Concept for battle, and storytelling systems.

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The Mighty Palm

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To clarify what kind of system I have running, I'm using a lot of Yanfly scripts.

Core(obviously)

Party System

Yanfly Battle

Yanfly FTB
After using the FTB (and loving it) it has given me a concept. 
 

Let me try and explain best I can. 

I want there to be 2 party members in battle. BUT I want you to be able to switch your side character out mid-fight. 

The main character cannot be swapped out, but you can give up a turn to swap someone else out mid-battle. 

Think Paper Mario, except that you don't get a game over unless both characters KO.

OR think of it like a double battle from Pokemon, with the difference being the first Pokemon is locked in place.

The other idea that goes with this concept, is that during dialogue (once again ala Paper Mario) I want the party member in 

the 2nd slot to speak during certain events. ONLY that party member. For example:
If in battle, you're using Devan in the 2nd party member slot, then out of battle he will be the one who comments on things.

BUT if you go through the game again, using Teal, she will be the one who interacts with the player instead.

This is because I want you to be able to use whichever character YOU want to use, and to flesh them out better by having

everyone react differently to the same situation, which can result in different conversations happening, thereby making replays of the

game for a different ending feel less repetitive. 

Does this sound like a good idea? Is it even possible to implement such a thing? Do I need a script, or is there a way to tell which

party member is in which slot through variables/events? 

Thanks in advance.

EDIT: As it turns out, there is already a Yanfly script specifically for swapping party members mid battle. (Party Command) How I missed that, I don't know.

Also I managed to get a "only actor number 2 speaks" effect, by using $game_party.battle_members.include?($game_actors[x]) in a conditional branch

where I replace the x in $game_actors[x] with the ID of that character. Which works, because there is only one other actor in the battle party,

so only that one out of the list of possible dialogues will speak. (if that makes ANY sense.)

So yeah. Problem solved. Guess this can be closed or locked or whatever.
 
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NPC

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This stuff is possible, and the implementation isn't really the hard thing. The hard thing is making all the content for it: be prepared to spend days upon days working on what everyone says and when. I mean, the workload changes depending on what exactly you're adding, but man, make sure the rest of your game is finished before adding that, cuz it's a real time sink.
 

The Mighty Palm

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Thank you Npc, but I'd really like some ideas on HOW to implement it if it's "not hard to do".

Also I can't really finish the game first when these are two of the core elements.

It isn't like the project has been announced or anything. I don't really HAVE to do it if I feel like it's too much work or not worth it.

But I can't properly judge that unless I see the work that needs to be done, y'know?
 

Kes

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Is this topic ready to be closed?  You say it is in your opening post, but your last post sounds like you would still appreciate some help on the 'how to' question.  

When you want it to be closed, please Report your opening post (the Report button is bottom right near the Multiquote button) and ask for it to be closed.  I might miss your post, but I will see your Report.
 

The Mighty Palm

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Is this topic ready to be closed?  You say it is in your opening post, but your last post sounds like you would still appreciate some help on the 'how to' question.  

When you want it to be closed, please Report your opening post (the Report button is bottom right near the Multiquote button) and ask for it to be closed.  I might miss your post, but I will see your Report.
Yeah, sorry. I edited that an hour AFTER that last post if you'll check the times posted. As the problem was solved (and I told how I solved it to help others with the same issue) I don't see any further reason for it to remain open. Also I didn't know to report a post to close a topic, but will be sure to report in the future.
 

Kes

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Okay, in that case

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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