ZEERO'S PROFILE

I'm originally from Hungary, but now living in London, UK. I've never finished any games so far, even though I know Maker for 10 years now. I'm doing Mountainbike Downhill in my freetime, and playing League of Legends.

That's about it, really.
Ageunda - DEMO
Classic fantasy, detailed world

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[2k3] Multiple Party Switch System

It should work in my opinion, but obviously you need to test it. If you got any other questions, then just post here, I'm sure others are happy to help as well :) And my idea may not be the only way.

Ed: Oh and you're welcome, anytime :)

[2k3] Multiple Party Switch System

True, I just misread it. probably cause I'm sleepy. And yes, you are supposed to change the party, unless you want to have the same party when you change back.

[2k3] Multiple Party Switch System

It wont work that way.

You need to store the 2 (or 3,4,5.. the number of parties you have) party's location to separated variables. So now you use 48 59 60. Then you need to take the 2nd party's location to like 61 62 63. Otherwise, you'll end up being the same position as your first party was, because you will just overwrite the values of the location variables.

Also, in the "else" section, you dont remove the current party members, which will end up you having the same party.


author=Xenomic
Hm...I never think to use the Hide/Show Screen functions (I always used tint screen and made it go to black from there while halting all processes). So all of this would go into the common event then I take it? And I would assume if I had another Else statement in the second Else statement for a 3rd party, it'd work fine?? That's the tricky part I think (for this upcoming dungeon, this script should work as there's only 2 parties you have to control at a time, though later dungeons will demand 3 parties so need to figure that bit out as well).


If you want 3, or more parties, all you have to do is to change the trigger of the event (you may need to take out else as well).

So like:

if party 1 = ON
-- events --
end if
If party 2 = ON
-- events --
end if
If party 3 = ON
-- events --
end if
.. and so on.
Just make sure whenver you switch parties turn off the specific party's switch, so you need to make sure that only one of these switch are turned on.

Also I might fail at explaining it, because its already 4 am here, hope you understand it :)

[2k3] Multiple Party Switch System

Heya,

So the basic thing is that you need to store both parties' position in separated variables (so the first won't overwrite the other), and then just recall them with changed party composition.

To do so, first you need to store the variables of your current party (with memorize position option on 2nd page, which also saves mapID), and make a completely new one to the 2nd party manually (so you will have to set the variables value on your own, including map ID).

Then you need to create a common event (probably you want to make it triggered by a switch), where you call for a Key Input Process (on 2nd page). Make it to your wanted key (CTRL for example is a good choice).

So basically the thing you want to do in the process, is to fade out the screen,
store the position, make a conditional branch with else option available, like "2nd party off" (or something like that) then change party members (one at a time, cause if you have more than 4 heroes in your party, others won't get added), then recall the 2nd party's location, and show the screen, and make a switch "2nd party on".

And then all you need to do is to repeat the above things, but in reverse.

so your script should look like somehow this:

loop
> wait 1s
> key processs 001:"party switch" - ctrl (7)
> if 001:party switch = 7
>> if 002:2nd party on = OFF
>>> hide screen
>>> memorize location1
>>> change party members - take out current party, and add the new ones in
>>> recall location2
>>> show screen
>>> set 002:2nd party ON
>> ELSE
>>> hide screen
>>> memorize location2
>>> change party members - take out current party, add the new ones
>>> recall location1
>>> show screen
>>> set 002:2nd party OFF
>> end if
> end if
end loop

Hope it helped, and it was understandable.
If you have any other questions, please don't hesitate to ask.










RMN Store

Heya,

so I was checking through the RMN Store, and I saw many resource packs. My question is, which version of the Maker they are compatible with?

Thanks,
Zeero

Contact Information

Heya,

I'm not really sure, but as far as I know Microsoft moved MSN to skype. So I think that in the contact information at the profile, it should say "skype" instead of "msn". I'm not familiar how the merging works, cause I have been using skype instead of msn for a long time now, so I don't know anything about that, but I think adding skype to the contact info would be a good idea.

Regards,
Zeero

Whatchu Workin' On? Tell us!

Trying to get inspiration to continue to create my game demo. I fixed a major bug yesterday, so its really nothing much to do, except for the final battle (of the demo), and some side stories to finish. So I'm trying to work on them, but keep getting distracted by really interesting things, like, a white wall for example.. :<

special tint screen feature advice! (vx ace)

I only tried once this in RM03, though I only needed to do that with 2 standing sprites, so no movements included. I actually just replaced the sprites with images, and went on with the script without having them moved.

If you want to move them, though, I cannot come up with any ideas. Maybe some plugins are capable of doing that, but otherwise it's impossible I think.

The only idea I have is, that you have your sprite flashing all the time, because flashing is unaffected of tint screen.

Hope I could help.

What spices do you add?

I don't really have issues like that. In my opinion, if someone wants to get through the details of the game, and wants to collect everything (like myself), they will do the most complicated tasks as well. And if someone is playing just for the heck of it, they won't be bothered anyways.

In my (unfinished) games I like to put in hidden stuff all the time: so when someone plays and actually have a nice idea of "what if I do this", I try to reward them.

Though I still can't decide which is better, the random encounter, or the visible enemies. Since I'm an old Final Fantasy fan, I don't have problems with the random one, but since it doesn't really make sense if you don't see your opponents, I usually have visible enemies - except for the world map, where its random (since the hero sprite is smaller anyways).

I think it's good to implement sidequests, those who wanna do it, they'll do it anyways for a hope of some nasty rewards, and it still won't affect the people who can't be bothered.

RM03 Question

author=Liberty
Unfortunately in 2k3 the Quit game is one of the few options you can't take out. You can rename it as something else, but you can't remove it (bar some kind of plug-in, I guess, but not sure if there's already one or a new one might be needed.)

Frankly, it's probably a good idea to keep it in anyway because people might want to exit your game and not know the ALT+F4 trick. It's kinda mean to make them stay if they want to leave.
Alternatively you could name it blank. It'll leave the area in the menu longer than just the other commands but unless they choose it, they won't really know it's there bar the longer menu list.


Obviously I would make another way of quitting the game. My original plan was to take out the whole basic menu system, except for the "bag" and "equipment" (because I wrote a custom one). So in my menu there would be like a "bag" section, where you would open the implemented menu you would look only at "items" and "equipment".

author=PepsiOtaku
Yeah, there's a DynRPG plugin to replace it with a Switch-based menu.
http://rpgmaker.net/forums/topics/13468/

Scroll down to "Quit Switch."

This isn't a perfect solution, but you could make the "quit game" text blank, and then set the quit switch to the value of a switch you won't use. It will still be there, but this would either make the menu refresh when you try to select it, or cancel out of the menu (canI can 't remember).


So basically, if I got it right: with this plugin I can change the "quit game" to an actual "back" (back to game/continue) option? Actually that would be alright for me, cause now its like "Bag" "Equipment" "Seal" (which is save game), and "quit game".

Well, when you go to "bag" section, I think the last thing you would expect is "quit game".

Gonna check on that plugin, thanks!
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