Party Manager

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Started by Tsukihime 20 posts View original ↗
  1. This script allows you to create multiple, separate parties and manage each party easily using a user-friendly script call interface.

    By default, you start with one party. You can create additional parties throughout the game and allow the player to switch between parties.

    Parties come with several features, such as

    • Each party has their own location. When you switch between parties, the game will automatically change to that party's location. Parties may also travel together so that switching parties does not change the location.
    • Parties also have their own inventories, so if two parties are in separate locations, you can realistically make it so that each party may only use what they have collected during their journeys.
    By managing multiple parties, you can create a unique gaming experience for your players.
    Download

    Get it at Hime Works!

    Installation

    Install this script below Materisls and above Main

    Usage

    Creating Parties

    There are three steps to creating a party

    1. Pick a unique ID

    2. Choose the actors that will be in the party

    3. Create a location, with the following script call

    location = create_location(map_id, x, y)For example, suppose you want to create a new party with ID 2, with actors 1, 3, and 5, and located at map 2, position (3, 4). You would something like
    Code:
    id = 2members = [1,3,5]location = create_location(2, 3, 4)create_party(id, members, location)
    Optionally, you can choose to omit the location. In this case, the new party's location will be the synchronized with the current party's location
    Code:
    id = 2members = [1,3,5]create_party(id, members)
    Managing Parties
    There are several functions available for managing your parties.

    • Party Switch
    Switching parties allows you to change control from one party to another. If the location of the other party is different from the current party, then the screen will change to the location of the other party.You can switch parties by using the script call

    switch_party(party_id)
    • Move Party
    You can move a party from one location to another using the script call
    Code:
    move_party(party_id, location)
    Where `location` is created using the `create_location` script call.
    • Synchronize Party Locations
    To have parties travel together, you can synchronize their locations so that when you switch between parties, you do not change locations because they are traveling together.To synchronize party locations, use the script call

    Code:
    sync_party_location(party_id)sync_party_location(party_id, party_id2)
    If you omit the second party ID, then it synchronizes the selected party with the currently active party.
  2. ah this is remake of your multiple parties script. will definitely try this one. :D .

    will be useful for puzzles where we need to press two switches on different places.

    some script call suggestion (for conditional branch event)

    - active party id

    so we can add conditional to prevent certain party entering an area.

    - party location (ex: party_loc(id) will return map id, and coordinate)

    for some eventing purpose

    also ability to merge party afterwards would also nice addition :D .
  3. There are some undocumented things: the current active party is referenced by $game_party. You can access the ID of the current active party via $game_party.id


    A party's location can be accessed via $game_party.location


    If you want a specific party, you can do


    $game_parties[party_id].id


    $game_parties[party_id].location


    Party merging is something I would like, but there is a problem if you're going to merge inventories as well in the sense that if the items exceed the limit, you're basically losing items.


    I don't know how to deal with that.


    I would also like a scene that allows you to change members between parties, but that will be a separate add-on.


    I would also like a scene that allows you to split up a party into separate groups.
  4. I hope this isn't a dumb question, but what is the difference between this script and the similar one you created a few days ago?
  5. Party Manager = one player, multiple parties


    Player Manager = multiple players


    This is meant for single player games.
  6. For item exceeding max losing when merging party. I guess that's not a problem. We could break the item max limit anyway.

    Or just refund the money cost of the exceeding item. I assume the item who can exceed the max is a 'common' item anyway (some which can be purchased). Unless the developer is crazy lol.

    Change member between party will be nice addon. Will be expecting on that :p .
  7. I've added a demo using the script.


    It is a kitty hunt quest. It only demonstrates how to create and switch between parties as I haven't figured out how I can use the rest of the functionality for this kind of quest.
  8. Is there a way I can make it so both partys are visible on the same map at the same time?
  9. Yeah just have the party seen at least, if you are familiar with final fantasy 3 for super nintendo, they have multiple party sections in the game for caves, and battle scenes. I really enjoy that and i am learning how to set that up. I will check this script out and see if it helps. Thank you! The party manager is a sweet script, easy to use and i like it so far :)
  10. If I were make it so I always show parties, that doesn't give you much control over it.


    If you have a fixed number of parties, and a fixed number of maps, then you may consider just creating idle party events on all of the maps, even if they don't do anything.


    Though I can write a script that will always show idle parties since it seems easy enough.
  11. YES! thank you thats so perfect. I just tested it and its exactly what i want. That was one of the final touches to my custom script list. You are a hero ;) so easy, yet so awsome for more in depth game play. This works great and i am so grateful :) If i run into any problems or have any more questions i wont hesitate to ask.
  12. Hmm, an interesting and useful idea, but there are a few things I didn't see.  First off, is there a way to combine or split parties?  And second, can parties trade items?  It seems like this could be interesting for building a more traditional pen and paper experience where each character carries their own loads, with the added benefit as mentioned above of allowing them to split off for tasks.  I think I could put those features to use but I think that would tread into some pretty deep waters, and is probably outside the original scope of this idea.
  13. You can combine and split parties manually using script calls by adding/removing members from one party to another.


    Inventory is associated with each party, and not each member, so combining members does not automatically combine inventory. I have no functionality for combining inventories atm.


    Trading items between party can be done using the Party Trade scene


    http://himeworks.wordpress.com/2013/11/08/party-trade-scene/


    I can provide a function called "merge_parties(party1, party2)" which will simply merge all the members and inventories together, but I will not provide any function that will allow you to split them up into their original parties.
  14. Is this script cross compatible with yanfly's party manager script?
  15. I don't know, but it might be since I don't change how a single party works.
  16. Any progress on any scenes to help move actors between parties? 

    I suck at scene writing...
  17. I have not written any scenes for it. I'm not really sure how such a scene might look.
  18. I got a few ideas for the looks.


    First, the script call:


    The developer would need to define the number of parties he wants to create, the max members for each party, maybe some locked characters already in them (optional), some description of the parties (optional), and the minimal amount of actors needed in the parties before the player could leave the scene.


    This could be done with script calls or with predefined party setups in the script itself.


    And the scene:


    The left side would contain all the available actors for the parties. The placement of them... Well, that can be done a lot of ways, like showing only their face images, or little sprites of them with their names, aligned in rows and columns.


    And the right side would contain the party windows. The height could be divided by whatever number the developer set for the number of parties in the script call. And the actors could be lined up from left to right in each party window. Some custom help text would be great in each window, like the place where this party goes (or anything else, this part could be user defined text), the number of current and max party members for each party, etc.


    All window could be selectable. Once the player selects an actor, he can move it to any of the party windows (unless restricted some way, another optional setup which would come in handy), and once he press the confirm button in a party window with a selected actor, the actor would move into that party.


    When the arrange of the parties is finished, pressing a 3rd button (since confirm and cancel is taken already here), will exit the scene, and a party selection menu could come up.


    The player could select which party he wants to take first. This party selection menu could be activated anytime (optional).


    Also when the party arrange is completed, the parties should take a location to spawn and transfer the parties to those locations (could be done with script calls) before the party selector comes up.


    And this would be it in short.


    I know, sounds complicated. >.>


    Well, it is just a suggestion which could work, in my opinion, if there would be someone to script it.


    Ohh, and thanks for this wonderful script, and for all the addons for it!


    Puzzles are popping out of my head left and right with multiple parties. :D
  19. Something like this?

    jFEsapw.jpg
    Basically, there's a lot of different possible use cases that my script provides and there's really no way to write a single scene that will capture all of the use cases (especially things like specifying party locations if you're able to create separate parties).