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[RMVX ACE] INDEPENDANT PARTY MEMBER MOVEMENT.

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I would like to have my party be able to split up and do tasks independantly,
such as having each member needing to step on a different switch to activate a door,for instance. I have found nothing so far online.I know how to event the switches so they won't stay down without weight and the conditional switch info. I just don't know how to switch characters and, of course, regroup afterward.

Thank you.
Marrend
Guardian of the Description Thread
21806
The basic premise of a multi-party dungeon would indicate that the game "remembers" the position of the other parties when the context of the game switches between parties. Which translates to using a set of game-variables (one variable for the x coordinate, one variable for the y coordinate, one variable for Map ID) and one event (per map?) for however many different parties the characters split into. To say nothing about keeping track of who's in what party. Forcing who goes where might be the best option, but, for something like FF6's multi-party dungeons, you might need a few extra variables to keep track of ID's. Or, maybe you use game-variables as their own array to keep track of the marching order of the various parties?

Getting everyone back together would likely indicate maybe a short cut-scene, as the separate party events move into the "main" party, and the characters are added back to the "main party".

Setting things up so that a switch is active only when a party is standing on it can be tricky. Like, it's one thing to set up an event page to trigger with "On Hero Touch" with a priority of "Below Hero". "Hero", in this context, generally refers to the player-character. However, if you've set aside specific events on each map in the multi-party dungeon that could contain a party, you may be able to use a Conditional Branch to determine the location of those events versus the location of the switches that would need to be stepped?
Isn't there a Yanfly script of that?
It's only one party of 3 where I want to do this, not multiple parties.
I just want each of the three characters of that party to be able to move independently. It would seem that I need keyboard buttons to switch from one to another. Seems complicated, though, assigning them.
Marrend
Guardian of the Description Thread
21806
author=dnel57
I just want each of the three characters of that party to be able to move independently.

Isn't that exactly the definition of a multi-party dungeon, though? Like, I'm beginning to recall a few dungeons in Wild Arms that forces the party of three to split up and move independently of each other. I don't recall if there are specific switch-points in that dungeon, or if there are places that are locked off until one party reaches a switch, or what-not. However, the underlying mechanics of using some kind of variables to keep track of coordinates and Map IDs would likely still be needed.

*Edit:
author=TRIDIUM
Isn't there a Yanfly script of that?

I'm aware of the party system script? My brief experience with it is that the system creates a temporary copy of the party, mostly so that the "Revert" function works as intended. I would not say it would necessarily help with a scenario where various members of the party move independently of each other.

Though, wait. Maybe check out Zorga's Sweet Middleground 5 - The Cave. It has a system set up by which there are two characters that move independently of each other. As I recall, the player moves Antigone as per normal, and moves Vincent by holding down... either [CTRL] or [SHIFT], and using the arrow buttons? I don't quite remember. Though, there is also a system in place by which one cannot leave maps unless the pair are a certain distance (or less) away, so, keep that in mind.

author=Marrend
author=dnel57
I just want each of the three characters of that party to be able to move independently.
Isn't that exactly the definition of a multi-party dungeon, though? Like, I'm beginning to recall a few dungeons in Wild Arms that forces the party of three to split up and move independently of each other. I don't recall if there are specific switch-points in that dungeon, or if there are places that are locked off until one party reaches a switch, or what-not. However, the underlying mechanics of using some kind of variables to keep track of coordinates and Map IDs would likely still be needed.

*Edit:
author=TRIDIUM
Isn't there a Yanfly script of that?


I'm aware of the party system script? My brief experience with it is that the system creates a temporary copy of the party, mostly so that the "Revert" function works as intended. I would not say it would necessarily help with a scenario where various members of the party move independently of each other.

Though, wait. Maybe check out Zorga's Sweet Middleground 5 - The Cave. It has a system set up by which there are two characters that move independently of each other. As I recall, the player moves Antigone as per normal, and moves Vincent by holding down... either [CTRL] or [SHIFT], and using the arrow buttons? I don't quite remember. Though, there is also a system in place by which one cannot leave maps unless the pair are a certain distance (or less) away, so, keep that in mind.

I just rembered when you mentioned multi party that Heros Realm could separate parties by using keyboard like 1,2,3,4 or something like that to switch between parties. Been a while since I played it. I will check Yanly's script and see what it offers. Thanks
Marrend
Guardian of the Description Thread
21806
author=dnel57
I just remembered when you mentioned multi party that Hero's Realm could separate parties by using keyboard like 1,2,3,4 or something like that to switch between parties. Been a while since I played it. I will check Yanly's script and see what it offers. Thanks.


Well, recall that Hero's Realm was made in TsuK3. The event-command that detects button input is widely different between the two engines. For one, Ace's event-command will only recognize the symbols of "A", "B", "C", "X", "Y", "Z", "L" and "R". None of the number-keys are associated to those symbols via the Input module, and I have no idea how one might go about associating them, as the Input module is one of those hidden-from-view classes.
Thanks, Marrend. I'll do some more digging.
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