PARTY CHANGE SYSTEM?

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Can someone help me out with an easy way to do this in RM2K3?
Erynden
Gamers don't die, they respawn.
1702
There isn't a certain way you trying to do this other than easy?...

I've seen some people making a map for the player to choose his party members like in Legion Saga, Onyx, Onyx 2, etc. This is probably the easiest way to go that "I know of."

This is easy! Hehe. What kind of method do you want to do? Something like a menu selection screen? (Like Jakester said, you use a map, or if you're clever, Pictures). Or like an item or something?
A menu selection screen.
Erynden
Gamers don't die, they respawn.
1702
Oh, well that's easy. Are you going for a certain way, like pictures or chipset menu style?

EDIT: Is there gonna be any extra features? I.E., That particular member stats are shown when highlighted but not selected?
Pictures, and yeah, that extra feature could be in there, but not necessary.
author=Feldschlacht IV link=topic=2879.msg55627#msg55627 date=1231796049
Pictures, and yeah, that extra feature could be in there, but not necessary.

That extra feature could be a bit tedious.
Do you have the pictures already? Or you plan on making them.
Erynden
Gamers don't die, they respawn.
1702
Hey, Felds. I am sorry that I haven't replied with the solution to your problem by now, but I am currently distracted trying to figure out a problem of my own. >_<;;

I'll get to you as fast as I can unless someone else got your solution...
the party change screen i created for my game is done by using a whole new map. to be honest, i think that's a lot easier then doing it with pictures.
So, what are you aiming to do? And where are we starting from?

My guess is that you have 4+ playable characters, and you want to be able to switch who is in the active party at any given time.

Questions:
1. When is party changing triggered?
2. How is party changing triggered? (someone mentioned an item)
3. How flexible do you want it to be? ie- Do you want to be able to determine party order using this system, or simply who is in the party and then let the RM2k3 system handle the party order?
4. Do you want to use a separate dedicated party change map and use map events to change who is in the party (ie- having some DUMMY char walk around and "talking" to available members to add to the party)? This is the simplest to implement.
5. Do you want some image-based party change system, handled in a Common Event?
1. When is party changing triggered?

At certain points in the story, however later in the game there will be a 'save point' that acts as a part changer.

2. How is party changing triggered? (someone mentioned an item)

See above

3. How flexible do you want it to be? ie- Do you want to be able to determine party order using this system, or simply who is in the party and then let the RM2k3 system handle the party order?

The second one.

4. Do you want to use a separate dedicated party change map and use map events to change who is in the party (ie- having some DUMMY char walk around and "talking" to available members to add to the party)? This is the simplest to implement.

Nah, I don't want to do this.

5. Do you want some image-based party change system, handled in a Common Event?

Most likely this.
I am doing this from the top of my head.


1. First thing you want is a common event called PARTY_CHANGE_KEYLOCKDOWN that is Auto Start with a trigger switch PARTY_CHANGE_HAPPING. In it, there is a single event:
Wait: 0.0sec

When you are browsing this party change system, turn on PARTY_CHANGE_HAPPENING to prevent the player from walking around when using arrow keys, etc...


2. Make pictures for each party member, a cursor and a menu-y background image, with "slots" for 4 party members (say on the left), and "slots" for available party members.

3. The goal will be to have the user move the cursor around to select available slots and hit Enter to move the selected member to the party. Esc will exit the menu.

To keep things simple, have the same characters associated with the same slots.

4. Remove all party members.

<> Remove Member: Bob
<> Remove Member: Julie
...etc...

5. Keep in mind that (x,y) of (0,0) is in the upper left. x goes across top of screen, y along side. Lower right is (320, 240).

a) Show background as image ID 1.
b) Successively show image:
<> IF Switch: Bob_is_avail ON
<> Show Picture: Bob (200, 10)
<> END IF
<> IF Switch: Julie_is_avail ON
<> Show Picture: Julie (200, 20)
<> END IF
<> IF Switch: Luke_is_avail ON
<> Show Picture: Luke (200, 30)
<> END IF
...etc...

c) show cursor image :
<> Set CURSOR_X = 195
<> Set CURSOR_Y = 10
<> Show Picture cursor (CURSOR_X, CURSOR_Y)

5. Now, have a loop, and in that loop have:

<> Key input Proc: Keypress
...that tracks Wait until Key Pressed
Down Key (1)
Up Key (4)
Decision Key (5)
Cancel Key (6)
...followed by:

<> Branch if Keypress == 6
<> Party_size = Number of people in party
<> Branch if Party_size > 0
<> Break out of Loop
<> End if
<> End IF
<> Branch if Keypress == 1 (this is down)
<> CURSOR_Y = CURSOR_Y +10
<> Branch If CURSOR_Y >= 200
<> CURSOR_Y = 10 (loops back to top)
<> End if
<> Move Picture: Cursor (CURSOR_X, CURSOR_Y)
<> End IF
...same for Up Key 4, but subtract 10 and check if <= 0...


...now this is the enter key, where the "meat" of the party change system is...

<> Branch if Keypress == 5
... for each possible party member, you need something like:
<> Branch if CURSOR_Y == 10
<> Branch if Switch: Bob_is_avail ON
<> Bracnh if Switch: Bob_is_in_party OFF
<> Move picture Bob (to first available coordinates in left slots. Keep track of whats available in more variables).
<> Bob_is_in_party ON
<> Add member: Bob to Party.
<> Else
<> Play buzzer1
<> End if
<> Else
<> Play buzzer1
<> End if

..if CURSOR_Y is 20, deal with Julie, and 30 deal with Luke, etc...
<> End if

...And, after the loop:

-erase all the pictures
-turn off PARTY_CHANGE_HAPPING


This is pretty basic, and you'd have to exit and enter the party change system to "reset" the party. To fix that, you could also check for Shift Key (7) that will clear out the party, and reset the images and variables to initial states. That would be easier than keeping track of who's been selected and who hasn't been (and shuffling back and forth between current and available party) and almost as user-friendly.
Oh yeah, also keep in mind that if you have dead characters, you could get a Game Over! Keep track of who's dead with switches, and then remove all Dead statuses before removing any party members.

After you are done with the loop, re-apply the Dead statuses to those characters that were dead!
Sorry for the late reply; but I'm currently following your directions, but where do I find

Branch if Keypress

this command? It's not in the Conditional Branch.
Keypress is just the name of the variable that holds the keypress value, in this earlier step:

<> Key input Proc: Keypress
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