Fangzarie

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I'm quite new to RPG maker and I have found a problem with the party system or rather what I need to party system to "do".
What i'm trying to get is mechanics similar to Pokemon Mystery Dungeon or any guild format in certain games like Fire Emblem.

I'm trying to create a game where you can gain the bosses you fight after battle and add them as party members which can be switched in and out at the player's at their base after each mission.

I've tried making the formation option only available when the player is "home" but the characters are still technically in the party. I did some playing around with Yanfly's Party plugin but that seems to be battle specific. Does anyone know of a plugin or how to make a script that might help me out?
 

TWings

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What you describe seems doable with some switches and conditions.
Keep track of the available characters with switches, when checking at the base add the unlocked ones to the party
and when leaving the base remove all the extra characters (or use a single NPC event managing the formation option at the base).
 

Fangzarie

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What you describe seems doable with some switches and conditions.
Keep track of the available characters with switches, when checking at the base add the unlocked ones to the party
and when leaving the base remove all the extra characters (or use a single NPC event managing the formation option at the base).
so in using switches i should have a string that checks for a variable created after defeating the boss that possibly adds it to the party?
 

TWings

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For example :
When you defeat "Boss 1", you turn your "Boss 1" switch ON.
Later on at the base, before poping the formation screen, you check "if switch Boss 1 is ON, add Boss 1 to party",
and so on for every character.
At least, that's one way to do it.
 

Fangzarie

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For example :
When you defeat "Boss 1", you turn your "Boss 1" switch ON.
Later on at the base, before poping the formation screen, you check "if switch Boss 1 is ON, add Boss 1 to party",
and so on for every character.
At least, that's one way to do it.

ahh thank you i think i got it working!
i did what you suggested in making an npc control whether to add or remove a boss. i made a tiny fight with a switch that turns on after the battle to test this. the npc checks for if the switch is turned on and displays a list of bosses that should show up if their switches are turned on( using the "if else" and "conditional branches). so far this seems to work with the one boss but im worried that it might keep letting me add bosses to the party? is there any way to limit 4 characters on the formation menu or is that something i shouldnt be concerned about?
 

TWings

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It really depends on how you want it to work precisely.
If you don't want to allow more than 4 characters at any time,
you could use a variable to keep tracks of how many members are in the party (or just use $gameParty._actors.length) making sure it's never above 4, and use some choice texts to let the player add or remove members (disabling the add option if the party has 4 members).
 

Fangzarie

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It really depends on how you want it to work precisely.
If you don't want to allow more than 4 characters at any time,
you could use a variable to keep tracks of how many members are in the party (or just use $gameParty._actors.length) making sure it's never above 4, and use some choice texts to let the player add or remove members (disabling the add option if the party has 4 members).
just tested the script call with two more bosses and it works great! thank you so much! This is a very key element to my game and im glad it works.
 

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The forum stalled for a second and I thought I got banned for using 1 swear word. :kaoswt2:
Today years old when I realized I can track Last Skill ID used as a variable... natively in engine....

*sighs in reconstructing skill system*
Well, another class starts tomorrow. About 2 weeks of teaching them virtually and then they arrive on campus for about 4 weeks of in-person instruction. The next batch of Snorlax Acolytes is hopefully ready to go!
I notice that my examples are so often based on what Fallout and Skyrim did.
Yet none of my games have anything based on anything Fallout or Skyrim did.
Isn't that funny?

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