Two main Characters?

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The Champion of Uncertainty :D
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:distrust:  Hi all, this is a bit of a tough question, so I will try and explain it the best I can.

I would like to have two playable main characters for my game. Lets say my first playable character is called player 1, and second playable character is called player 2. You start the game off playing as player 1, later on during the game the playable main character changes to player 2, and then further on in the game jumps back to player 1 etc etc (you get the idea). Problem I have with this however is player 1 during his adventure will get into battles, build up his stats as RPG characters do. But when it changes over to player 2, I don't player 2's stats to be a continuation of of player 1's stats but be his own that he builds up. So once the game jumps back to player 1 his stats are the same as they where when you stopped playing as him earlier on in the game.

Similar to final fantasy 9 when you play as Zidane, but when your party separates you play as Steiner.

How might I go about doing this? Thnx in advance

KingDanner
 

Andar

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when changing actor (remove/add party member), follow that with commands to change actor XP or add and change equipment and so on.


You are the developer, and you can change any actor in any way - most of the options with event commands, and for a few exceptions there are scripts (but nothing you talk about looks like it would need scripts)
 

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when changing actor (remove/add party member), follow that with commands to change actor XP or add and change equipment and so on.

You are the developer, and you can change any actor in any way - most of the options with event commands, and for a few exceptions there are scripts (but nothing you talk about looks like it would need scripts)
So when you say change actor XP or add and change equipment and so on, so there is a way of saving the previous characters stats so when playing as the previous character they will have the same stats and equipment as before? Or would it save automatically when changing actor (remove/add party member)?

Srry for being a bit dense, but I don't fully understand your explanation. Could you explain in a bit more detail plz?  :D
 

Andar

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In the command for "add party member", you have a checkbox to choose "initialize".


This should be done when an actor is added for the first time, because it sets all values to the starting values as defined in the database - if you add an actor that was never initialised, you might risk random data.


However, if you remove and add the actor later, you should not check this - without initialisation the game will use the last values assigned, with initialisation the actor will be reset to starting values.


However, both cases have nothing to do with the other commands in the event command list.


There are commands like "change EXP" or "change level" that allow you to change the current level of the actor in the party - if you left the actor 1 at level 10 three chapters ago and want him to have level 13 now, simply add that command to the event after adding the actor to the party again "change Level: actor 1, +3 levels" and he'll be upgraded to level 13 (your choice if the level-up messages should be displayed or not, in your story you should choose not to display the level up messages.


I suggest you take a week or so to check and experiment with every event command in another test project before continuing to work on your game - there are three pages of event commands for a good reason, all those commands are needed for specific story or game functions...
 

Alexander Amnell

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Unless you alter the data then whatever data is connected to a specific actor will stay with that actor even if you remove him/her from the party (this includes level data, traits and equipment) so that if you add a removed actor back to the party at a later date then they should be the exact same as when they left as long as you do not check the initialization box when adding them (which sets them back to the database default). What doesn't change is gold and items and such, if you wanted that to be different depending on which character you are currently playing as you'd need a script, Tsukihime's party and player manager scripts are what I use because my game switches between 3 protagonists.
 

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In the command for "add party member", you have a checkbox to choose "initialize".

This should be done when an actor is added for the first time, because it sets all values to the starting values as defined in the database - if you add an actor that was never initialised, you might risk random data.

However, if you remove and add the actor later, you should not check this - without initialisation the game will use the last values assigned, with initialisation the actor will be reset to starting values.

However, both cases have nothing to do with the other commands in the event command list.

There are commands like "change EXP" or "change level" that allow you to change the current level of the actor in the party - if you left the actor 1 at level 10 three chapters ago and want him to have level 13 now, simply add that command to the event after adding the actor to the party again "change Level: actor 1, +3 levels" and he'll be upgraded to level 13 (your choice if the level-up messages should be displayed or not, in your story you should choose not to display the level up messages.

I suggest you take a week or so to check and experiment with every event command in another test project before continuing to work on your game - there are three pages of event commands for a good reason, all those commands are needed for specific story or game functions...
Unless you alter the data then whatever data is connected to a specific actor will stay with that actor even if you remove him/her from the party (this includes level data, traits and equipment) so that if you add a removed actor back to the party at a later date then they should be the exact same as when they left as long as you do not check the initialization box when adding them (which sets them back to the database default). What doesn't change is gold and items and such, if you wanted that to be different depending on which character you are currently playing as you'd need a script, Tsukihime's party and player manager scripts are what I use because my game switches between 3 protagonists.
 Thnx this will help :)
 
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You could have a trigger that fades out the screen, removes Player 1 from the Party, adds Player 2 to the Party and teleports them to wherever you want the player to take control of this new perspective.
 

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Do you have two parties, and the game swaps back and forth between them? Do you want player 2 to get all of player 1's items and equipment when he takes over? Or to start fresh?


If it's just player 1 and player 2 handing control to each other, just set up 2 actors, and at various points, add one player and remove the other. Then they get to keep the gold, items, equipment the other one accumulated.


If it's a game from the perspective of two different people and each one should have their own gold, items, equipment, check out some of the Party control scripts that let you have multiple parties, each with their own gear. One party will contain player 1, and the other will contain player 2.
 
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You can also open the database then go to the system tab. Where it says "Initial Party" you can add another person and when you start the game you will automatically be in a party with the actors of your choice.
 

Shaz

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The OP indicates that he DOESN'T want player 2 in the party at the start of the game ;)
 
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Ok sorry for the misread, he can also do an event to where the person joins the party later on and if they don't like to make grind fest games he can just alter the actor attributes to be around the same lvl as the other main character and also have decent gear in the actor tab.
 

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