how to do events when you don't know who is going to be in the party

estriole

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do you mean the event that will use 'actor in party'  charset graphic?
i usually use this script.
http://victorscripts.wordpress.com/rpg-maker-vx-ace/utility-scripts/actor-events/
 

# <party event: x># This tag allows to setup the event to have the graphic of the actor# based on the position on the party# x : postion in partythen for the faceset when talking. i usually use message script. for example yanfly message system

http://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/

#  Actor:      Effect:#    \af[x]    - Shows face of actor x. *Note 
but if you want each actor speak differently... then you might need additional conditional branch. but at least you don't have to worry about face and charset.

sorry if script solution is not wanted in this case.
 
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Zoltor

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There might be a better way, but I have always done such events the old school way. Have switches assigned to adding/removing each char, and then make how many events needs to accommodate each combination of party members possible, then have each even set up accordingly to trigger if the coraspoding switches are on(aka if the char are in your party).
 

Andar

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just make the events the way I posted the screenshots and descriptions on the previous page - that way you need only one variable and don't have to record it at the beginning but can always check the current formation...
 

xcom

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Okay, I put things down and took a small break after working on this problem the last few days.  With the kids playing instead of fighting, I was able to work on it a bit more while not totally stressed out.  I got the thing to FINALLY work.  *yay!*  It's a bit odd how it works, or it just feels odd the ways it does.  Either way, it works!  Thanks again to the people who helped this idiot figure it out.  I didn't think it would be this difficult to do.  Then again when I agreed to put the 10 people in the game, I knew I was going to have problems like this.  *heh*

Now all that's left is figure out how to balance the classes I'm making.  That's another problem for another thread though. 
 

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