Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Closed TopicStart new topic
> How To Solo Battle Then Re-Add Other Party Members (SOLVED!), Possible basic scripting knowledge needed.
RyoHakuron
post Aug 22 2012, 08:16 PM
Post #1


Level 1
Group Icon

Group: Member
Posts: 13
Type: None
RM Skill: Skilled




Hello, so I'm currently trying to figure out a way to solo battle. Let me explain.

I have an event that will trigger a battle. I'd like for that battle to be fought with one specific character and only that character. The only problem is that I don't know how to go about that. I know I could remove all of the other members from my party; however, this event is optional, and so I'm not sure when the player will trigger the event and what combination of characters they will have. I also have modern algebra's Integrated Reserve Party Script to deal with, so that just adds another whole variable to the equation because of locking and unlocking characters in the reserve or active parties.

I'm basically just looking for a way that I can have the solo battle at any time in the game and then stick the other characters back in my active party without accidentally sticking a character that shouldn't be in the party back in the party or unlocking a character that's supposed to be locked in the active party at that point of the game.

I'm sure I'm making it sound way more complicated than it has to be

If there's some way I could do this through events or scripting, please let me know. If only the Integrated Reserve Party script had a "Set Maximum Active Party" script call, I'd be fine, but it only lets me set a minimum active party.

EDIT:
Oh, and if someone could tell me how to set a conditional branch that checks a character's level without using any scripting, that'd be cool. But that's not the main problem I'm having, so feel free to ignore this part.

This post has been edited by RyoHakuron: Aug 22 2012, 10:19 PM
Go to the top of the page
 
+Quote Post
   
Shaddow
post Aug 22 2012, 08:53 PM
Post #2


The Eventer Inventor
Group Icon

Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90




I am going to answer your questions backwards, due to simplicity. As far as the setting a conditional branch by level, that does not exist. You CAN, however, set a variable that checks the level and set a conditional branch that goes off that variable. I'll post a SS here to show you an example, it's rather simple really.

Attached File  level_event_ss.png ( 84.25K ) Number of downloads: 7


As far as your original question, that's a bit more difficult and is going to take some time. I will work on it for you though and see if I can't get you a solution in a few hours.

Hope this helped somewhat.

Edit: Just to check, that script allows you to add and remove party members that are not locked at will, yes? You may consider taking out all members but the one you wanted, and allowing the player to re-add who they want.

Or are you allowing the player to choose which member is the solo fighter? I have several solutions that may work, but they all depend on the situation. Allow me a bit more information if you would.

Edit 2: Heh, heh, I may have oversimplified these, but here are a couple of event based examples you can use. The first one is if you want them to choose who they fight with, the second is if you want to choose for them. Allowing them to re-add party members saves you a load of grief and is only slightly annoying for the player.

Attached File  solo_battle_ss_1.png ( 97.61K ) Number of downloads: 11
Attached File  solo_battle_ss_2.png ( 99.76K ) Number of downloads: 15


If you are looking to control who is added back to the party, I can do that with variables but it's a lot of work, so just let me know if this works for you. If it does not, I'll post an event for the full creator control.

Edit 3: Eh heh heh, we are going to pretend I didn't post that original second screenshot.... wink.gif


__________________________




I support these projects! -------------





Go to the top of the page
 
+Quote Post
   
RyoHakuron
post Aug 22 2012, 09:31 PM
Post #3


Level 1
Group Icon

Group: Member
Posts: 13
Type: None
RM Skill: Skilled




Thank you very much.

For the variable checking the level. How would that work exactly?

Well, basically, I plan on having one character in the party going to a trainer. The trainer will then fight them to "test their strength" or whatever to see if they're good enough to be their pupil. So I want a specific character to fight alone, yes.

What I want to avoid is having the player not talk to the trainer at the beginning of the game and then come back and trigger the event later in the game when they have, say, ten more party members, one of which locked into the active party because they're only around for a dungeon or two. The only way I could think to do this is with conditional branches and switches galore.

EDIT:
I do currently have "In the party" switches for most of the possible characters, just not the temporary ones. I could add those, though.

EDIT2:
The second edited method you posted might work, the only problem I could see would be the temporary members that are locked in the party. I suppose I could unlock them and relock through having switches for them being in the party.


This post has been edited by RyoHakuron: Aug 22 2012, 09:43 PM
Go to the top of the page
 
+Quote Post
   
Shaddow
post Aug 22 2012, 09:44 PM
Post #4


The Eventer Inventor
Group Icon

Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90




Well, the simplest solution would be to use a conditional branch and check if a temporary party member is in the team, if it is, have some small text like 'I don't have time for this, let's get on with the mission.' or something that fits the character.

You can also use multiple conditional branches in a single event, as you can see from that final screen shot I posted.

By the way, I had to make some changes to it because of a mistake I made so you may look back at my original post as well.f

Edit: Also your idea for using the switches to check is also rather brilliant.


__________________________




I support these projects! -------------





Go to the top of the page
 
+Quote Post
   
RyoHakuron
post Aug 22 2012, 09:48 PM
Post #5


Level 1
Group Icon

Group: Member
Posts: 13
Type: None
RM Skill: Skilled




Hmm... I believe that just might work. If I don't let them fight the battle when the temporaries are in the party, I mean. I had considered it before, but with the events in the second shot, I think that'd work.

EDIT:
Or I could mess with the switches too, yeah. Well, thank you very much. I believe I should be able to get the event up and running without worrying about players breaking it at any point in the game.

EDIT2:
Thank you very much; this worked perfectly! Problem solved!

This post has been edited by RyoHakuron: Aug 22 2012, 10:18 PM
Go to the top of the page
 
+Quote Post
   
Shaddow
post Aug 22 2012, 10:34 PM
Post #6


The Eventer Inventor
Group Icon

Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90




Glad to help, can't wait to see this game up and running.

Closing this topic due to it being solved.


__________________________




I support these projects! -------------





Go to the top of the page
 
+Quote Post
   

Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 25th May 2013 - 03:32 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker