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> Party/Team bonuses, Hey, we all have something in common!
Alt_Jack
post May 3 2011, 08:19 PM
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Some games offer special bonuses (ex: increased HP ) for having certain team combinations. Since I like changing my roster, I figured that this would be a neat add-on for people who do the same. I haven't tried this out yet, but I'm confident it'll work.

a bonus!

create a blank, hidden, parallel process event
Condition branch: if ------ is in party
-> condition branch: if ----- is in party
->.... (you get the idea. Have the event confirm that the 4 specific people are in the party)
->Change: ----- (Max HP, Mx attack power, whatever)
(you can also throw in more of these using the same format, so that different party combos give different results. Just make sure that they're all in the same event)
erase event (so that it isn't constantly adding the bonus)

And stick this in the transfer at the end, the one that takes the party off of that map
anti-thesis

Change: ----- (Just have it change everything back i.e decrease the increases so that they aren't always on)
erase event


Like I said, untested, but probably works nonetheless.


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Redd
post May 9 2011, 01:57 PM
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Umm... what maker is this for?


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Alt_Jack
post May 9 2011, 05:05 PM
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I use VX, but I imagine it'll work in XP, too.


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Pharonix
post Jun 21 2011, 08:22 AM
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QUOTE (Alt_Jack @ May 3 2011, 09:19 PM) *
Some games offer special bonuses (ex: increased HP ) for having certain team combinations. Since I like changing my roster, I figured that this would be a neat add-on for people who do the same. I haven't tried this out yet, but I'm confident it'll work.

a bonus!

create a blank, hidden, parallel process event
Condition branch: if ------ is in party
-> condition branch: if ----- is in party
->.... (you get the idea. Have the event confirm that the 4 specific people are in the party)
->Change: ----- (Max HP, Mx attack power, whatever)
(you can also throw in more of these using the same format, so that different party combos give different results. Just make sure that they're all in the same event)
erase event (so that it isn't constantly adding the bonus)

And stick this in the transfer at the end, the one that takes the party off of that map
anti-thesis

Change: ----- (Just have it change everything back i.e decrease the increases so that they aren't always on)
erase event


Like I said, untested, but probably works nonetheless.


sorry to necro? but wouldn't it be easier to turn a switch on at the beginning then have a parallel common event run and only activate when certain characters are in it?

I have a formation, father's and sons (the fathers die at the beginning, but you get the idea) if two of the chars and their dads are in the party, it tells you in text

Unleashed Formation
Fathers And Sons

HP and Attack have increased!

but if you change the party around it doesn't keep popping up, due to resetting the checker variable to zero if a character isn't present yet it pops up again once the formation is unleashed.

I can make a tutorial for anybody who wants it....

The only occurring problem is the stat reset.
Though it is easily fixed by using a single variable PER STAT
like
var 0001=500 (for hp)
maxHP+=var 0001
var 0001 = 50 (for atk)
atk+=var 0001
var 0001 =0

this way it will only try to add 0
though you can be more efficient by moving it to where it checks if you already applied the text for formation like i did.

ifi variable 0091: !=1
unleashed formation........etc
change stats
variable 0091 =1

then when it sees that the formation is NOT detected

put into the else statements var 0091 = 0

and you're good to go

This post has been edited by Pharonix: Jun 21 2011, 08:38 AM


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