World Map/Dungeon Passive skills

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Started by Loxsly 6 posts View original ↗
  1. Hey everyone!  I'm needing a little Advice and or assistence locating a script resource.

    Background:

    I am trying to emulate the Breath of Fire 2 world map character unique skill system.  For those unfamiliar, breath of Fire 2 (hereafter called BOF2) gave each character unique combat and non-combat abilities.

    Ryu - Fishing mini game upon fishing nodes

    Nina - called a bird/airship, avoided damage floors and holes

    Spar - only party member who could travel in forests

    Jean - could swim in shallow rivers and lakes

    Rand - could roll up and travel faster and avoid encounters

    Sten - could reach out over chasms and pull party over

    Katt - melee hunting mini game and could break stone and objects

    Bow - ranged hunting minigame

    BOF2 allowed for a quick change of the party leader to accommodate this, by hitting the L + R buttons on the SNES controller.  This cycled the roster up or down and quickly changed the party leader without needing to go back to base and swap order.  You would still need to go back in order to change the party makeup with different characters, but your 4 selected members could be replaced quickly as leader.

    I have designed a quick party change common event using Yanfly's Button Common Events Script, Soulpour's Party Swap Fix for Yanfly, and the common event listed below, using the Q + W keys to cycle left and right.  I have also designed an event that allows for Actor # 3 to be the only actor to walk in forests.  The screen shot below shows how the event is setup and is copied on every forest tile.  on a small map the event works flawlessly.  However on a larger map, the lag is unbearable.  Is there a script that restricts movements by actor tag?  is there a better way to build the script?  I was thinking of trying it as a common event call... 

    Basically, I want actor 3 to be able to walk in forest tiles, but no one else can, and want actor 4 to be able to "swim" in shallow rivers/lakes.  Using events is completely possible, but wanted to know if there is a script out there that does that to save resource space and reduce lag.

    Any thoughts?

    Sample of the woods restricted script.  on the right on the image you can see how it's placed on the World Map.



    Party Cycle Right:



    Party Cycle Left:

  2. The problem is that you didn't really understand how the parallel processes work.


    Parallel processes automatically loop - sixty times per second.


    Do you really have to check sixty times per second if the party leader is actor #3 and set the through ON or OFF that same sixty times per second?


    At least place a wait(30) at the end of that wood restriction event, then it will only be called two times per second.


    Also, please check your Editor - your Screenshots show that your Ace is damaged (there should be no data in deactivated conditions), that might also cause problems. Please redownload and reinstall it - if that doesn't help, it might be that your windows is damaged.
  3. the wait 30 helped a little bit, but still very laggy,  and thats only over about 5% of my map with NO water events yet and a ton of forest not put in.  Hmmm...

    I can play with the wait delay and see what happens,  might also try it as a common event and see what happens there.  Initially i tried as character touch /event touch rather than P.P.  but the party could change leader and backtrack with a different leader they way they came, any new area would be restricted but the original path would be free to move. 

    I still am hoping someone knows of an existing script that can do the same thing, but allow certain actors the ability to override.  there's several NPC restrictions out there but none for party that i've found.

    Thanks for the info on the editor.  It started a few weeks ago when i downloaded the editor on my laptop and used the cloud to store my game data.  I'll knock that out and see if anything changes.

  4. no wonder - I wasn't realising how big the map is when I posted the tip on the parallel process.


    With a worldmap that large, you would have no choice but to limit the amount of events and parallel processes in general.


    Why did you use a parallel process to check the party leader at all?


    You could check the party leader in the common event that changes the leader, and depending on what the leader will have as an ability, you could set switches like "move through forest" - that would completely remove the need for any parallel process checking the leader.


    Then, instead of making the events through ON/OFF, make them two-page action trigger events. the second page conditioned to "switch for passability is ON" and then set the checkbox on that page for through (or make the event a different priority than same as player, and the player can go under or over it).


    It would probably be even better to change the passability without the use of events, but that would either require scripts or require you to copy and change the tileset (the last version is probably the best solution for performance, simply copy the tileset for the world map as many times as you have actors, then change the passability for one tileset per actor each, and use the tileset event command in the party leader change script instead of the switch mentioned above)
  5. The P.P. was the only way to get the effect i wanted using events on the forests.  basically the event would "reset" upon moving out to grass and changing the party leader, preventing back tracking.  I had considered your idea, and prob. just need to talk it out to make it work.  This could very well be to you observation that the game data might be damaged.

    I basically would assign a control variable to be actor ID,  Then in each conditional branch i would create unique conditional branchs for actor ID 1-8 (my game has 8 actors currently, could be changed)  in each on make the branch if party leader = actor ID 3 then switch move through forests switch on.  this would trigger the event page (page 2) on the forest tile event to allow through movement. 

    I used your idea above and it works flawlessly now! no lag and exactly the effect i was hoping for.  Change leader in the middle of the forest and party can't move. I  combined  the quick party swap and the party leader skill switches, and there is no compatibility issue.

    Thank you so much for the assistance,  and my event UI looks normal again now,  so i'm willing to bet that was part of my problem!  

    @Whitesphere

    Ty for the input and i might try this to avoid having to lay down 10,000 events.

    Common Event w quick party swaps:



    Event Page 1:



    Event Page 2: