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Blubber Bloat
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How many party members can you have? 
 PostWed Mar 19, 2014 8:08 pm
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Simply a question about the engine. I'm sure it's 99 or 36758 or whatever the odd max number is for the system, typical; I desire to know simply this: How many party members can you have in "storage"?
As I desire to know if I aught to prepare a script or something that disables getting party members/ changes dialog on special party members in the likes of AR-PUH-GUH! where you can purchase party members for as low as 100 monies (for level 0 members).

I'd honestly like to see someone actually manage an entire militia through the game and be able to swap out members mid-dungeon to keep top-condition people out. I would be amused indeed.
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Liquid Metal King Slime
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 PostWed Mar 19, 2014 8:16 pm
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Unfortunately the limit on reserve heroes is pretty low. If I remember correctly, you are only allowed to have up to 41 heroes total, so the maximum number of reserve slots ranges from 37 to 40 depending on how many active heroes you have.

This limit could be increased in the future, but I am not sure yet how much work it will be.
Liquid Metal King Slime
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 PostWed Mar 19, 2014 8:22 pm
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wow, 41. That's pretty impressive. I can't imagine why a game would need more.
Blubber Bloat
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 PostWed Mar 19, 2014 8:36 pm
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Pretty odd considering you can make 99 heroes.
Oh well. And the average player wouldn't want more than that in party members, but you never know how insane people go out of their way to be overpowered in games, like Final Fantasy 7 where people actually go out of their way to max level every spell in the game MULTIPLE TIME just to make strategic set ups that make you invincible. At that point, though, you WILL be level 99 in which there's literally no point in doing anything other than smiting the final boss in practically one hit. So yeah.

And AR-PUH-GUH! will have many characters to recruit, a small handful are unique, but I'm not sure I will make 40+ characters, it'll likely be at most 25. There's already 10 in the current version and about 4 or 5 are planned.

edit:
Oh, and is there a script for setting off a tag to signal if your party is full?
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Liquid Metal King Slime
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 PostWed Mar 19, 2014 9:21 pm
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There's a script for EVERYTHING
Red Slime
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 PostWed Mar 19, 2014 10:19 pm
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Perhaps there's a script for having more than four in the main party? Like, having five or six in the party at a time.
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Metal King Slime
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 PostWed Mar 19, 2014 11:12 pm
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Diretooth wrote:
Perhaps there's a script for having more than four in the main party? Like, having five or six in the party at a time.


There *could* be a script like that, but you'd have to make your own custom walking around stuff, menus, battle system, etc. and it'd be a pain in the ass. Besides, there's never been a good game with a party of 5 or more characters. It's just wasteful.
Super Slime
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 PostWed Mar 19, 2014 11:51 pm
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Gizmog wrote:
Diretooth wrote:
Perhaps there's a script for having more than four in the main party? Like, having five or six in the party at a time.


There *could* be a script like that, but you'd have to make your own custom walking around stuff, menus, battle system, etc. and it'd be a pain in the slime. Besides, there's never been a good game with a party of 5 or more characters. It's just wasteful.


Ironically, the OHRRPGCE was intended to make games in the vein of Final Fantasy IV.
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Blubber Bloat
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 PostThu Mar 20, 2014 12:50 am
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In any case, you can always learn a programming language and make your own rpg. I like this book: http://programarcadegames.com/index.php?lang=en&chapter=forward

I'm pretty fine with the ohrrpgce, though. I feel like it's a good idea to work with limitations to sharpen your skills with witting your way around them. That, and the in-editor tools are handy.
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Metal King Slime
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 PostThu Mar 20, 2014 2:06 pm
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And I don't think technical limitations were the reason for the 4 hero limit either. With a party of 5 heroes the limit on NPC definitions would have been 35 rather than 36 (there was room for exactly 40 walkabout sprites on the single page of video memory which was available) but if I'm calculating this correctly, battles could have had 8 enemies and 5 heroes...
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 PostThu Mar 20, 2014 2:14 pm
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TMC wrote:
And I don't think technical limitations were the reason for the 4 hero limit either. With a party of 5 heroes the limit on NPC definitions would have been 35 rather than 36 (there was room for exactly 40 walkabout sprites on the single page of video memory which was available) but if I'm calculating this correctly, battles could have had 8 enemies and 5 heroes...


Nah, the battle gfx screen page had room for 4 heroes, 8 enemies, 1 attack sprite and one weapon sprite, so that video page was full too.

Bigger active parties would be a really cool feature. it is definitely going to be more work than bigger reserve parties, but it could happen :)
Metal King Slime
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 PostThu Mar 20, 2014 2:51 pm
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Yeah, there are assumptions about the size of the active party scattered all over the place.


I remember that 4 bit sprites were constrained to start at the beginning of a scanline, but even then it doesn't seem to add up to a full page:

heroes: 32*40*8 / 2 = 5120 bytes = 16 lines
attack: 50*50*3 / 2 = 3750 bytes = 12 lines
weapon: 24*24*2 / 2 = 576 bytes = 2 lines
large enemies: 80*80 / 2 = 3200 bytes = 10 lines

Total: 4 heroes + 8 enemies + weapon + attack = 158 lines

Apparently leaving enough room for 2 whole additional heroes.
Liquid Metal King Slime
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 PostThu Mar 20, 2014 3:22 pm
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Huh... That is right.... I probably just did the math wrong way back then, and was wasting a big block of video memory somewhere. That sounds typical for me ;)
Blubber Bloat
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 PostThu Mar 20, 2014 4:26 pm
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Bob the Hamster wrote:
Huh... That is right.... I probably just did the math wrong way back then, and was wasting a big block of video memory somewhere. That sounds typical for me ;)

maybe you aren't accounting for the background image or possible animation?
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