Group Manager

Group Manager

FEATURES
Call a scene that allows you to assign each member of your party into different groups.
These groups can have different headings, limitation on how many you can add and can also be locked or unlocked – all changeable via events during the game.
You can call another scene that brings up just the list of groups you have made and select one to change your party to that group.
Includes many script calls for use in events in an attempt to try and make it more flexible. (See demo for an example).

Possible uses could include:
– a home base, where the player arranges people in groups and you can use the number of in each group in variables to do different things with eventing.
– a party system, perhaps the player’s party is group 1 and the rest are other members that you could swap into the party when the scene is called.
– the party is forced to split up and go separate ways. The player can choose which members go which way in your story.

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10 thoughts on “Group Manager

  1. Jake says:

    I came across a tiny bug in the demo where putting everyone in a party leaves you with one character. If you open the group manager and swap to another party, that character vanishes.

  2. Galv says:

    There was too many different ways of using this so I stopped working on it. I don’t think it’s a bug… maybe how you are using it. if you are changing to a party, you don’t keep your current one character when you change.

  3. lioleus says:

    I realise you’re not working on this any more, but is there a way to place a certain character into a given group via script command? (And, similarly, to remove a given character from a given group?)

    • Galv says:

      I haven’t tested these so I hope they work haha.

      To add, try:
      $game_party.group[id] << actor_id

      To remove, try:
      $game_party.group[id].delete(actor_id)

      • lioleus says:

        The first command seems to work properly, though you need to subtract 1 from the actual group ID as it seems to treat it as an array and, hence, counts from zero.

        The second command works as well, though again the same caveat regarding group numbering.

        Thank you very much.

  4. Silencher says:

    Basically, I want to use this script in conjunction with Fomar’s Multiple Inventories script to create truly separate parties that are easily switched between (here’s his script’s link in case it’s needed):

    http://www.rpgmakervxace.net/topic/1433-multiple-inventories/

    —————————–
    What I want:

    I want to essentially do this in a common event.

    1) script call: group_selector

    2) I want to assign variable ‘CurrentGroupIs’ = the group ID of the group just picked.

    3) I want to then do a conditional branch that will be based off of ‘If CurrentGroupIs == N’
    Assign N’s inventory (using Fomar’s).

    ——————————–

    I know how to do 1 and 3 of the last step, but not 2. I don’t know how to pull which ‘id’ the current group is.
    ———————————
    So maybe 2) is something like Control Variable: CurrentGroupIs == $game_party.group[id]

    And it would assign the value of ‘id’ to variable CurrentGroupIs ?

    I’m not totally sure, but this is essentially what I’m trying to do, then I could easily create that common event to allow for
    swapping between parties/inventories/gold without any problems.

    Hopefully there’s an easy script call that I just am ignorant of that can be used to accomplish this.

    Thanks in advance!

    • Galv says:

      Sorry I am really busy and cannot look into this for you, I recommend try asking in a rpgmaker forum, someone may help :)

  5. mhezzu says:

    I did a supporting structure so that the player has the option to leave party members to a HQ, The system checks the party size and forces the player to leave the town with 1-4 characters. I’d like to show the rest of the characters that are left in the HQ group at the HQ area in game :D

  6. Heyshybe says:

    does it allow you to have unlimited characters?

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