166.  
  167.   #--------------------------------------------------------------------------
  168.   # * Frame Update (when party window is active)
  169.   #--------------------------------------------------------------------------
  170.   def update_partychange
  171.     # If B button was pressed
  172.     if Input.trigger?(Input::B)
  173.       if $game_party.actors.size == 0
  174.         $game_system.se_play($data_system.buzzer_se)
  175.         return
  176.       else
  177.         # Play cancel SE
  178.         $game_system.se_play($data_system.cancel_se)
  179.         # Switch to map screen
  180.         $scene = Scene_Map.new
  181.         return
  182.       end
  183.     end
  184.     if Input.trigger?(Input::C)
  185.       @hero = @partychange_window.hero
  186.  
  187.       # If Hero is Nil
  188.       if @hero == nil
  189.         $game_system.se_play($data_system.decision_se)
  190.         return
  191.       end
  192.        
  193.       if $game_party.actors.include?($game_actors[@partychange_window.hero.id])
  194.         return if $partylock[@partychange_window.hero.id - 1] == true
  195.         $game_party.remove_actor(@partychange_window.hero.id)
  196.         @party_window.dispose
  197.         @party_window = Window_Party.new(@window_form)
  198.         @party_window.x = 0
  199.         @party_window.y = 64
  200.         $game_system.se_play($data_system.decision_se)
  201.         @party_window.refresh
  202.         return
  203.       else
  204.         return if $partylock[@partychange_window.hero.id - 1] == true
  205.         $game_party.add_actor(@partychange_window.hero.id)
  206.         @party_window.dispose
  207.         @party_window = Window_Party.new(@window_form)
  208.         @party_window.x = 0
  209.         @party_window.y = 64
  210.         $game_system.se_play($data_system.decision_se)
  211.         @party_window.refresh
  212.         return
  213.       end
  214.     end
  215.   end
  216. end
  217.  
  218. ##########
  219. #Displaying the Party Change Window
  220. ##########
  221.  
  222. class Window_PartyChange < Window_Selectable
  223.   #--------------------------------------------------------------------------
  224.   # * Object Initialization
  225.   #--------------------------------------------------------------------------
  226.   def initialize(window_form = 0)
  227.     @window_form = window_form
  228.     case window_form
  229.     when 0
  230.       super(0, 0, 640, 240)
  231.       @column_max = 7
  232.     when 1
  233.       super(0, 0, 380, 240)
  234.       @column_max = 4
  235.     when 2
  236.       super(0, 0, 380, 416)
  237.       @column_max = 4
  238.     end
  239.     refresh
  240.     self.index = 0
  241.   end
  242.   #--------------------------------------------------------------------------
  243.   # * Get Hero
  244.   #--------------------------------------------------------------------------
  245.   def hero
  246.     return @data[self.index]
  247.   end
  248.   #--------------------------------------------------------------------------
  249.   # * Refresh
  250.   #--------------------------------------------------------------------------
  251.   def refresh
  252.     if self.contents != nil
  253.       self.contents.dispose
  254.       self.contents = nil
  255.     end
  256.     @data = []
  257.     @lock = []
  258.     if $partychange.size > 0
  259.       for i in 0..$partychange.size
  260.         if $partychange[i] == true
  261.           @data.push($game_actors[i+1])
  262.           if $partylock[i] == true
  263.             @lock.push(true)
  264.           else
  265.             @lock.push(false)
  266.           end
  267.         end
  268.       end
  269.       @item_max = @data.size
  270.       self.contents = Bitmap.new(width - 32, row_max * 112)
  271.       for i in 0..(@item_max - 1)
  272.         case @window_form
  273.         when 0
  274.           x = ((i) % 7 * (88)) + 40
  275.           y = (((i)/7) * 112) + 70
  276.         when 1
  277.           x = ((i) % 4 * (88)) + 40
  278.           y = (((i)/4) * 112) + 70
  279.         when 2
  280.           x = ((i) % 4 * (88)) + 40
  281.           y = (((i)/4) * 90) + 70
  282.         end
  283.         actor = @data[i]
  284.         bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
  285.         cw = bitmap.width / 4
  286.         ch = bitmap.height / 4
  287.         src_rect = Rect.new(0, 0, cw, ch)
  288.         if @lock[i] == true
  289.           self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, 150)
  290.         else
  291.           self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  292.         end
  293.       end
  294.     end
  295.   end
  296.   #--------------------------------------------------------------------------
  297.   # * Cursor Rectangle Update
  298.   #--------------------------------------------------------------------------
  299.   #Redefine Row
  300.   def top_row
  301.     if @window_form == 2
  302.       return self.oy / 90
  303.     else
  304.       return self.oy / 112
  305.     end
  306.   end
  307.   def top_row=(row)
  308.     if row < 0
  309.       row = 0
  310.     end
  311.     if row > row_max - 1
  312.       row = row_max - 1
  313.     end
  314.     if @window_form == 2
  315.       self.oy = row * 90
  316.     else
  317.       self.oy = row * 112
  318.     end
  319.   end
  320.   def page_row_max
  321.     if @window_form == 2
  322.       return (self.height) / 90
  323.     else
  324.       return (self.height) / 112
  325.     end
  326.   end
  327.  
  328.   def update_cursor_rect
  329.     if @index < 0
  330.       self.cursor_rect.empty
  331.       return
  332.     end
  333.     row = @index / @column_max
  334.     # If current row is before top row
  335.     if row < self.top_row
  336.       # Scroll so that current row becomes top row
  337.       self.top_row = row
  338.     end
  339.     # If current row is more to back than back row
  340.     if row > self.top_row + (self.page_row_max - 1)
  341.       # Scroll so that current row becomes back row
  342.       self.top_row = row - (self.page_row_max - 1)
  343.     end
  344.     # If cursor position is less than 0
  345.     case @window_form
  346.     when 0
  347.       self.cursor_rect.set(index % 7 * (88), (@index/7) * 110 - self.oy + ((@index/7) * 2), self.width - 560, 96)
  348.     when 1
  349.       self.cursor_rect.set(index % 4 * (88), (@index/4) * 110 - self.oy + ((@index/4) * 2), self.width - 300, 96)
  350.     when 2
  351.       self.cursor_rect.set(index % 4 * (88), (@index/4) * 88 - self.oy + ((@index/4) * 2), self.width - 300, 96)
  352.     end
  353.   end
  354.  
  355. end
  356.  
  357.  
  358.  
  359. ##########
  360. #Displaying current Party Window
  361. ##########
  362.  
  363. class Window_Party < Window_Selectable
  364.   #--------------------------------------------------------------------------
  365.   # * Object Initialization
  366.   #--------------------------------------------------------------------------
  367.   def initialize(window_form = 0)
  368.     @window_form = window_form
  369.     case window_form
  370.     when 0
  371.       super(0, 0, 640, 120)
  372.       @column_max = 2
  373.     when 1
  374.       super(0, 0, 640, 120)
  375.       @column_max = 2
  376.     when 2
  377.       super(0, 0, 260, 416)
  378.       @column_max = 2
  379.     end
  380.     self.contents = Bitmap.new(width - 32, height - 32)
  381.     refresh
  382.     self.active = false
  383.     self.index = -1
  384.   end
  385.   #--------------------------------------------------------------------------
  386.   # * Refresh
  387.   #--------------------------------------------------------------------------
  388.   def refresh
  389.     self.contents.clear
  390.     @item_max = $game_party.actors.size
  391.     @collumn_custom = 1
  392.     case @window_form
  393.  
  394.     when 0
  395.       for i in 0...$game_party.actors.size
  396.         x = (i % 4 * (160)) + (64)
  397.         y = (i/4) * 116
  398.         actor = $game_party.actors[i]
  399.         draw_actor_graphic(actor, x - 40, y + 80)
  400.         draw_actor_name(actor, x - 50, y)
  401.         draw_actor_level(actor, x - 10, y + 50)
  402.       end
  403.     when 1
  404.       for i in 0...$game_party.actors.size
  405.         x = (i % 4 * (160)) + (64)
  406.         y = (i/4) * 116
  407.         actor = $game_party.actors[i]
  408.         draw_actor_graphic(actor, x - 40, y + 80)
  409.         draw_actor_name(actor, x - 50, y)
  410.         draw_actor_level(actor, x - 10, y + 50)
  411.       end
  412.     when 2
  413.       for i in 0...$game_party.actors.size
  414.         x = (i % 4 * (60)) + (64)
  415.         y = (i/4) * 90
  416.         actor = $game_party.actors[i]
  417.         draw_actor_graphic(actor, x - 40, y + 70)
  418.       end
  419.     end
  420.  
  421.   end
  422. end
  423.  
  424.  
  425. ##########
  426. #Displaying Help Window
  427. ##########
  428.  
  429. class Window_PartyHelp < Window_Base
  430.   #--------------------------------------------------------------------------
  431.   # * Object Initialization
  432.   #--------------------------------------------------------------------------
  433.   def initialize(window_form = 0)
  434.     case window_form
  435.     when 0
  436.       super(0, 0, 640, 64)
  437.     when 1
  438.       super(0, 0, 640, 64)
  439.     when 2
  440.       super(0, 0, 260, 64)
  441.     end
  442.     self.contents = Bitmap.new(width - 32, height - 32)
  443.     self.contents.clear
  444.     self.contents.font.color = normal_color
  445.     self.contents.draw_text(4, 0, self.width - 40, 32, 'Current Party', 1)
  446.   end
  447. end
  448.  
  449. class Window_PartyHelp2 < Window_Base
  450.   #--------------------------------------------------------------------------
  451.   # * Object Initialization
  452.   #--------------------------------------------------------------------------
  453.   def initialize(window_form = 0)
  454.     case window_form
  455.     when 0
  456.       super(0, 184, 640, 56)
  457.     when 1
  458.       super(0, 184, 380, 56)
  459.     when 2
  460.       super(260, 0, 380, 64)
  461.     end
  462.     self.contents = Bitmap.new(width - 32, height - 32)
  463.     self.contents.clear
  464.     self.contents.font.color = normal_color
  465.     self.contents.draw_text(4, 0, self.width - 40, 28, 'Add or remove character', 1)
  466.   end
  467. end
  468.  
  469. class Window_PartyHelp3 < Window_Base
  470.   #--------------------------------------------------------------------------
  471.   # * Object Initialization
  472.   #--------------------------------------------------------------------------
  473.   def initialize(window_form = 0)
  474.     super(380, 184, 260, 56)
  475.     self.contents = Bitmap.new(width - 32, height - 32)
  476.     self.contents.clear
  477.     self.contents.font.color = normal_color
  478.     self.contents.draw_text(4, 0, self.width - 40, 28, 'Character Profile', 1)
  479.   end
  480. end
  481.  
  482.  
  483. ##########
  484. #The Customizable Character Profile
  485. ##########
  486.  
  487. class Window_Profile < Window_Base
  488.   #--------------------------------------------------------------------------
  489.   # * Object Initialization
  490.   #--------------------------------------------------------------------------
  491.   def initialize
  492.     super(380, 240, 260, 240)
  493.     self.contents = Bitmap.new(width - 32, height - 32)
  494.   end
  495.   def update(index)
  496.    
  497.     #====================
  498.     # Window Profile Customization
  499.     #====================
  500.    
  501.     picture = true # Set to false if you don't want to use picture.
  502.     x_pos = 100 # Denotes the possition of the text.
  503.     x_pic = 0 # Denotes the possition of the picture.
  504.     font_size = 22 # The font size. 22 is the default size.
  505.    
  506.     @index = index
  507.     self.contents.clear
  508.    
  509.     @data = []
  510.     # Get the actor data
  511.     if $partychange.size > 0
  512.       for i in 0..$partychange.size
  513.         if $partychange[i] == true
  514.           @data.push($game_actors[i+1])
  515.         end
  516.       end
  517.     end
  518.    
  519.     if picture == true
  520.       actor = @data[index]
  521.       bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  522.       cw = bitmap.width
  523.       ch = bitmap.height
  524.       src_rect = Rect.new(0, 0, cw, ch)
  525.       self.contents.blt(x_pic, 0, bitmap, src_rect)
  526.     end
  527.    
  528.     # Do something
  529.     if $partychange.size > 0
  530.       self.contents.font.size = font_size
  531.    
  532.       self.contents.draw_text(x_pos, 0, 300, 24, 'Name : ' + @data[index].name, 0)
  533.      
  534.       case actor.id
  535.       when 1
  536.         age = '12'
  537.       when 2
  538.         age = '12'
  539.       else
  540.         age = '???'
  541.       end
  542.       self.contents.draw_text(x_pos, 24, 300, 24, 'Age : ' + age, 0)
  543.      
  544.       self.contents.draw_text(x_pos, 48, 300, 24, 'Class : ' + @data[index].class_name, 0)
  545.       self.contents.draw_text(x_pos, 72, 300, 24, 'Level : ' + @data[index].level.to_s, 0)
  546.  
  547.       case actor.id
  548.       when 1
  549.         self.contents.draw_text(x_pos, 110, 300, 24, 'Story : I think', 0)
  550.         self.contents.draw_text(x_pos, 134, 300, 24, 'this guy name', 0)
  551.         self.contents.draw_text(x_pos, 158, 300, 24, 'is Aluxes.', 0)
  552.       else
  553.         self.contents.draw_text(x_pos, 110, 300, 24, 'Nothing to talk ', 0)
  554.         self.contents.draw_text(x_pos, 134, 300, 24, 'about', 0)
  555.       end
  556.  
  557.     end
  558.   end
  559. end
  560.  
  561.  
  562. #--------------------------------------------------------------------------
  563. # * Reserve Party EXP
  564. #--------------------------------------------------------------------------
  565. class Scene_Battle
  566.   alias black_start_phase5 start_phase5
  567.   def start_phase5
  568.     black_start_phase5
  569.     @percentage = Black::Black_EXP::Percentage
  570.     @black_actors = []
  571.     @black_actors_id = []
  572.     for i in 0...$game_party.actors.size
  573.       @black_actors_id.push($game_party.actors[i].id)
  574.     end    
  575.     for i in @black_actors_id
  576.       @black_actors.push($game_actors[i])
  577.     end
  578.    
  579.     # Get the EXP Value
  580.     exp = 0
  581.     for enemy in $game_troop.enemies
  582.       # If enemy is not hidden
  583.       unless enemy.hidden
  584.         # Add EXP and amount of gold obtained
  585.         exp += enemy.exp
  586.       end
  587.     end
  588.    
  589.     for i in 0...$partychange.size
  590.       actor = $game_actors[i+1]
  591.       # Check if the actor is already in party and already receive its share.
  592.       if @black_actors.include?(actor)
  593.       else
  594.         # Check if the actor is on reserved list.
  595.         if $partychange[i] == true
  596.           # Check if the actor is not locked.
  597.           if $partylock[i] != true
  598.             if actor.cant_get_exp? == false
  599.               last_level = actor.level
  600.               actor.exp += (exp*@percentage)/100
  601.               if actor.level > last_level
  602.                 @status_window.level_up(i)
  603.               end
  604.             end
  605.           elsif $partylock[i] == true
  606.             # If the actor is locked, check if he/she can receive EXP.
  607.             if Black::Black_EXP::Locked == true
  608.               if actor.cant_get_exp? == false
  609.                 last_level = actor.level
  610.                 actor.exp += (exp*@percentage)/100
  611.                 if actor.level > last_level
  612.                   @status_window.level_up(i)
  613.                 end
  614.               end
  615.             end
  616.           end
  617.         end
  618.       end      
  619.     end    
  620.   end
  621. end
  622.  
  623. # FIX so that the reserved party is saved on the save file.
  624. class Party_Change
  625.   def initialize
  626.     @partychange = $partychange
  627.     @partylock = $partylock
  628.     @partychangelength = $partychange.size
  629.     @partylocklength = $partylock.size
  630.   end
  631.   def list(number)
  632.     return @partychange[number]
  633.   end
  634.   def lock(number)
  635.     return @partylock[number]
  636.   end
  637.   def list_length
  638.     return @partychangelength
  639.   end
  640.   def lock_length
  641.     return @partylocklength
  642.   end
  643. end
  644.  
  645. class Scene_Save < Scene_File
  646.   def write_save_data(file)
  647.     # Make character data for drawing save file
  648.     characters = []
  649.     for i in 0...$game_party.actors.size
  650.       actor = $game_party.actors[i]
  651.       characters.push([actor.character_name, actor.character_hue])
  652.     end
  653.     # Write character data for drawing save file
  654.     Marshal.dump(characters, file)
  655.     # Wrire frame count for measuring play time
  656.     Marshal.dump(Graphics.frame_count, file)
  657.     # Increase save count by 1
  658.     $game_system.save_count += 1
  659.     # Save magic number
  660.     # (A random value will be written each time saving with editor)
  661.     $game_system.magic_number = $data_system.magic_number
  662.     # Write each type of game object
  663.     Marshal.dump($game_system, file)
  664.     Marshal.dump($game_switches, file)
  665.     Marshal.dump($game_variables, file)
  666.     Marshal.dump($game_self_switches, file)
  667.     Marshal.dump($game_screen, file)
  668.     Marshal.dump($game_actors, file)
  669.     Marshal.dump($game_party, file)
  670.     Marshal.dump($game_troop, file)
  671.     Marshal.dump($game_map, file)
  672.     Marshal.dump($game_player, file)
  673.     $party_change = Party_Change.new
  674.     Marshal.dump($party_change, file)
  675.   end
  676. end
  677.  
  678. class Scene_Load < Scene_File
  679.   #--------------------------------------------------------------------------
  680.   # * Read Party Change Data
  681.   #     file : file object for reading (opened)
  682.   #--------------------------------------------------------------------------
  683.   def read_save_data(file)
  684.     # Read character data for drawing save file
  685.     characters = Marshal.load(file)
  686.     # Read frame count for measuring play time
  687.     Graphics.frame_count = Marshal.load(file)
  688.     # Read each type of game object
  689.     $game_system        = Marshal.load(file)
  690.     $game_switches      = Marshal.load(file)
  691.     $game_variables     = Marshal.load(file)
  692.     $game_self_switches = Marshal.load(file)
  693.     $game_screen        = Marshal.load(file)
  694.     $game_actors        = Marshal.load(file)
  695.     $game_party         = Marshal.load(file)
  696.     $game_troop         = Marshal.load(file)
  697.     $game_map           = Marshal.load(file)
  698.     $game_player        = Marshal.load(file)
  699.     $party_change       = Marshal.load(file)
  700.  
  701.     for i in 0..($party_change.list_length - 1)
  702.       $partychange[i] = $party_change.list(i)
  703.     end
  704.     for i in 0..($party_change.lock_length - 1)
  705.       $partylock[i] = $party_change.lock(i)
  706.     end    
  707.    
  708.     # If magic number is different from when saving
  709.     # (if editing was added with editor)
  710.     if $game_system.magic_number != $data_system.magic_number
  711.       # Load map
  712.       $game_map.setup($game_map.map_id)
  713.       $game_player.center($game_player.x, $game_player.y)
  714.     end
  715.     # Refresh party members
  716.     $game_party.refresh
  717.   end
  718. end
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