How do I manage a story splitting in 4 parallel 'branches'?

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Started by Rydiahighwind 9 posts View original ↗
  1. I'm sorry if there's a guide somewhere but from what I've seen nothing addressed the issue I'm currently having. So, I'm making a game (Or, well, remaking one to practice with rpg maker before throwing myself in the real deal) and so far I managed to handle all the things I wanted but now I'm facing something I don't completely understand how to handle.

    The main group is supposed to split in 4 teams, let's call them A, B, C and D, and face various issues separately. There will be a screen with a "which group do you want to play with?" and the names of the characters as the various options. What I'm trying to accomplish is having

    • Team A
    • Team B
    • Team C
    • Team D
    as avaiable choices the first time, and that's easy, let them trigger their separate events, and when they're done return to a choice screen only showing the paths that the player still has to cover. Like, I covered B and D? The list should only be
    • Team A
    • Team C
    I tried to think in terms of variables (giving to each event a set variable to trigger a different menu) but conditional branches only allow me one choice and >Else... and I admit I've been stuck with this for a while now. I'm sorry to bother once again but if there was anything in the list of tutorials for beginners I totally managed to miss it in the last few days.
  2. The number of possible combinations makes eventing this as a variable choice list a little cumbersome.
    Combinations
    Team A
    Team A, Team B
    Team A, Team C
    Team A, Team D
    Team A, Team B, Team C
    Team A, Team B, Team D
    Team A, Team C, Team D
    Team B
    Team B, Team C
    Team B, Team D
    Team B, Team C, Team D
    Team C
    Team C, Team D
    Team D

    It can be done with a huge nested conditional branch, or you could use this script instead to make your life a lot easier. Another way to get around this is to simply not use a choice list at all. Four separate events that lead to each path would be a lot easier to work with.
  3. Unless you want to do a lot of complex and tedious eventing work, the best way to handle this is to use plugins. Try using Hime's Hidden Choice plugin. That way at the end of a scanario you just use the plugin command to hide that specific choice from the list and you're good to go.
  4. @Uzuki That is an MV plugin and tbis forum is for Ace.
  5. Woops my bad. I'm on mobile and didn't see the maker page.
  6. @Rinobi Thank you so much- even if I cannot really understand the script so far and it'll take me some time. I hate being a noob X°D And sorry for the late reply, I got a flu and I've been KO for days.

    @Uzuki thank you anyway for trying! :D
  7. I'm fairly certain this can just be done with switches at the end of the routes to hide the specific completed routes.

    Event 1 to lead into Route 1 (Team A) has an additional blank page that is triggered by Switch 1.
    - Switch 1 is only activated at the end of Route 1.

    Simply have 4 events with 4 switches, each switch turns off the event and prevents the player from accessing that route.
  8. Rydiahighwind said:
    @Rinobi Thank you so much- even if I cannot really understand the script so far and it'll take me some time. I hate being a noob X°D And sorry for the late reply, I got a flu and I've been KO for days.

    @Uzuki thank you anyway for trying! :D

    What are you having trouble with? It's been a minute since I've messed with Ace but I think I can get the gist of it to help out.
  9. You could use a script by Raizen called Multiple Choices.
    In it you can specify conditions to have the choice be enabled (it still shows up).
    So I see that you could have
    @get_choices = [
    ["Path A", "$game_switches[40] = true"]
    ["Path B", "$game_switches[41] = true"]
    etc.
    might have to play with it to get the syntax correct. Not sure if it will need = true or not.