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#1 default RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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I know XAS is meant to be for a single actor but that didn't stop people from making an ALLY system ^,^

[You must be registered and logged in to see this link.]

NEW and improved version 2/5/2011

+ switch only works when there is more than 1 actor in your party
+ better button combination configuration
+ easy animation assignment
+ easy switch sound assignment
(may create a sound "case" based upon actor)
- will add switch control

Spoiler:
Code:
################################################################################
#============= XAS SWITCH LEADER v2.3 by gameface101 2-5-2011 ==================
################################################################################
# special thanks to: hackel, kain nobel, modern algebra, dark_seed, albertfish
################################################################################
module XAS_SL
  SL_PRESS_HOLD = Input::X
  TRIGGER_SWITCH = Input::A
  ANIMATED_SWITCH = true
  ANIMATION_ID = 220
  SWITCH_SOUND = true
  SOUND_SWITCH = RPG::AudioFile.new("058-Wrong02", 100, 100)
end
#===============================================================================
class Game_Temp
attr_accessor :remember_skill
attr_accessor :remember_item
attr_accessor :collapse_done
alias swap_initialize initialize
def initialize
@remember_skill = []
@remember_item = []
swap_initialize
end
end
#===============================================================================
class Scene_Map
alias switch_xas_leader update
 include XAS_SL
#-------------------------------------------------------------------------------
def update
switch_xas_leader
if $game_party.actors.size > 1
if Input.press?(SL_PRESS_HOLD) and Input.trigger?(TRIGGER_SWITCH)
  if ANIMATED_SWITCH == true
$game_player.animation_id = ANIMATION_ID
end
  if SWITCH_SOUND == true
$game_system.se_play(SOUND_SWITCH)
end   
xas_switch_leader
end
end
end
end

#-------------------------------------------------------------------------------
def xas_switch_leader
$game_temp.remember_skill[$game_party.actors[0].id] = $game_system.xas_skill_id
$game_variables[1] = $game_temp.remember_skill[$game_party.actors[0].id]
$game_temp.remember_item[$game_party.actors[0].id]= $game_system.xas_item_id
old_lead = $game_party.actors.shift
$game_party.add_actor (old_lead.id)
$game_player.refresh
unless $game_temp.remember_skill[$game_party.actors[0].id] == nil
$game_system.xas_skill_id = $game_temp.remember_skill[$game_party.actors[0].id]
else
$game_system.xas_skill_id = 0
end
unless $game_temp.remember_item[$game_party.actors[0].id] == nil
$game_system.xas_item_id = $game_temp.remember_item[$game_party.actors[0].id]
else
$game_system.xas_item_id = 0
end
$scene = Scene_Map.new
end
#===============================================================================
class Scene_Map
  alias_method :switch_dead_leader_update, :update
  def update
    switch_dead_leader_update
    actor = $game_party.actors[0]
    unless $game_party.actors.empty?
        if actor.hp == 0
          unless $game_party.all_dead?
            $game_party.actors.shift
          $game_system.xas_skill_id = $game_temp.remember_skill[$game_party.actors[0].id]
          $game_system.xas_item_id = $game_temp.remember_item[$game_party.actors[0].id]
              $game_player.refresh
              $game_map.refresh
              $scene = Scene_Map.new
            else ;
                if XAS_BA::AUTOGAMEOVER == true
                $scene = Scene_Gameover.new rescue nil
            else 
            $game_switches[XAS_BA::GAMEOVER_SWITCH_ID] = true
            $game_map.refresh
            $scene = Scene_Map.new
            end
          end
        end     
    end
  end
end

in time will have working with the XAS caterpillar script.

~(G|F

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#2 default Re: RMXP + XAS = SWITCH LEADER
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GeMinEye

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The gods should have called you the Scripting Guru cheers
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#3 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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thanks but I am far from being a script guru...

maybe some day...
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#4 default Re: RMXP + XAS = SWITCH LEADER
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calvin624

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You're definitely getting there GB. Gonna have a good look at this today, see if I can help out any.
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#5 default Re: RMXP + XAS = SWITCH LEADER
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DontSay

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Hi there... ^^

I've edited the script a little bit and finished it with common events (because I am not that good at ruby)... ^^

Now you can change the leader and he got all the weapons and Skills the leader before had equiped...

I also inserted an Game-over-Leader-Change Script I found and edited it a little bit, so it will automatically change the new leader weapon etc. ^^

There can be bugs, because I copied it over from my game to the XAS Demo... on my game it works very well... ^^

The only thing I can't get working is the exp points being parted.. ^^

Oh and if you would like to have the clothes changed also to the leader you have to do it the same way in the common events... ^^ But I don't like that... so you can also deactivate the change "shield" thing.. etc...

Maybe it will help the scripters out there to work on a script that have got all inside without common events.... ^^
Feel free to experiment with it.. ^^

Wish ya all fun with it... [You must be registered and logged in to see this link.]

Greetz,
DontSay

P.S. Sorry for my bad english, I am from Germany ^^
For the ones who don't know how to change leader "Press Button A and X" together.. for me it is Run and Shield button ^^
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#6 default Re: RMXP + XAS = SWITCH LEADER
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KenizzyNY

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Nice job Game, and welcome to the forums DontSay!
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#7 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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@Dont Say! - (link in pink) thank you for sharing this wisdom Very Happy

don't worry... you're English is way better than my German.

wirklich!

I will learn to incorporate the game over along with the
skills and weapons when switching, then hopefully we can find
a solution for the experience points ^,^

danke wieder
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#8 default Re: RMXP + XAS = SWITCH LEADER
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DontSay

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Thanx KenizzyNY and Gameface101.. ^^

@ Gameface101: To prevent any mistakes... I am not "link in pink" (cause there is a guy called link in pink on a forum).. ^^ It was a joke, cause the "link" I send you, was pink ^^'
And I am looking forward to your script, will make it easier to work with, than using common events... ^^

So if you're interested, in my signature you can find a linke to my Game-Homepage... ^^ There you will find some info and screens etc. but for now only in german language... will try to translate it some day ^^

My Game is called [You must be registered and logged in to see this link.] and as you can imagine it is made with the XAS and has got a little bit of Secret of Mana in it.. ^^ cause I love this game... ^^

Greetings...
DontSay ^^
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#9 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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@Dont Say - ok I miss understood the link in pink... ha!
thanks for clarifying ^,^

but you are Dark Wonder yah?

Of course the script is just missing that method in which
skills and items are remembered for each player...
I've been kicking it around...but instead of having
a buggy script I just made it so that it clears for now.

Secret of Mana was another great game...

I look forward to seeing an english version
of your XAS project.

I noticed you have done some freehand artwork,
customized your HUD, using the MOG menu, and
have some very detailed maps.... GOOD JOB!

thanks for sharing.



EDIT: check the original post!

new SWITCH XAS LEADER V.5
remembers items and skills for each actor
(thanks to Hackel)
and shifts actors if player dies
instead of game over

:face:
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#10 default Re: RMXP + XAS = SWITCH LEADER
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DontSay

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Woohoo... nice work... ^^

Now I can change my Common Event selfmade remember item etc thing and put your new version in game... nice work.. ^^
I am so excited to get more than one person in my game now ^^ harr ^^
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#11 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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@DontSay - I can not tell you how pleased I am as well... :face:
Hackel literally blessed the script with his magic touch Very Happy

This definitely opens the doors for XAS...
now we need a "Caterpillar" script that works perfectly.

Somewhere in our XAS research we may be able to have
multiple character combos! can you imagine!!! ^,^

enjoy
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#12 default Re: RMXP + XAS = SWITCH LEADER
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DontSay

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I have got a "Caterpillar" script, that worked very well with the XAS up to the point where you are going diagonal. When you do that, the person that follows you, tries to find you and if you are to far away the game crashes with an error... -.-

I will give you my version, maybe someone can fix this and help us all with his wisdom... ^.~

Spoiler:
Code:
#==============================================================================
# ** Trailing Characters
#==============================================================================
# SephirothSpawn
# Version 1
# 2006-05-24
#------------------------------------------------------------------------------
# * Instructions:

#  ~ Adding Trailing Character:
#    <game_character>.add_trailing_character(<name>, <hue>)
#
#  ~ Deleting Trailing Character at a index
#    <game_character>.delete_trailing_character(<index>)
#
#  ~ Delete Last Trailing Character
#    <game_character>.pop_trailing_character
#
#  ~ Get Last Trailing Character
#    <game_character>.last_trailing_character
#
#  ~ Get Number of Trailing Characters
#    <game_character>.number_of_trailing_characters
#
#  * For Events, Replace <game_character> with
#    $game_map.events[<event_id>]
#
#  * For Player, Replace <game_character> with
#    $game_player
#
#  ~ Enable or Disable Caterpillar
#    $game_player.enable_caterpillar = True (On) or False (Off)
# $game_player.enable_caterpillar = true WICHTIG!!! BEI GEBRAUCH SO WIEDER ANSTELLEN
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log script
#------------------------------------------------------------------------------
SDK.log('Trailing Characters', 'SephirothSpawn', 1, '2006-05-24')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Trailing Characters') == true

#==============================================================================
# ** Game_TrailingCharacter
#==============================================================================

class Game_TrailingCharacter < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :trail_number
  attr_accessor :character_hue
  attr_accessor :character_name
  attr_accessor :x, :y, :direction 
  #--------------------------------------------------------------------------
  # * Screen Z
  #--------------------------------------------------------------------------
  def screen_z(height = 0)
    # Get Original Z Value
    n = super(height)
    # Decrease Z By 1 and return
    return n - @trail_number
  end
  #--------------------------------------------------------------------------
  # * Setup Initialization
  #--------------------------------------------------------------------------
  def setup(parent_character, character_name, character_hue)
    # Set X & Y Coordinates
    @x, @y = parent_character.x, parent_character.y
    @real_x, @real_y = @x * 128, @y * 128
    @direction = parent_character.direction
    # Sets Character Sprite Information
    @character_name = character_name
    @character_hue = character_hue
    # Turns Through On
    @through = true
    # If Parent Character is a Trailing Character
    if parent_character.is_a?(Game_TrailingCharacter)
      # Sets Trailing Number + 1
      @trail_number = parent_character.trail_number + 1
    else
      # Sets 1 to Trailing Number
      @trail_number = 1
    end
  end
  #--------------------------------------------------------------------------
  # * Delete
  #--------------------------------------------------------------------------
  def delete
    # Return No Trailing Sprite
    return if @trailing_character.nil?
    # Switch Properties with trailing sprite
    @character_name = @trailing_character.character_name
    @character_hue = @trailing_character.character_hue
    @trail_number = @trailing_character.trail_number
    # Delete Trail Sprite
    @trailing_character.delete
  end
end

#==============================================================================
# ** Game_Character
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Trailing Character Movements
  #--------------------------------------------------------------------------
  Trailing_Character_Movements = [[], [], [], [], []]
  Trailing_Character_Movements[0][2] = '@trailing_character.move_right'
  Trailing_Character_Movements[1][1] =
    '@direction == 2 ? @trailing_character.move_right : @trailing_character.move_down'
  Trailing_Character_Movements[1][2] =
    '@trailing_character.turn_right unless @trailing_character.direction == 6'
  Trailing_Character_Movements[1][3] =
    '@direction == 8 ? @trailing_character.move_right : @trailing_character.move_up'
  Trailing_Character_Movements[2][0] = '@trailing_character.move_down'
  Trailing_Character_Movements[2][1] =
    '@trailing_character.turn_down unless @trailing_character.direction == 2'
  Trailing_Character_Movements[2][3] =
    '@trailing_character.turn_up unless @trailing_character.direction == 8'
  Trailing_Character_Movements[2][4] = '@trailing_character.move_up'
  Trailing_Character_Movements[3][1] =
    '@direction == 2 ? @trailing_character.move_left : @trailing_character.move_down'
  Trailing_Character_Movements[3][2] =
    '@trailing_character.turn_left unless @trailing_character.direction == 4'
  Trailing_Character_Movements[3][3] =
    '@direction == 8 ? @trailing_character.move_left : @trailing_character.move_up'
  Trailing_Character_Movements[4][2] = '@trailing_character.move_left'
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :trailing_character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_trailingchara_gmchar_init initialize
  alias seph_trailingchara_gmchar_update update
  alias seph_trailingchara_gmchar_jump jump
  alias seph_trailingchara_gmchar_mt moveto
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_trailingchara_gmchar_init
    # Create Nil Trailing Character
    @trailing_character = nil
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Original Frame Update
    seph_trailingchara_gmchar_update
    # If Trailing Sprite Exist
    unless @trailing_character.nil?
      # Update Trailing Character
      @trailing_character.update
      # Update Trailing Character Movements
      update_trailing_character_movements
    end
  end
  #--------------------------------------------------------------------------
  # * Jump
  #--------------------------------------------------------------------------
  def jump(x_plus, y_plus)
    # Original Jump Method
    seph_trailingchara_gmchar_jump(x_plus, y_plus)
    # Return if No Trailing Character
    return if @trailing_character.nil?
    # If Jumping
    if self.jumping?
      x_plus = @x - @trailing_character.x
      y_plus = @y - @trailing_character.y
      # Jump Trialing Character
      @trailing_character.jump(x_plus, y_plus)
    end
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #--------------------------------------------------------------------------
  def moveto(x, y)
    # Original Moveto Method
    seph_trailingchara_gmchar_mt(x, y)
    # Move Trailing Sprite
    unless @trailing_character.nil?
      # Move Trailing Character
      @trailing_character.moveto(x, y)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Trailing Sprite Movements
  #--------------------------------------------------------------------------
  def update_trailing_character_movements
    # Return if Trailing Character is Moving or Jumping
    return if @trailing_character.moving? || @trailing_character.jumping?
    # Calculate X & Y Difference
    x_diff = @trailing_character.x - @x + 2
    y_diff = @trailing_character.y - @y + 2
    # Trailing Character Movements
    unless Trailing_Character_Movements[x_diff][y_diff].nil?
      eval Trailing_Character_Movements[x_diff][y_diff]
    end
  end
  #--------------------------------------------------------------------------
  # * Add Trailing Character
  #--------------------------------------------------------------------------
  def add_trailing_character(name = '', hue = 0)
    # Add Trailing Character
    if @trailing_character.nil?
      @trailing_character = Game_TrailingCharacter.new
      @trailing_character.setup(self, name, hue)
      # Adds Sprite to Spriteset
      if $scene.is_a?(Scene_Map)
        $scene.spriteset.add_trailing_character(@trailing_character)
      end
    # Add Trailing Character to Trailing Sprite
    else
      @trailing_character.add_trailing_character(name, hue)
    end
  end
  #--------------------------------------------------------------------------
  # * Delete Trailing Character
  #--------------------------------------------------------------------------
  def delete_trailing_character(index = 0)
    # Return if No Trailing Character
    return if @trailing_character.nil?
    # Start Indexing
    n = 0
    tc = @trailing_character
    # Gets Trialing Character Index
    while n < index
      # Return if No Trailing Character
      return if tc.trailing_character.nil?
      # Add Index
      n += 1
      # Get Next Trailing Character
      tc = tc.trailing_character
    end
    # Delete all Trailing Characters
    tc.delete
    # Pop Last Character
    pop_trailing_character
  end
  #--------------------------------------------------------------------------
  # * Pop Trailing Character
  #--------------------------------------------------------------------------
  def pop_trailing_character
    # Return if No Trailing Character
    return nil if @trailing_character.nil?
    # If Trailing Sprite has a trailing Sprite
    if @trailing_character.trailing_character != nil
      @trailing_character.pop_trailing_character
    # Delete Trailing Character
    else
      # Remove from Spriteset
      $scene.spriteset.pop_trailing_character(@trailing_character)
      # Delete Trailing Sprite
      @trailing_character = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Last Trailing Character
  #--------------------------------------------------------------------------
  def last_trailing_character
    # Return nil if no trailing character
    return nil if @trailing_character.nil?
    # Fetches Last Character
    tc = @trailing_character
    until tc.trailing_character.nil?
      tc = tc.trailing_character
    end
    return tc
  end
  #--------------------------------------------------------------------------
  # * Number of Trailing Character
  #--------------------------------------------------------------------------
  def number_of_trailing_characters
    # Returns 0 if no Trailing Character
    return 0 if @trailing_character.nil?
    # Starts Counter
    n = 1
    tc = @trailing_character
    # Adds to Counter when more Trailing Characters
    until tc.trailing_character.nil?
      n += 1
      tc = tc.trailing_character
    end
    # Return Counter
    return n   
  end
end

#==============================================================================
# ** Game_Player
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :enable_caterpillar 
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_catapillar_gmplyr_init initialize
  alias seph_catapillar_gmplyr_refresh refresh
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_catapillar_gmplyr_init
    # Enables Catapillar
    @enable_caterpillar = false
  end
  #--------------------------------------------------------------------------
  # * Enable Caterpiller
  #--------------------------------------------------------------------------
  def enable_caterpillar=(boolean)
    # If Enabling
    if boolean
      @enable_caterpillar = true
    else
      # Deletes Party Members
      ($game_party.actors.size - 1).times do
        delete_trailing_character
      end
      @enable_caterpillar = false
    end
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Original Refresh
    seph_catapillar_gmplyr_refresh
    # Delete all Trailing Characters
    until number_of_trailing_characters <
          (@enable_caterpillar ? $game_party.actors.size : 1)
      pop_trailing_character
    end
    # Return unless Caterpillar Disabled
    return unless @enable_caterpillar
    # Refreshes Actors
    unless @trailing_character.nil?
      tc, i = @trailing_character, 0
      loop do
        i += 1
        actor = $game_party.actors[i]
        tc.character_name = actor.character_name
        tc.character_hue = actor.character_hue
        tc.trailing_character.nil? ? break : tc = tc.trailing_character
      end
    end
    # Add Party Characters
    for i in (number_of_trailing_characters + 1)...$game_party.actors.size
      # Gets Actor
      actor = $game_party.actors[i]
      # Adds Actor
      add_trailing_character(actor.character_name, actor.character_hue)
    end
  end
  #--------------------------------------------------------------------------
  # * Pop Trailing Character
  #--------------------------------------------------------------------------
  def pop_trailing_character
    # If Caterpillar Enabled
    if @enable_caterpillar
      # If No Extra Trailing Characters
      return if number_of_trailing_characters < $game_party.actors.size
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Delete Trailing Character
  #--------------------------------------------------------------------------
  def delete_trailing_character(index = 0)
    # If Caterpillar Enabled
    if @enable_caterpillar
      # Return if trying to delete a party member
      return if (index + 1) < $game_party.actors.size
    end
    super(index)
  end
end

#==============================================================================
# ** Spriteset_Map
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_trailingchara_ssetm_init initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_trailingchara_ssetm_init
    # Adds Trailing Characters (Player)
    unless $game_player.trailing_character.nil?
      trailing_character = $game_player.trailing_character
      add_trailing_character(trailing_character)
      until trailing_character.trailing_character.nil?
        trailing_character = trailing_character.trailing_character
        add_trailing_character(trailing_character)
      end
    end
    # Adds Trailing Characters (Events)
    for event in $game_map.events.values
      unless event.trailing_character.nil?
        trailing_character = event.trailing_character
        add_trailing_character(trailing_character)
        until trailing_character.trailing_character.nil?
          trailing_character = trailing_character.trailing_character
          add_trailing_character(trailing_character)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Add Trailing Character
  #--------------------------------------------------------------------------
  def add_trailing_character(character = nil)
    # Return if nil Character
    return if character.nil?
    # Adds Character Sprite
    @character_sprites.push(Sprite_Character.new(@viewport1, character))
  end
  #--------------------------------------------------------------------------
  # * Pop Trailing Character
  #--------------------------------------------------------------------------
  def pop_trailing_character(character)
    # Return if nil character
    return if character.nil?
    # Passes through all Character Sprites
    for sprite in @character_sprites
      # Pops Sprites Character
      if sprite.character == character
        # Disposes Sprite
        sprite.dispose
        # Deletes from Character Sprites
        @character_sprites.delete(sprite)
        return
      end
    end
  end
end

#==============================================================================
# ** Scene_Map
#==============================================================================

class Scene_Map
  attr_accessor :spriteset
end


#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
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#13 default Re: RMXP + XAS = SWITCH LEADER
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DontSay

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I changed Gameface101s and hackels "Change Leader Script" a little bit so it worked for my game... in this version, the weapon is also changed to the new leader... ^^ not only the item and skill...
I also changed the "change actor when dead function" and added the features, the "change leader script" has got... so now when the leader dies, the next leader being changed to, will have the item, skill and weapon equiped... And I changed the last part of it, where the "game over" is being called... with this function, it asks if the XAS Autogameover in the "XAS BATTLER module" is true or false, if false, it asks for the switch that is being used, to create your own gameover for example with an common event.. ^^

I am not that good in scripting, but it worked for my game without any errors.... hope you like it... credits go to gameface101 and hackel... ^^

Here is the script:

Spoiler:
Code:
=begin

SWITCH XAS LEADER script V.5
by gameface101
1-3-10

special thanks to Hackel
for help with remember skills and items

*free to use and must give credit


=end
module XAS_GLC
#Variable for the weapon-save, you can change it to a VAR that you don't use. ^^
#In my example it is variable 150
    GAME_LEADER_VAR = 150
end
class Game_Temp
      attr_accessor :remember_skill
      attr_accessor :remember_item
      attr_accessor :remember_weapon
alias swap_initialize initialize
def initialize
      @remember_skill = []
      @remember_item = []
      @remember_weapon = []
swap_initialize
end
end
class Scene_Map
  alias switch_xas_leader update
def update
switch_xas_leader
if Input.press? (Input::A) and Input.press?(Input::X)
$game_system.se_play(RPG::AudioFile.new("009-System09", 100, 100))
$game_player.animation_id = 220
xas_leader
end
def xas_leader
      $game_temp.remember_skill = $game_system.xas_skill_id
      $game_temp.remember_item = $game_system.xas_item_id
      actor = $game_party.actors[0]
      $game_temp.remember_weapon =  actor.weapon_id
      $game_variables[XAS_GLC::GAME_LEADER_VAR] =$game_temp.remember_weapon
      actor.equip(0, 0)
      last_act = $game_party.actors.shift
      $game_party.add_actor (last_act.id)
      $game_player.refresh
      unless $game_temp.remember_skill == nil
      $game_system.xas_skill_id = $game_temp.remember_skill #to clear equipped skill
      else
      $game_system.xas_skill_id = 0
    end
    unless $game_temp.remember_item == nil
      $game_system.xas_item_id = $game_temp.remember_item #to clear equipped item
      else
      $game_system.xas_item_id = 0
    end
    unless $game_temp.remember_weapon == nil
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor.equip(0, $game_variables[XAS_GLC::GAME_LEADER_VAR])
      end
      else
      actor.equip(0, 0)
    end
      $scene = Scene_Map.new
    end
 end
end

class Scene_Map
  #-----------------------------------------------------------------------------
  # * Alias Listings
  #-----------------------------------------------------------------------------
  alias_method :swap_dead_leader_scene_map_update, :update
  #-----------------------------------------------------------------------------
  # * Update
  #-----------------------------------------------------------------------------
  def update
    swap_dead_leader_scene_map_update
    unless $game_party.actors.empty?
        if ($game_party.actors[0].hp).zero?
          unless $game_party.all_dead?
      $game_temp.remember_skill = $game_system.xas_skill_id
      $game_temp.remember_item = $game_system.xas_item_id
      actor = $game_party.actors[0]
      $game_temp.remember_weapon =  actor.weapon_id
      $game_variables[XAS_GLC::GAME_LEADER_VAR] =$game_temp.remember_weapon
      actor.equip(0, 0)
      $game_party.actors << $game_party.actors.shift
      $game_player.refresh
      unless $game_temp.remember_skill == nil
      $game_system.xas_skill_id = $game_temp.remember_skill #to clear equipped skill
      else
      $game_system.xas_skill_id = 0
    end
    unless $game_temp.remember_item == nil
      $game_system.xas_item_id = $game_temp.remember_item #to clear equipped item
      else
      $game_system.xas_item_id = 0
    end
    unless $game_temp.remember_weapon == nil
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor.equip(0, $game_variables[XAS_GLC::GAME_LEADER_VAR])
      end
      else
      actor.equip(0, 0)
    end
    $scene = Scene_Map.new
  else ;
        if XAS_BA::AUTOGAMEOVER == true
      $scene = Scene_Gameover.new rescue nil if self.collapse_done   
    else   
    $game_switches[XAS_BA::GAMEOVER_SWITCH_ID] = true
    $game_map.refresh
    end#$game_switches[82] = true
          end
        end       
    end
  end
end
 
#-------------------------------------------------------------------------------
# * SDK Enabled Test : END
#-------------------------------------------------------------------------------
#end

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#14 default Re: RMXP + XAS = SWITCH LEADER
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Basst

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Plz i need this script!! but i dont know where do i have to paste it!!

thanks
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#15 default Re: RMXP + XAS = SWITCH LEADER
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have you tried pasting this script bellow the XAS System in your script data base?
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#16 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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@Basst - ya heard wiggles, simply copy and paste the script below the XAS system script. In RMXP just press F9 to open the Script Database Cool

oh!? and Welcome to the Underground! ^,^


EDIT: Newer version updated in original post

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works like a charm with this script!
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#17 default Re: RMXP + XAS = SWITCH LEADER
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I want this script have a switch. When I set switch on it's possible to change leader...If I set switch off it's impossible to change...Can you fix it like that?
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#18 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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@nhokbutchi6 - that shouldn't be too hard, maybe when I get some free time this weekend ^,^
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#19 default Re: RMXP + XAS = SWITCH LEADER
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Thank you! I'm waiting to you! :-x
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#20 default Re: RMXP + XAS = SWITCH LEADER
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Reala

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Is there a version for 3.82?
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#21 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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*note to self: need to work on a compatible 3.82 version with a switch Razz
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#22 default Re: RMXP + XAS = SWITCH LEADER
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Reala

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it works but u get errors when u die. i tried all versions.
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#23 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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What error do u get when u die?
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#24 default Re: RMXP + XAS = SWITCH LEADER
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Reala

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it was in the platformer and movement script. i forgot though
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#25 default Re: RMXP + XAS = SWITCH LEADER
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mr_wiggles

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cant fix it if you cant tell us what it is can you replicate it ?
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#26 default Re: RMXP + XAS = SWITCH LEADER
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kk, but after skool
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#27 default Re: RMXP + XAS = SWITCH LEADER
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So Ive Installed this and can now switch actors.
is there anyway I can set it to where each actor keeps thier respective weopon, skill, and item equipped when I switch and not take the last players equipment?
maybe I just havent set the script up right.
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#28 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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@ghostbox - what version of XAS are you using?
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#29 default Re: RMXP + XAS = SWITCH LEADER
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Reala

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can somebody edit this because all the actors in my game only have one weapon and when i switch, it switched the weapon with the actor and it gives everybody the wrong weapon.
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#30 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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^ are your actors initially equipped with a fixed weapon?
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#31 default Re: RMXP + XAS = SWITCH LEADER
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Yes. They are.
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#32 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

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Hmm, sumn'z funky ? Try not having a fixed party when you start, last tab on the database (I think it's "system") just the hero (actor1) to start off with,

Sent from my piece of $#!7 iPhone
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#33 default Re: RMXP + XAS = SWITCH LEADER
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MimiChan

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Oh I was looking for this script *.*

I wonder if it's possible to play SE (voice) for the switching hero, and the main one o.O
I could add a voice on the animation but it only plays one kind of voice o.o

I wonder how to do something like this:
You press switch
Hero1 (main): I leave it to you!
Hero2 (switching): Roger!
You switch again
Hero2 (main): All yours.

Would be cool *.*
Hero1 (switching): I'm back.

Also, is there a switch that when active, will disable switching?
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#34 default Re: RMXP + XAS = SWITCH LEADER
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You could use common events for that i think. idk
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#35 default Re: RMXP + XAS = SWITCH LEADER
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@Mimi - I'll be certain to include an SE option in the next update for this script which will be included in the next 8Xplat release. I remember you mentioning this feature awhile ago - it's a great idea! ^,^

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#36 default Re: RMXP + XAS = SWITCH LEADER
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hey! it has some problems! In v5, when the first actor die the second actor will be invisible @@' and second actor've had any first actor's skill...In v6, when swap actor. Skill and weapon no change Neutral
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#37 default Re: RMXP + XAS = SWITCH LEADER
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hey guys, guess I'm going to dust this one off and make a user friendly module to have animation, sound, and switch settings and a press_hold + trigger button combo.

I'll also test in the 3.82 xas demo to ensure that in switching players the weapons, items, skills are properly stored and party members are defeated to game over appropriately.

my scripting skills have improved just a tidbit so I've been doing some spring cleaning on all my scripts. hang tight ^,^

EDIT: newer version! 2.0

+ switch only works when there is more than 1 actor in your party
+ better button combination configuration
+ easy animation assignment
+ easy switch sound assignment
(may create a sound "case" based upon actor)
- will add switch control


*tinkering away to add more features....
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#38 default Re: RMXP + XAS = SWITCH LEADER
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When the actor 1 die, the actor 2 have all actor 1's equipment (and skill,item...) Neutral Neutral I'm using XAS 3.82 Neutral
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#39 default Re: RMXP + XAS = SWITCH LEADER
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@nhokbutchi6 - I've updated the script with a few lines of code and it appears to be working fine for me, let me know if it works for you.

have in mind that some weapons, armor can be fixed or specific to each
character and their class in the database (F9)

I'll be tinkering away on this script to work seamlessly with the [You must be registered and logged in to see this link.]
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Hey Guest, check out my demos!
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G101's theme colors
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#40 default Re: RMXP + XAS = SWITCH LEADER
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G@MeF@Ce

G@MeF@Ce
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awesome! moghunter made a really cool demo for this! ^,^

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a link on his site
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leads to a link on calvin's site
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this small demo has got alot of features!
the script is way more advance than the one I've been working on, still this will help me understand how it was done.
Mog u dah man!


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G101's theme colors
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