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[REsolved]Party leveling question

Hello again, sorry to make another topic ... really if I noticed these things quicker I could just make one megatopic.

Anyway, at various points in the game the part disbands and then a little later comes back together. I didn't notice at first but it seems that when the party disbands everyone but the main hero (actor 1) loses the levels they previously gained. Is there anyway to make that not happen, but keep in the somewhat random nature of level gaming. I know that when I make a character rejoin I can force level him but that doesn't always work because player A may have leveled the characters to 5 before the disbanding event, and player B might have only leveled the character to 4.

Oh, and since I'm here I might as well ask. In an upcoming section of the game the party splits into two groups, I wanted the player to be able to play as both groups (its a town fair and the party split up to enjoy the festivities) for a bit then bring them back together for a battle (one of the character's is the subject of a thief's guild kipnapping plot).

Again, I'm sorry for all the topics recently.
 
I'm not sure about these answers, but maybe they'll help.

Question number 1. Is initialize set for those actors? I'm not sure if it would make a difference, but I've heard it has to do with reseting levels.

Question number 2. Whats wrong with changing the party every time control switches. if the party breaks up into to team A (chars A and B) and team B (chars C and D), just switch the party every time control switches. add char C, add char D, remove char A, and remove char B, and vice versa.
 
As far as I know, when you are setting up an actor in the database, there is an initial level you have to give them. So, when you tick initialize when you are adding a party member, it tells the game to give that member their initial level. So all you have to do is untick initialize when you re-add the party member.
 
What do you want the trigger to be to switch groups?

Whatever triggers it, you'll then switch out party members, and... let's see...

You'd want two or three (depending on how many maps are involved) variables for each half of the party, storing their location.

You'd Transfer the player to the location of the other half of the party-- given that you'll be changing the party graphics and transferring the party, I'd consider using Prepare for Transition for smoother graphics.

You could have one event for the other half of the party, and use Change Event Location to make it go wherever the player just was, too.

...was I clear at all? If you can tell me how you want to do the transfer between halves, I'll see if I can mock something up.
 

Darok

Member

Hi!suppose that uwant to equip a character called John,u do it and u lv it up to 70...then u want another character,so,u leave John..and then u want to equip him back and he is lv 1..that is the problem??
U surely make an event in John that say"Change group:add John"(or something like that)Edit that and click where say something like back to level 1.srry for bad english
 
We, uh, just answered that question above.

So I'll make it clear.

Initializedamnit.png


See that box that I have helpfully circled in red and have red arrows pointing to?

That is the box that needs to be unchecked, as I show it.
 
I don't have RMXP anymore but if I'm not wrong it has a remmember player's spot command.
Just make a key (such as W) that remembers your location, then change who's in the group, and teleport yourself to the other group's location. thingy. I can show you this at VX, because my explanation suck. I barely understand it.
edit: I meant I barely understood the explanation. because it sucked. not the idea of how to do it.
 

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