Hey, I thought this might be helpful to some of you guys. I know a few event codes that enable you to have more than 4 members total (but only 4 in the party at a time) so you can choose your own party. It's kinda a long list, but easy. So, yeah, I'm just gonna post them. Right about....... dum de dum..... now.
Bigger Parties
You'll need three events for this: one to add and remove members (name it "Add/Rem"), one to use as a "back" button (name it "Back") and one to organize it all (Name it "Edit Mem"). Also, each time you gain a member to your party (before this event, meaning with any event you gain a new member) make sure you increase a variable (shared variable 1, for example) by 1 value, and decrease when a member leaves a party. (I'll have an example explaining this.)
Edit Mem
Set the trigger to "button".
*Mode 1*
QA Branch
[What do you want to do?]
>[Add a member]
>Value Cond. Branch [2 choices]
->[Variable 1 < 3]
->Event Transition [Add/Rem- Mode 1]
->[Variable 1 = 3]
->Display message: But your party is full!
End event
>[Remove a member]
>Value Cond. Branch (2 options again)
->[Variable 1 < 1]
->Event Transition [Add/Rem- Mode 2]
->[Variabl 1 = 1]
-> Display Message: You don't have any other party members.
End event
>[Nothing]
End event
Add/Rem
Set the trigger to anything but auto. Place somewhere where the player can't touch it, like out at sea or in a hidden part of a dungeon.
*Mode 1*
>Decision Branch [4 choices] (enter the member names in here! And make sure you can't remove one of the members, like the main main character. For this, we'll say there's 5 other characters.)
>[Member 1]
-> Add Member 1 to party
-> Display message: "Member 1 has joined the party!"
-> Modify Shared Variable [Variable 1 + 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 2]
-> Add Member 2 to party
-> Display message: "Member 2 has joined the party!"
-> Modify Shared Variable [Variable 1 + 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 3]
-> Add Member 3 to party
-> Display message: "Member 3 has joined the party!"
-> Modify Shared Variable [Variable 1 + 1]
-> Event Transition [Edit Mem- mode 1]
>[More]
-> Decision Branch [4 choices]
-> [Member 4]
--> Add Member 4 to party
--> Display message: "Member 4 has joined the party!"
--> Modify Shared Variable [Variable 1 + 1]
--> Event Transition [Edit Mem- mode 1]
-> [Member 5]
--> Add Member 5 to party
--> Display message: "Member 5 has joined the party!"
--> Modify Shared Variable [Variable 1 + 1]
--> Event Transition [Edit Mem- mode 1]
--> [Go Back]
--> Event Transition [Back- Mode 1]
--> [Nevermind]
End Event
*Mode 2*
Same trigger settings
>Decision Branch [4 choices]
>[Member 1]
-> Remove Member 1 from party
-> Display message: "Member 1 has left the party!"
-> Modify Shared Variable [Variable 1 - 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 2]
-> Remove Member 2 from party
-> Display message: "Member 2 has left the party!"
-> Modify Shared Variable [Variable 1 - 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 3]
-> Remove Member 3 from party
-> Display message: "Member 3 has left the party!"
-> Modify Shared Variable [Variable 1 - 1]
-> Event Transition [Edit Mem- mode 1]
>[More]
-> Decision Branch [4 choices]
-> [Member 4]
--> Remove Member 4 from party
--> Display message: "Member 4 has left the party!"
--> Modify Shared Variable [Variable 1 - 1]
--> Event Transition [Edit Mem- mode 1]
-> [Member 5]
--> Remove Member 5 from party
--> Display message: "Member 5 has left the party!"
--> Modify Shared Variable [Variable 1 - 1]
--> Event Transition [Edit Mem- mode 1]
-> [Go Back]
--> Event Transition [Back- Mode 2]
-> [Nevermind]
End Event
Back
This is just a back button to switch the mode of the Add/Rem thing. Keep in mind you can also use it for super-huge parties if the list would take up more than 50 commands to switch between lists and modes.
*Mode 1*
The trigger settings should be the same as "Add/Rem"
(This one's really long, so be ready...)
> Event transition [Add/Rem- Mode 1]
End event
*Mode 2*
Same trigger settings
> Event transition [Add/Rem- Mode 2]
End event
And that's all there is to it. The only fault I can find is that it'll display the "so and so has left" if you remove a member that isn't even there. There's a way to fix it, but it'd require a lot more scripting, using up a lot more data. (I'm using something like this in one of my RPGs. Took up 16%. But it was a bit more elaborate, twice as long.)
Anyway, hope this helps.
Bigger Parties
You'll need three events for this: one to add and remove members (name it "Add/Rem"), one to use as a "back" button (name it "Back") and one to organize it all (Name it "Edit Mem"). Also, each time you gain a member to your party (before this event, meaning with any event you gain a new member) make sure you increase a variable (shared variable 1, for example) by 1 value, and decrease when a member leaves a party. (I'll have an example explaining this.)
Edit Mem
Set the trigger to "button".
*Mode 1*
QA Branch
[What do you want to do?]
>[Add a member]
>Value Cond. Branch [2 choices]
->[Variable 1 < 3]
->Event Transition [Add/Rem- Mode 1]
->[Variable 1 = 3]
->Display message: But your party is full!
End event
>[Remove a member]
>Value Cond. Branch (2 options again)
->[Variable 1 < 1]
->Event Transition [Add/Rem- Mode 2]
->[Variabl 1 = 1]
-> Display Message: You don't have any other party members.
End event
>[Nothing]
End event
Add/Rem
Set the trigger to anything but auto. Place somewhere where the player can't touch it, like out at sea or in a hidden part of a dungeon.
*Mode 1*
>Decision Branch [4 choices] (enter the member names in here! And make sure you can't remove one of the members, like the main main character. For this, we'll say there's 5 other characters.)
>[Member 1]
-> Add Member 1 to party
-> Display message: "Member 1 has joined the party!"
-> Modify Shared Variable [Variable 1 + 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 2]
-> Add Member 2 to party
-> Display message: "Member 2 has joined the party!"
-> Modify Shared Variable [Variable 1 + 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 3]
-> Add Member 3 to party
-> Display message: "Member 3 has joined the party!"
-> Modify Shared Variable [Variable 1 + 1]
-> Event Transition [Edit Mem- mode 1]
>[More]
-> Decision Branch [4 choices]
-> [Member 4]
--> Add Member 4 to party
--> Display message: "Member 4 has joined the party!"
--> Modify Shared Variable [Variable 1 + 1]
--> Event Transition [Edit Mem- mode 1]
-> [Member 5]
--> Add Member 5 to party
--> Display message: "Member 5 has joined the party!"
--> Modify Shared Variable [Variable 1 + 1]
--> Event Transition [Edit Mem- mode 1]
--> [Go Back]
--> Event Transition [Back- Mode 1]
--> [Nevermind]
End Event
*Mode 2*
Same trigger settings
>Decision Branch [4 choices]
>[Member 1]
-> Remove Member 1 from party
-> Display message: "Member 1 has left the party!"
-> Modify Shared Variable [Variable 1 - 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 2]
-> Remove Member 2 from party
-> Display message: "Member 2 has left the party!"
-> Modify Shared Variable [Variable 1 - 1]
-> Event Transition [Edit Mem- mode 1]
>[Member 3]
-> Remove Member 3 from party
-> Display message: "Member 3 has left the party!"
-> Modify Shared Variable [Variable 1 - 1]
-> Event Transition [Edit Mem- mode 1]
>[More]
-> Decision Branch [4 choices]
-> [Member 4]
--> Remove Member 4 from party
--> Display message: "Member 4 has left the party!"
--> Modify Shared Variable [Variable 1 - 1]
--> Event Transition [Edit Mem- mode 1]
-> [Member 5]
--> Remove Member 5 from party
--> Display message: "Member 5 has left the party!"
--> Modify Shared Variable [Variable 1 - 1]
--> Event Transition [Edit Mem- mode 1]
-> [Go Back]
--> Event Transition [Back- Mode 2]
-> [Nevermind]
End Event
Back
This is just a back button to switch the mode of the Add/Rem thing. Keep in mind you can also use it for super-huge parties if the list would take up more than 50 commands to switch between lists and modes.
*Mode 1*
The trigger settings should be the same as "Add/Rem"
(This one's really long, so be ready...)
> Event transition [Add/Rem- Mode 1]
End event
*Mode 2*
Same trigger settings
> Event transition [Add/Rem- Mode 2]
End event
And that's all there is to it. The only fault I can find is that it'll display the "so and so has left" if you remove a member that isn't even there. There's a way to fix it, but it'd require a lot more scripting, using up a lot more data. (I'm using something like this in one of my RPGs. Took up 16%. But it was a bit more elaborate, twice as long.)
Anyway, hope this helps.

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