Script, storing actors.

Citpoc

Warper
Member
Joined
Oct 23, 2013
Messages
4
Reaction score
0
First Language
Swedish/English
Primarily Uses
I really really suck at programming so i'm just looking for some already written script that kinda resembles the one i'm looking for.

(don't know if this post belongs here or not but whatever)

So i'm looking for something similar to the suikoden 2 series. and with that i mean, storing characters. 

I don't want to have all the actors show up in my menu and be able to switch them out any time i want. I want to be able to carry 4 actors at a time, and if i want, be able

to go to some dude or a save point and switch them out. like an actor bank or something.

Speaking of suikoden 2, i want to implement something similar to the "i have a castle, recruit more ppl and make it grow/unlock new areas etc etc"-kinda thing. but all i can do now is just make

sure that the actor is in the party and the event or area will show up (my RPG maker skills are like....advanced basic or something.) I guess i could make some kind of switch to make a store pop up or something, but my head stop when it comes to several actors/npc unlocks more of a certain thing.

For example:

If i recruit Derek, a shop clerk. he will open up a store (that's kinda simple right there)

When i recruit Adam, another shop clerk, the shop items/store will expand. (that i think i could figure but i'm guessing i would take some unnecessary steps.)

what i mean in this is, i don't want it to be that i have to recruit people in a certain order. more like if i have adam and not derek, the store will open as if i recruited derek first. and that the more

shop clerks i recruit the more the store expands.

I don't know if this really is some advanced script related stuff or if i could do it simple. but as i said earlier, i'm still using kinda basic concepts and my events could be a bit smoother if i just knew how

to do it.

So if anyone know if there's a script to make this happen or if someone knows how to do this, i would be more than glad to get some pointers and i will also put your name in the game (though i doubt it would come out in public due to the fact that it has some internal jokes and stuff, but hey...it could be more serious if i knew alot more and u never know if its gonna get big.)

I have a great idea for this game and i think i could make it pretty decent, but i need some help. I've tried looking in forums and checking scripts but haven't found what i'm searching for.

I'd appreciate some guidance :)
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
If the total number of actors is limited, you can do this even with eventing.

You'll need one switch per actor to keep track whether that actor is available for "hire", and then make one or more NPC-events asking the player if he wants to hire or fire an actor. It'll be a lot of conditional branches checking if an actor is in the party, avalable or not yet found and listing the options to hire (or not) based on those switches - but it can be done.

If you go beyond a dozen actors or so, these conditional branches will get very large and you might want to look for a script creating a guild system or something similiar.
 

Citpoc

Warper
Member
Joined
Oct 23, 2013
Messages
4
Reaction score
0
First Language
Swedish/English
Primarily Uses
If the total number of actors is limited, you can do this even with eventing.

You'll need one switch per actor to keep track whether that actor is available for "hire", and then make one or more NPC-events asking the player if he wants to hire or fire an actor. It'll be a lot of conditional branches checking if an actor is in the party, avalable or not yet found and listing the options to hire (or not) based on those switches - but it can be done.

If you go beyond a dozen actors or so, these conditional branches will get very large and you might want to look for a script creating a guild system or something similiar.
My Idea was to have around 10-15 playable characters and a total of ~30 characters recruited for growth of "guild" and other things. I know it would take a lot of branches to do this without a script and hence my search.

so for this "actor bank" i need a script. However, for this shop example i think i could do it with just variables but i'm not quite comfortable with that and haven't tried it that much, but worth a shot.

I've seen a few scripts that makes you able to have a higher maximum actor in the menu screen and also to be able to switch them out in form of formation switching. Generally,  speaking again of Suikoden 2. I want actors whom i've recruited to be stationed in my castle/tavern/guild or whatever and with another npc i would be able to switch which ones i want in my party and which ones to stay in the base, and you would also see them there. i'm guessing this is advanced eventing/variables and scripting...but i don't think it could be that hard, but for me it is.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
You can do that purely with events.


Just have an event for each character in your guild/tavern/wherever and maybe have them appear when a particular switch is ON (eg: you recruited them) and they are not currently in the party.


Since the default conditions don't support "actor not in party" you'll have to resort to other methods.


I would use this script which allows you to treat conditional branches as page conditions


http://himeworks.wordpress.com/2013/03/23/event-page-conditions/
 
Last edited by a moderator:

Citpoc

Warper
Member
Joined
Oct 23, 2013
Messages
4
Reaction score
0
First Language
Swedish/English
Primarily Uses
You can do that purely with events.

Just have an event for each character in your guild/tavern/wherever and maybe have them appear when a particular switch is ON (eg: you recruited them) and they are not currently in the party.

Since the default conditions don't support "actor not in party" you'll have to resort to other methods.

I would use this script which allows you to treat conditional branches as page conditions

http://himeworks.wordpress.com/2013/03/23/event-page-conditions/
Interesting! I will try this out. thanks :)
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Since the default conditions don't support "actor not in party" you'll have to resort to other methods.
Tab 1: Condition by "Have Actor" (actor was EVER in your party at any point) (actor sprite, command to add to party)


Tab 2: Condition by "Actor x Exists" (no sprite, no commands)


The Tab 1 condition then becomes "have HAD actor in party, but actor not in party now"


Question is, how do you remove someone from your party?
 
Last edited by a moderator:

Citpoc

Warper
Member
Joined
Oct 23, 2013
Messages
4
Reaction score
0
First Language
Swedish/English
Primarily Uses
I think i found an easy/lazy way to fix this "storing of actors"-thing.

Currently i'm using Yanfly's party system script, which allows for more actors in a party and the availability to switch out which ones are active and in the reserved slot.

If i just take away a part of the script which allows me to scroll down through the reserves, i'd be able to have kinda as many actors a want, and it won't be noticed as long as i don't have this "player followers"-thing on. 

This would also solve a bit with the "growth of the castle/tavern/guild" -thing. since i always have the characters i recruit in my party. the event condition can just be "have actor". 

And i'm thinking about this the more blacksmiths i recruit the better the stock gets, can't you just use actors as variables? like if i have x actors, this will happen? or if i have x blacksmiths, this will happen?
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
well you can perform a comparison between the id of the actors in part to all ids of blacksmiths and count them... using a few script lines

something like

BLACKSMITHS = [0,1,2,3,6,7,8]class Game_Interpreter def count_blacksmith bs = $game_party.actors.select {|id| BLACKSMITHS.include?(id)} bs.sizeendend   then on your shop event, do something like:

script: $game_variables[x] = count_blacksmith

then check against that variable to modify the contents of the shop

PS: if you want to know which actors are present, you can also just look up at the value of bs (you can make a duplicate method, rename it and instead of bs.size, just make the last line bs... that will return an array that includes the id of all blacksmiths in your party
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,863
Messages
1,017,053
Members
137,571
Latest member
grr
Top