Tsukihime

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In RPG Maker, you have a “party”. A party consists of a group of actors, an inventory of items, weapons, armors, and gold, and potentially some other information related to this group.

By default, you only have one party, which is what the player will control throughout the game.

This plugin provides functionality for working with additional parties.

1. You can create new parties. Separate parties can be used to represent different characters in your game. Each character may have their own set of followers and inventories as the story progresses.

2. You can switch between parties. If your story switches from one character to another and you would like to keep their location, characters, inventories, and other party-related information, you can simply switch to a new party instead. You could even switch between parties in real-time on the same map to build additional mechanics related to multiple party control.

3. You can merge parties. By merging parties, you can have different parties come together as one large party. All of the members, inventories, and other information will be merged together.

These are the three basic functions that you can use to design your game using the Party Manager. Additional functionally will be provided over-time as they are developed.
 


More information and downloads available at HimeWorks.


Free for use in commercial and non-commercial projects.
 
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hadecynn

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This is great! I might actually be able to pull off the fixed-level battle challenge idea I had in mind with this. Thanks Hime!
 

HeroicJay

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Huh. You previously created a "multiple inventories" plugin and said you'd need to be contacted for commercial use. (I never contacted you because I hadn't even managed to get around to a point where I'd need the plugin yet.) This does all that and more and you say it's free to use. Given this is actually closer to what I'll need, I can't complain...
 

Tsukihime

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Huh. You previously created a "multiple inventories" plugin and said you'd need to be contacted for commercial use. (I never contacted you because I hadn't even managed to get around to a point where I'd need the plugin yet.) This does all that and more and you say it's free to use. Given this is actually closer to what I'll need, I can't complain...



My plugins are all free for commercial use.


I would still recommend contacting me when you decide to go commercial so I know who's using it.
 

HeroicJay

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Ah. I see that written in your sig too. I'll try to keep that in mind. (My own game won't be fully released for some time, and this won't be necessary for the demo I plan to release in April. You can consider this an informal notice that I intend to use your plugin but am not implementing it just yet, I guess.)
 

Unmercyful

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Thank you for this wonderful plugin! It is truly amazing what can be accomplished with it. Do you foresee any complications with it and Quasi Movement Plugin? It leaves an extra sprite of the player when changing partys using Galv's Diagonal Movement and Character Frames plugins. I'm at the beginning stage of my project, so changing movement wont be so bad. But this plugin is a must :)
 

Tsukihime

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Thank you for this wonderful plugin! It is truly amazing what can be accomplished with it. Do you foresee any complications with it and Quasi Movement Plugin? It leaves an extra sprite of the player when changing partys using Galv's Diagonal Movement and Character Frames plugins. I'm at the beginning stage of my project, so changing movement wont be so bad. But this plugin is a must :)



Can you reproduce the character issue with this low filesize demo? I'm not sure what this "extra" sprite is.


For movement issues, this plugin keeps track of the position the parties are at...but I don't think that should be an issue.


For collision detection, I'm not too sure. Would have to see how quasi (or any collision detection plugin) asks you to check it.


By default, you just check if the x,y position is the same, so I just built some functions on top of that (ie: checking if a party is at a specific position), but additional functions might be needed to call upon custom collision checks.
 
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Unmercyful

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I have reproduced the character issue on a test project only once and without any other plugins.(what it does is leave an extra image of the changed party member on the screen) All I did was keep switching back and forth between the two partys. It took me about 15 minutes of trying to get it to happen, but only happened once and without any other plugins. I have tried to reproduce the same on the low file size demo but I have not been able to.  In the demo I have set everything as per instructions and works great excluding being able to locate partys to another map. In my project I have the same difficulties. I'm gonna send the demo to you, just not quite sure where to send it.
 

Tsukihime

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I have reproduced the character issue on a test project only once and without any other plugins.(what it does is leave an extra image of the changed party member on the screen) All I did was keep switching back and forth between the two partys. It took me about 15 minutes of trying to get it to happen, but only happened once and without any other plugins. I have tried to reproduce the same on the low file size demo but I have not been able to.  In the demo I have set everything as per instructions and works great excluding being able to locate partys to another map. In my project I have the same difficulties. I'm gonna send the demo to you, just not quite sure where to send it.

You can PM me a link to it.
 

nio kasgami

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I could actually make a system who can make the system look more pretty like a Scene I mean you already have all the system built-in for add a more pretty look is easy to do.
 

Tsukihime

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Fixed a bug where the setLocation script call wasn't actually taking the ID of the party, resulting in not doing anything with the map ID if one was passed.


The script call still worked, but it only took 3 arguments instead of 4 and so it always used the current map.
 
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Tsukihime

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Was able to reproduce the extra sprite bug. Looking at how to address it.




UPDATE: problem has been addressed. Issue occurs when you clear out all sprites and re-build them, and something strange happens. This occurs when you leave the map and return to it without setting up the map again. For example, when you go to the menu.


There's a bug with Galv's Map Animation Effects, where the game is unable to access my idle party events' notes because these parties do not exist in the data file. Will have to consider how this might be addressed.
 
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CobraA1

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Hey, fantastic plugin. I'm actually playing around with the idea of being able to switch between two parties on two maps in a SciFi RPG: One map has the player's party on a ship, and the other map is the ship being part of a fleet of ships in space, with the ships being a separate party.


I'm also playing around with the player being able to pick up and buy parts for the ships, allowing the ships to alter their stats.


Thing is, I'd like to transfer the ship parts to the party with the ships, allowing the player to equip the ships. Could you add the functionality to move inventory between parties to the plugin?
 

Tsukihime

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Hey, fantastic plugin. I'm actually playing around with the idea of being able to switch between two parties on two maps in a SciFi RPG: One map has the player's party on a ship, and the other map is the ship being part of a fleet of ships in space, with the ships being a separate party.


I'm also playing around with the player being able to pick up and buy parts for the ships, allowing the ships to alter their stats.


Thing is, I'd like to transfer the ship parts to the party with the ships, allowing the player to equip the ships. Could you add the functionality to move inventory between parties to the plugin?



How would you like the inventory trading to be done?
 

CobraA1

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How would you like the inventory trading to be done?



Something like this?

Code:
Party.transferWeapon(PARTY_FROM_ID, PARTY_TO_ID, WEAPON_ID, count);
Party.transferArmor(PARTY_FROM_ID, PARTY_TO_ID, ARMOR_ID, count);
Party.transferItem(PARTY_FROM_ID, PARTY_TO_ID, ITEM_ID, count);
Party.transferGold(PARTY_FROM_ID, PARTY_TO_ID, amount);
 

Tsukihime

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Plugin has been updated to v1.5.


A fix has been implemented that solves a bug where if you load the game, walk around, and then switch to a different party, the party you just controlled would be moved back to where it originally started when you loaded the game.


The problem here occurred because the party that the game starts with after loading is NOT the same as the party that is currently considered the active party.


Some video tutorials are also available from Driftwood Gaming and Echo607!




Something like this?



Party.transferWeapon(PARTY_FROM_ID, PARTY_TO_ID, WEAPON_ID, count);
Party.transferArmor(PARTY_FROM_ID, PARTY_TO_ID, ARMOR_ID, count);
Party.transferItem(PARTY_FROM_ID, PARTY_TO_ID, ITEM_ID, count);
Party.transferGold(PARTY_FROM_ID, PARTY_TO_ID, amount);



@CobraA1 I have implemented party item trading.


Instead of working with item ID's, you will be working with item objects directly.


So for example, if you have some item 3 and you would like to transfer 5 of them from party 1 to party 3, you would write


Party.tradeItem( 1, 3, $dataItems[3], 5);


The reason for this is I don't know how items may be accessed in different projects.


Armors and weapons can be accessed in similar ways


Party.tradeItem( 1, 3, $dataWeapons[12], 5);
Party.tradeItem( 1, 3, $dataArmors[99], 5);




I have seen many different implementations of instance items in the past, so rather than having to write patches to support any potential implementation in the future, I just pass objects around, since that is what gainItem and loseItem expects (well, until someone's implementation decides to change that as well)


This currently assumes you can only trade items from the inventory (and not the party members), so you would need to first un-equip it before making the script calls.


Gold trading is also available, using the format that you have suggested, except I called it "tradeGold" instead of transfer.
 
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Unmercyful

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Hello Hime  :)  In the help section under Active Party Variable it says "RPG Maker assumes variables are numbers, but you can store text as well. However, in your conditional branches, you will need to use script conditional branches in order to check that." When you get a moment , could you possibly show an example of that if use? For instance: if Party 1 is active
 

Tsukihime

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Hello Hime  :)  In the help section under Active Party Variable it says "RPG Maker assumes variables are numbers, but you can store text as well. However, in your conditional branches, you will need to use script conditional branches in order to check that." When you get a moment , could you possibly show an example of that if use? For instance: if Party 1 is active



Assuming variable 3 stores the current active ID and you use strings for your party ID's
 

Unmercyful

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Thank you very much and a have a great day  :)


Just to clarify,  this should work: Screenshot (112).png 


 if the I set  Screenshot.png like this:  Screenshot 2.png and I have already Party.switch(2)?
 
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CobraA1

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@CobraA1 I have implemented party item trading.


Instead of working with item ID's, you will be working with item objects directly.


So for example, if you have some item 3 and you would like to transfer 5 of them from party 1 to party 3, you would write




Party.tradeItem( 1, 3, $dataItems[3], 5);

Instead of working with item ID's, you will be working with item objects directly.



Works great for my purposes :). I don't mind that it's a bit different.
 

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