kairi_key wrote:1. Make an equation of EXPgained*X/100 = EXP that the actors who are not in the party get after the battle where X is still in decided.
2. Find the X-Bar of the level of the whole party and then updated the actors who's not in the party to the X-bar one.
I think you'll need a script that runs at about the same time as the "level up" screen seen at the end of battles.
kairi_key wrote:- And another thing is... the Development-by-diving system need to have something to make actors advanced through in the diving scene... another 2 ways come up...
1. Use the amount of required EXP of the actors for each development (because I don't know how to add things like DP or AP, so I'm going to replace them with EXP...)
2. Use the amount of the level of the actors to decided which will be develop... (like actorA gain 1 level upso he can develop one thing in this diving.)
I think the simplest might be based on the character level.
But that might make things a bit weird. eg, you'll be able to Dive further with RTs you haven't seen for ages, because they were getting levels automatically (your earlier point).
So Palsa's suggestion (to get AP/DP based on special ability use) will probably work better.
Another thing you could try, is skipping the DP, and basing Diving on talk topics, rather than on battle. Or, to be battle-related, you could make the talk topics only be available after the party reaches a certain level (and possibly only if the RT is in the party, when you go to that part of the map).
Ideally you'd want an actual talk topic system (triggered from camp, from the menu), but you could also simplify it a bit, and trigger a scene the next time the player goes to a camp/inn/etc. And then you get to Dive to the next level after discussing enough topics with a given RT. You'd still be able to Dive with an RT you haven't seen for ages, but at least you need to run around the map with her, and talk to her a lot first.
But, that might also mean that you can do all the events on a given CS level (without the DP). If that's a problem, then you may need to add in DP after all (or, also base available CS events on the # of completed talk topics).
Note, be warned, wall of text approaching!!
Kairi, for the talk topic through camp tile, the conditional branch system is your best friend, I suggest trying a few test events on a blank map to get a better understanding of how they work, I'm still learning how to use them. ^_^
Also, to save space in your events, you might want to create your talk topics in a common event.
Just make sure that you have each topic in it's own conditional branch that is bound to either a variable, switch or whatever else you want to use.
At the end of the topic, remember to add something that will disable the conditional branch.
So in other words, if your using switch ID:50 for your conditional branch, then turn switch:50 off after the event ends so that it will not repeat itself the next time the event is run.
Sometimes variables can be far more useful then a switch, since a variable can vary, the same variable can easily be reused for as a switch, if you understand how to use it.
Here's a thought, try creating a talk topic switch and variable for all of the characters that will use talk topics.
There are many different ways of going about this, but here is one of the methods you could use.
Let's say that the character with the talk topics is Aurica.
Variable: ID#: Aurica's Talk Topics (This is for the current topic, add 1 to the variable after every topic finishes to move on to the next topic),
Switch: ID#: Aurica's Talk Topics Active (This is for when a talk topic for Aurica is active, turn this switch on when you want the topic to take place).
Create the topics in the following manner:
Conditional branch: Actor: Aurica: is In The Party, Set handling when conditions do not apply: Uncheck>
>Conditional branch: Switch ID#: Aurica's Talk Topics Active: is On, Set handling when conditions do not apply: Uncheck>
>Conditional branch: Variable ID#:01 Aurica's Talk Topics: is On, Set handling when conditions do not apply: Check>
>(((Place Your First Event Here.))), Control variables: ID#:01 Aurica's Talk Topics: Add: 1, Control switch: ID#: Aurica's Talk Topics Active: Off, Exit Event Processing>
>Else: >Conditional branch: Variable ID#:02 Aurica's Talk Topics: is On, Set handling when conditions do not apply: Check>
>(((Place Your Second Event Here.))), Control variables: ID#:02 Aurica's Talk Topics: Add: 1, Control switch: ID#: Aurica's Talk Topics Active: Off, Exit Event Processing>
>Else: >Conditional branch: Variable ID#:03 Aurica's Talk Topics: is On, Set handling when conditions do not apply: Check>
>(((Place Your Third Event Here.))), Control variables: ID#:03 Aurica's Talk Topics: Add: 1, Control switch: ID#: Aurica's Talk Topics Active: Off, Exit Event Processing>
And just continue the process until you have the last event, where you should uncheck 'Set handling when conditions do not apply'.
Note that Aurica has to be in the party, her Talk Topic switch has to be on, and her Talk Topic variable has to be 1 or higher before the talk topic will run.
If you want, you can remove the Off Switch function at the end, and have the variable reset to 0 instead of increasing to the next number.
But if you do this, remember to set the variable for when Aurica has a talk topic.
The down side to this, is that the variable will change over another change, so if Aurica already has an active talk topic, and you acquire another talk topic, the first will be erased.
For situations like this, your better off using a switch for each topic in place of the variable, and having the switch turn off at the end of each event.
Now, if you want to have choices based on multiple characters before going to the talk topics, then you'll want to use Yanfly's Call Common Event Menu script, which you should probably add anyway.http://rmrk.net/index.php/topic,33425.0.html
If you decide to go that way, then you'll want to create a different common event for each character's talk topic.
And so forth.
In the common event menu, add common event ID's: 50, 51, 52 to the list, and have the switches we made earlier bound to the common event ID's in the switch.
So, you'll want to add the switch: ID#: Aurica's Talk Topics Active to Aurica's common event ID:50.
That will make it so that when the common event menu is called up, it will display the character's name, but only if they have an active talk topic.
Also, make sure that the common event menu is set so that you can cancel out.
Next, create Another common event. ^_^
This is for the camp tile.
Add a conditional branch that will only activate if a characters talk topic's switch is on, and make sure that 'Set handling when conditions do not apply' is checked.
Add the Control Variable that activates the common event menu to the conditional branch, and then finish with an Exit Event Processing.
Create another conditional branch under Else, it should be exactly the same, but for the next characters talk topic.
Continue the process until you've created a conditional branch for every character's talk topic switches, and on the last one uncheck 'Set handling when conditions do not apply'.
This will check to see if any of the characters have an active talk topic, if they don't, then nothing will happen, but if they do, then it will call up the common event menu.
Add this through call common event to your camp tile.
Now, if your using switches instead of variables, create another common event and call it Talk Topic Deactivate. ^_^
For an example as to how the switches should look:
Switch: ID100: Aurica's Talk Topics Active (This is the same switch that we used earlier, I'm just calling it 100 for now, so it still checks if there are any talk topic for Aurica, turn this switch on when you want the topic to take place),
Switch: ID101: Aurica Topic 1,
Switch: ID102: Aurica Topic 2,
Switch: ID103: Aurica Topic 3, etc.
In this common event, add a conditional branch that checks if the first talk topic switch is turned On, make sure that 'Set handling when conditions do not apply' is checked.
Do not add anything to this.
Under Else, add the same conditional branch, but this time have it check if the second topic switch is turned On.
Continue this until you've created a conditional branch for all of Aurica's talk topic switches.
Under the last Else, add an Off switch for 'Aurica's Talk Topics Active' switch, switch ID:100.
Create the same thing for the rest of the characters in the same common event, and add a call common event for this at the end of every topic, but before Exit Event Processing.
This is to check if there are anymore active topics for all of the characters, if all of the topic switches are turned on, then the 'Talk Topics Active' switch will remain on, but if all of the topic switches are off, it will turn the 'Talk Topics Active' switch off.
So, if Misha's 'Talk Topics Active' switch is on, it will display in the common event menu, but if all of the character switches are off, then the common event menu will not appear.