A few quetions for a newbie

NeoArashi

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Hi there! I'm a bit new when it comes to RPG Maker VX ace. I made several attempt at making games with RPG Maker 2003 and VX and I find VX Ace to be awesome. However, there are a few questions I have reguarding party. 3 to be more precise.

1-In my current project, there will be between 8 to 10 ''main'' characters. I test RPG maker, and tried to start a game with 10 party members. I find it annoying how the 9 other party members folllow the leader. Is there any way to take them away without removing them from my party? I want my game to look like those old school RPG where only the leader of the party is shown on maps.

2-Again, with my party of 10 people, I tested a battle, and found out that all 10 were participating. Is there a way to reduce that number to 4?

3-Is there a way to switch character in-battle?

Also, I have a few question conserning stats

1-Is there a way to affect max tats and level? I'd like the characters in my RPG to be able to level up to level 200 and have HP stats that goes over the usual limit of 9999 is that possible?

2-For later in my game's story, I'd like to make a superboss. What's the max limit of HP a single target can have? I'd like my superboss to have around 3-4 millions HP, if possible.

Sorry for the many noob questions and thank in advance!
 

Shaz

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1. In the System tab of the database, uncheck the Show Player Followers box.


2. Really? That doesn't sound right, unless you installed someone's scripts. By default, you have up to 4 active battlers, and you have to modify scripts to change that. Specifically, the Game_Party script, line 73 states that there are, at most, 4 active battlers. (yep, just tested - with 6 in my party, only 4 take part in battles)


3. I suspect you could just do a Call Script command to $game_party.swap_order and it will swap members around. The battle lineup should reflect that.


1. (we're starting again?) You can do that, but it requires scripts. There are "level break" scripts out there already so you may not have to have anything custom written.


2. MAXHP in the Enemies tab allows 6 digits. So the most you could enter would be 999999. I would question WHY you feel the need to have such a high number, and suggest you spend a bit more time balancing for lower stats. It doesn't really matter WHAT the number is - what matters is how long it will take to reduce to 0 when taking the stats of your battlers and their equipment and spells into account.
 
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Andar

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1) Database, System Tab, top right "show player followers" OFF. You can also change that display by event command ingame.

2) The default allows only 4 battlers, no matter how large your party is. But this battler limit can be changed by scripts or by editing the engine in the script editor. Most probably you added such a script or edit during testing - remove it or make a new project to go back to 4 battlers only.

3) Not by default, but there are some scripts that givew that option. However, this depends on wether or not you'll be adding battlescripts as well, some of the more advanced battle engines react poorly to actor switching as they require to setup the actor with additional data at the beginning of the battle.

Q1: Stats can have different levels in Ace, but to go beyond the default limits you'll need a script. But since you're not the first one wanting that, there is already a script on the master script list that allows you to go beyond those limits.

Q2: see above
 

NeoArashi

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I'm not too good with script. So I guess I'll stick with the level max of 99, HP of 9999 and enemy hp of 999999 (I'll make up the lack of HP by making the boss harder =D)... unless the script  are easy to ''install''?

I was able to switch the followers off. I'm very blind for not having seen this the first time I messed up with it.

And Shaz, I looked and the 10 party member in battle was my fault. I though I had to modify that to have 10 party member outside of battle. I changed that to 4 and now I only have 4 fighters in battle while having a total of 10 members.

Also, I wanted to make a several million HP superboss, that's because I'm used to Final Fantasy and their 1 million+ HP uperbosses :p But really, 999999 HP is fine as it is ;)

Thanks for your quick answer. Really didn't expect it to be so fast.
 
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Andar

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I'm not too good with script. So I guess I'll stick with the level max of 99, HP of 9999 and enemy hp of 999999 (I'll make up the lack of HP by making the boss harder =D)... unless the script  are easy to ''install''?
It depends on the script. RPGM was designed with the option of changing the engine by scripting, and it's easy to add scripts (simple copy&paste).

Where the difficulty begins is the problem to get data to those scripts - if a script requires only minimum data or data that can be transferred by notetags they're usually easy to use (Yanfly's move restrict region for example let's you use region codes from the editor to restrict the usually random auto-movement of NPC-Events and is very easy to use).

If the script requires complex data or deep integration into a story, then it will require basic (or better) programming knowledge (most quest journal scripts fall in that category).

Don't be intimidated by the word "script", but also don't try to mess up your game with hundreds of scripts until you know what you're doing (the more scripts you install, the greater the risk for incompatibility bugs).
 

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