[RM2K3] MANUALLY TRACK THE ORDER OF PARTY MEMBERS
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Looks to me like the second party member is facing down so the script moves the others to form the catapillar. I'm not familiar with the catapillar script but you could probably make some kind of edit to prevent the characters from moving/changing direction while using that 'press shift' function.
But the thing is you can press shift even when you're walking. So if I do that, the caterpillar events could possibly stop functioning while moving around if the player presses shift at the same time.
Well, if your taking a basic script and putting a twist on it, it's bound to have some issues. Your only choice is to alter the script to fit your needs. If you have to halt player movement while using the party shift, then so be it. How important is it to have the player be able to switch on the fly?
There's also the option of rewriting the catapillar(i like my spelling better xD) script. Sometimes with stuff like that it's good to recreate it to understand how it works, then to use the underlying knowledge to write your own code. That way you can add stuff to it or change it.
There's also the option of rewriting the catapillar(i like my spelling better xD) script. Sometimes with stuff like that it's good to recreate it to understand how it works, then to use the underlying knowledge to write your own code. That way you can add stuff to it or change it.
I've recreated the caterpillar system already from kentona's tutorial, I know how it works, I just don't see how I would fix this.
You're right, changing party members on the dot is probably not a priority, but how annoying would it be to suddenly stand still every time you press shift?
You're right, changing party members on the dot is probably not a priority, but how annoying would it be to suddenly stand still every time you press shift?
author=JustRob
Wouldn't that require that I put events for every tile where I don't want them to pass? That will take a crapload of events to do that.
No. I am pretty sure that it has an option that allows you to state the X and Y Axis. Thus meaning you'd only need 1 event, just a lot of conditional branches.
It depends on what reason you give the player to switch party members. If you make puzzles that require the player to constantly switch then it would be more annoying than if switching serves no purpose. Either way, it's not a big deal to have a pause of 0.1 seconds when switching.
As for fixing it, here is what I would try: Create a switch called CHANGEORDER and have it turn ON when you press shift. Then take all the code for switching party members and place it in a branch that requires CHANGEORDER to be ON. Take all the code for the catapillar system and place it in a branch that requires CHANGEORDER to be OFF. At the end of the switch party code you need to turn CHANGEORDER back to OFF.
With that, the catapillar system won't try to reposition the other members while you are switching members. You might have to alter your whole system for that. That kind of system makes coding anything much easier and less buggy. You are creating "states" and you can have things happen only during that "state".
As for fixing it, here is what I would try: Create a switch called CHANGEORDER and have it turn ON when you press shift. Then take all the code for switching party members and place it in a branch that requires CHANGEORDER to be ON. Take all the code for the catapillar system and place it in a branch that requires CHANGEORDER to be OFF. At the end of the switch party code you need to turn CHANGEORDER back to OFF.
With that, the catapillar system won't try to reposition the other members while you are switching members. You might have to alter your whole system for that. That kind of system makes coding anything much easier and less buggy. You are creating "states" and you can have things happen only during that "state".
author=Cherry
Well, if you want it more like 2k's system, then what I offer you might come in handy anyway.
Take a look at this: http://share.cherrytree.at/showfile-1900/tbbpatch_demo.rar
Makes the battle system turn-based and also adds other features, including finding out the party members and their order. To use this thing, replace your rpg_rt.exe with the one in the archive.
The reason why I asked you whether you used the default battle system was that in case you did not want it to be turn-based, I could create a special version which just includes the party-member-thing and nothing else.
isn't there an ips version of this patch? not directly patched into the exe, and only has that finding out the party members and their order feature, i need it for my custom Save/Load menu to display the characters's face graphics and their stats based on the order.
















