RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
[VXA]Party Maximum?

0 Members and 1 Guest are viewing this topic.

****
Rep:
Level 69
I'm trying to keep it where the party maximum is 4 where you can't just switch out people if the main party is running out of hp. Is this possible with events without getting lag?

*
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Rep:
Level 96
&&&&&&&&&&&&&&&&&&&&&&&&&&&
GIAW 14: 2nd Place (Hard Mode)2013 Zero to Hero2013 Biggest Drama WhoreParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
I thought the party max was already 4.
&&&&&&&&&&&&&&&&

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
You mean total, even outside of battle members?

It's certainly possible with events. At any event where you would otherwise add an actor, you could first check the number of party members like so:

@>Control Variables: [0000: ABC] = Game Data: Other: Party Members
@>Conditional Branch: Variable [0000: ABC] < 4
    @> # Add party member events
 : Else
    @> # Event to say your party is too full
 : Branch End

It would also be doable through scripts of course, but in this case I expect it would be better to do it through events since that way you can set up events for what happens when a party member does not want to join - maybe set up an evented way to trade members too.

****
Rep:
Level 69
You mean total, even outside of battle members?

It's certainly possible with events. At any event where you would otherwise add an actor, you could first check the number of party members like so:

@>Control Variables: [0000: ABC] = Game Data: Other: Party Members
@>Conditional Branch: Variable [0000: ABC] < 4
    @> # Add party member events
 : Else
    @> # Event to say your party is too full
 : Branch End

It would also be doable through scripts of course, but in this case I expect it would be better to do it through events since that way you can set up events for what happens when a party member does not want to join - maybe set up an evented way to trade members too.
It took me a little bit, but it works now! I didn't know about game data: party members, it makes it so much easier. I kept doing party member#5 ID < 1 etc. and it started getting really complicated. lol

I thought the party max was already 4.
I was kind of vague. I wanted it where you can only add or remove party members in town so that you have to rely on the people you chose (and have no party 'repository'). When you enter a dungeon, between battles, if 3 of your people die, you can't just switch them out with persons #5-8 to have a party with full hp again using the party arrange in the menu.
« Last Edit: June 22, 2013, 04:19:50 PM by Mushu »