Suikoden style base upgrading

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Started by vork88 4 posts View original ↗
  1. I am looking for a way to make a event that change base layout like your base looks normal and after recruiting or upgrading a area of the base it adds a new room or change how it looks
  2. a lot of different ways to do that, depending on the details (and unfortunately you didn't give any details, you can't expect everyone to have played the same games you have).

    easiest way is to use simple events. There is even a condition to that - "actor exists" means the actor is in the party, which means that the event only appears if that actor is in the party. That will work for most minor changes.

    for a few changes (limited number of changes) that are massive, people often use different maps - especially if each change represents a big base improvements with many changes. That requires a change in the transfer events to get the player to different maps based on story status.

    dynamic changes to the map will require a plugin. I think there are a few of those as well.
  3. Yeah, best way to do this is to just have different maps for when more stuff is added on to the base, and your move location event with different switch or variable triggers. You can also have different people living/working there with the use of variables. That would be the simplest, easiest way to set it up.
  4. I'm currently making a similar game to Suikoden and intending to have a base that will change its appearance depending on the number of characters that have been recruited.

    This is how I do it for the time being:

    - First, create a map of the basic basic base, then create a copy of it depending of how many time your base change. (In my case, it changes two times, so I made 2 copies)
    - then, on your copied map, change whatever changes you want (add new building, room, etc.)
    - After that make a variable that correspond the number of the recruited characters (in my case, I named it "character recruited" and whenever a character recruited, I made it add 1)
    - Then on the event that transfer your character to the base, create event pages depending on how many times your base change (in my case, I created two more event pages)
    - On the 1st event page, make it transfer your character to the beginning stage of the base, then on the other extra page, check the variable box and select the variable that you use to count the recruited character and make it transfer your character to the evolved base. (In my case, on the second event page, I want it to transfer the character to the first evolved base after I recruited 20 characters, so I check the variable box and select the "character recruited" variable and put 20 in the >= box, then change the transfer player designation to the base that has been evolved for the first time.)

    Sorry if my explanation is hard to understand, English is not my main language and I'm pretty much not really good at explaining things, but I hope this helps a little bit.