- Joined
- May 30, 2023
- Messages
- 400
- Reaction score
- 227
- First Language
- EN/JP/NL
- Primarily Uses
- RMMZ
I've just started with MZ after a long gap of not doing anything with games (the last was macromedia shockwave)... but I'm currently thinking about two methods:
1. control both player and followers directly through scripting. I'm still in the process of studying the ins and outs, and it might be quicker to just use the plugin mentioned by others, but it seems doable for small scenes. For example, only a specific member should show a heart icon upon some event:
2. not have the standard caterpillar, but instead have all the party members on screen as events on all maps, set to follow the leader. This allows for triangular formation also... but is a horror to manage with copies of code all over the place.
1. control both player and followers directly through scripting. I'm still in the process of studying the ins and outs, and it might be quicker to just use the plugin mentioned by others, but it seems doable for small scenes. For example, only a specific member should show a heart icon upon some event:
This works, but is admittedly a little tedious for long cutscenes, and there are pitfalls like when you want to make a certain character jump up:const Actor2i = $gameActors.actor(2).index();
if (Actor2i == 0) {
$gameTemp.requestBalloon($gamePlayer,4);
} else if (Actor2i > 0) {
$gameTemp.requestBalloon($gamePlayer._followers.follower(Actor2i-1),4);
}
... if the character happens to be the leader at that time, the party will gather and destroy your cutscene.const Actor2i = $gameActors.actor(2).index();
console.log($gameActors.actor(2).index())
if (Actor2i == 0) {
$gamePlayer.jump(0,0);
} else if (Actor2i > 0) {
$gamePlayer._followers.follower(Actor2i-1).jump(0,0);
}
2. not have the standard caterpillar, but instead have all the party members on screen as events on all maps, set to follow the leader. This allows for triangular formation also... but is a horror to manage with copies of code all over the place.