With the remake of Outlaw City starting up, I figured I'd share some details on the new party control and dynamic party systems I've created by showing off some screens of what it can do.
First: The new Trailing system I've created. Those people following you are automatically generated from your party list, and you can have as many people in your party as you want.
http://www.rmxp.org/anaryu/OC2Screens/Screen1.png[/IMG]
Second: You can SPLIT your party up, switch who you are controlling, and even who is following each character. In this screenshot, the cleric and Ccoa's "Modern Girl" are following the blue Mystic sprite, while the two others are following the dark-haired girl in the lower left. You can switch who you're controlling at any time and it will remember who was following you! You can even move members of the party on to different maps and no disruption of followings will occur, including the ability to switch between "parts" of teams from one map to another.
http://www.rmxp.org/anaryu/OC2Screens/Screen2.png[/IMG]
Third: When you get in a fight (I won't be having any random encounters, but it would work for those as well!), only characters within a radius of squares that you can set take part in that fight. In the screenshot, the white and blue robot in the upper right is engaging the lizard thing.
http://www.rmxp.org/anaryu/OC2Screens/Screen4.png[/IMG]
Fourth: A screenshot showing how the party configuration is managed to only include those within a 4 square distance from where the fight started. The new battle system is real-time (no waiting for turns, only casting times) and currently shows Proto and Mystic doing a combo attack together.
http://www.rmxp.org/anaryu/OC2Screens/Screen5.png[/IMG]
Fifth, Sixth, and Seventh: These screens show the use of Ccoa's Universal Message System in action! With a little tweak I made it so by just doing a \e[a1] for example, I can make the text center over the character sprite for Actor #1 in the database, and display their name.
http://www.rmxp.org/anaryu/OC2Screens/Screen6.png[/IMG]
As you can see from all three, their location doesn't matter! I've also tweaked the "Move Event" command so that by using a "Call Script" event with a line like:
$game_system.team_member = "Dark Sovereign"
I can make the NEXT move event run move that actor's character sprite on the screen; no matter where they are! If they aren't in your party, then neither the text, nor the move command are run. I'm also using Near Fantastica's Path Finding script to allow "auto gathering" of your team, AND to use for moving characters around in a scene no matter what their current location is.
http://www.rmxp.org/anaryu/OC2Screens/Screen7.png[/IMG]
http://www.rmxp.org/anaryu/OC2Screens/Screen8.png[/IMG]
These little "tweaks" are the keys I had to make so I could develop scenes, both the moving and conversations, without having to spend a lot of time messing with careful placement and party planning. This way I can create all the text for every character in a story event, and if they aren't present they simply don't exist.