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    party member recrutment?

    This was mentioned in another post so I'm just confirming. If you have a place in a town where you can add/remove party members you gotten, when removed, their stats stay the same right, for when you pull them out again? And this idea is possible right? I just don't want to put too much effort into it if it isn't allowable.

    Thanks, should be all I need.
    Agent_Firestalker

    #2
    Re: party member recrutment?

    Yep if you have a character and then take them out they will still have all the same stats and items.

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      #3
      Re: party member recrutment?

      I just discovered that you cannot make items that permanently up a char.'s stats. You could probably have an event that upped a charcter's stats, but no item. Bummer.

      So I'd have to create an event for each character where they could trade a treasure item and then bring up a menu of stat-ups and have them pick one.
      Kinda more trouble, but I digress.

      Agent_Firestalker

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        #4
        Re: party member recrutment?

        What bugs me is that you can't increase HP or MP, at least not to my knowledge. I would have preferred that, but instead my stat bonuses scattered throughout my castle improve other stats like Strength and Defense.

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          #5
          Re: party member recrutment?

          I realized that you can't have more than one treasure item. Drat!

          I wanted the player as they went through the game to be given an item called an Ancient Coin that they could trade for stat-ups. Since your characters never get level-ups, they must use the coins as they see fit to adjust their characters stats. As you progress you'd get more and more coins, like say 20 at a time. So, instead of a treasure, can I use a variable that increases when you find a coin, and just decrease the var. by 1 every time you "purchase" a stat-up? And make so the message stating you have no coins displays when the var. is 0?
          Or is this system busted?

          Thanks,
          Agent_Firestalker

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            #6
            Re: party member recrutment?

            Originally posted by agent_Firestalker View Post
            I realized that you can't have more than one treasure item. Drat!

            I wanted the player as they went through the game to be given an item called an Ancient Coin that they could trade for stat-ups. Since your characters never get level-ups, they must use the coins as they see fit to adjust their characters stats. As you progress you'd get more and more coins, like say 20 at a time. So, instead of a treasure, can I use a variable that increases when you find a coin, and just decrease the var. by 1 every time you "purchase" a stat-up? And make so the message stating you have no coins displays when the var. is 0?
            Or is this system busted?

            Thanks,
            Agent_Firestalker
            Variables will work just fine for it.
            Last edited by Lausen; 11-25-2007, 10:32 PM.

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              #7
              Re: party member recrutment?

              im sorry THAT I am so dumb but I cant find variable help in the book
              Love is not something that can be bought it starts small like a seed and as two loving souls cherish the bond they share with one another only then can it blossom into a rose which in itself is as beautiful as love.

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                #8
                Re: party member recrutment?

                For the initial question/post, I believe that if you are in town A when you recruit a character, and then travel to town B and remove that character, he/she will return to exactly where they were when you first added them to your party, which was in town A. If you plan to have one event for all the adding/removing party members, and you never actually SEE them on the screen until they are actually IN your party, then you should be okay.

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