MasonXY

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Is there a way to let my main character talk to party members through events?
 

Crimson Dragon Inc.

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what you could do is uncheck partymembers follow, then just make events that use the party member's sprite that allows talking (only way this works is if you can't see the party following your characfer)
 

SquallStorm

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Honestly you could use a common event with variables, switches and bind it to the main menu, similar to some old JRPGs, or make a "Camp" menu, and use a common event to transfer you to the "Campgrounds."  Think of Breath of Fire IV.
 

Crimson Dragon Inc.

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problem is that you would have to update the camp grounds everytime a new event in the story happens, and remember to do that every single time a major event happens to change dialouge from the actors
 

SquallStorm

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Easily done with variables.  Time consuming, but can add a LOT to a game.
 

bgillisp

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I did this in my game in ACE by adding a menu button that you push to talk to the party members, and when you select it, it calls a common event where the dialogue takes place. However, do keep in mind (as has been pointed out already) that you do need to update the event with variables and conditional branches to have it show the right dialogue at the right time in the game (quite doable though if you use one master variable to keep track of which step of the plot the party is on).
 

Espon

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In one of my games you could talk to party members in town.  What they would talk about was usually related to current events going on in the story.  Sometimes they'll even ask you to help them on a side-quest.
 

estriole

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my plugin here could help for event sprite... so less conditional branch.

http://forums.rpgmakerweb.com/index.php?/topic/52577-est-actor-event/

for name of actor in party you could use yanfly message core

http://yanfly.moe/2015/10/10/yep-2-message-core/

and use \p[x] -> change x to your party position.

for face you could use hime's placeholder message

http://forums.rpgmakerweb.com/index.php?/topic/50030-placeholder-message-faces/

now you only need conditional branch for what they saying...

hope this help
 

felsenstern

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In a couple of JRPGs I played which used visible followers, they did:

1. Gather Followers

2. Change Followers (OFF)

3. Turn on Events with Follower Graphics right in the spot of the main character

4. Move the Events with Follower Graphics move out of spot of the main character (typically circle him or her)

5. Talking Event...

When it's over

1. Events with Follower Graphics move into the spot of the main character

2. Turn off Events with Follower Graphics

3. Change Followers (ON)

Tataa

Edit: "Legend of Heroes: Trails in the Sky SC" is one of those that are doing it that way.
 
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MasonXY

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I did this in my game in ACE by adding a menu button that you push to talk to the party members, and when you select it, it calls a common event where the dialogue takes place. However, do keep in mind (as has been pointed out already) that you do need to update the event with variables and conditional branches to have it show the right dialogue at the right time in the game (quite doable though if you use one master variable to keep track of which step of the plot the party is on).
How did this menu button work? Did the player have to access the main menu to use it? Or was it on screen while playing the game?
 

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