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PostPosted: October 24th, 2008, 1:05 pm 
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i thought of this in the shower and since i wont be using it till the 4th card or so ive decided to detail the idea here so i could find it later. i like the open source principle so anyone can snatch this idea and any other i have to better their game.

for those whove played multiple rpgs, some may remember a few having times where their party has split up in order to beat a dungeon. why not break up the boringness of rpg maker and add this to your own game? not every dungeon must be about mindlessly traveling through a space and killing everything in your path.


basic layout

single or group will touch a premade transfer point, choose which party or person they would like to swap to, and then they would appear with the second party at the transfer point they last touched.


how it maybe done

keep in mind this is a floating idea so it may need to be ironed out.

-first you will need a switch for each team, and a switch for every transfer point in your dungeon.

-start off by flicking a switch for the first team you will be prompted to use.

-create waypoints that give you a choice of teams. after the name choice have a switch that turns on your parties current waypoint and one that turns off your party switch and turns on your new party switch. have the event do a move location to a central map that we will use for the switching process.

-create an intro event for each waypoint switch in the central map (as a condition). also add the appropriate party switch as a second condition.

-in each intro have a change whole party to the new party and a move location to the spot of the appropriate waypoint.


this is how it will look


initial event
switch 1 on, switch 4 to 6 on


waypoint 1

msg event: rwo name choice
switch 1 off,
switch 2 on
move party: central map
2nd choice
switch 1 off,
switch 3 on
move party: central map

waypoint 2

msg event: name of not picked party and name of the first party
switch 2 off,
switch 3 on
move party: central map
2nd choice
switch 2 off,
switch 1 on
move party: central map

msg event: name of second pary and first party
switch 3 off,
switch 2 on
move party: central map
2nd choice
switch 3 off,
switch 1 on
move party: central map


central map

intro event 2 (first page doesnt get used)
two conditions: switch 5 on, switch 2 on
change whole party to first party choice
move location to 2nd waypoint

intro event 3
two conditions: switch 6 on, switch 3 on
change whole party to second party choice
move location to 3rd waypoint

intro event 4
two conditions: switch 4 on, switch 1 on
change whole party to initial party choice
move location to 1st waypoint


this would be the basic set up for 3 parties and 3 waypoints. once you add more waypoints then you will need to switch off the current waypoint of the party your using with the new waypoint (party one hits their second waypoint so switch 4 would turn off and switch 7 would turn on once they accessed the waypoint). of course then you would need to add a new intro event to the central map as follows:


intro event 5
two conditions: switch 7 on, switch 1 on
change whole party to initial party choice
move location to 4th waypoint


waypoints are a great way to add a cooperative level to your rpg maker game. why just plow through a dongeon when you can add a different edge to your game.

so what do you think?

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PostPosted: October 24th, 2008, 2:15 pm 
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I will actually be working on a dungeon in my game soon that's very similar to the final dungeon in Final Fantasy VI... but instead of 3 parties of 4, it'll be 2 parties of 4.

This idea reminds me allot of it.

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