would it be possible to have a counter for how many suits you've collected and set the flag for the character doing the talking only?
It is, you would need to use event bits and then do a few checks at the start of the event. For it to be character specific, a caseword would need to be called, something like this:
DE Load CaseWord with the characters in the currently active party?
BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAD9FC
There are some other casewords that can be used as well:
E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
E3 Load CaseWord with available characters?
(there's a bunch more caseword related commands, but these are the most practical for said event)
You would probably want to load a character specific caseword, and then follow it with a C0 bit check, apply the status & vehicle, then set the bit. And you would have to do one for every character. When all is said and done, it would check if the character is in the current party, then check if a bit has been set as to either move on with the code to the next character/check, or if the bit is clear, set the Magitek Status on the character. It would get a little tedious with the jumps and checks, but it's highly doable. You could then have an option to clear the bit if need be, it would be the same coding procedure, just opposite where it removes the status.
Idealy there would be five total (for a full party)
But there is only 4 playable characters at a time though... perhaps I'm misunderstanding lol.
is it possible to have variable exits to a room based on an event?
You betcha, you can use event triggers as exits, and set up a check that will exit you (load another map rather) to different places depending on which bit(s) are set.
would it be possible to make a generic JSR (pretty sure that's right) to remove it, that could be added to problematic events? Eh, something generic and manageable to add without major rewrites on everything?
Thankfully there is no assembly needed for event editing, but yeah if some event(s) proved problematic with the suits, you could run a check that jumps to a subroutine & removes the status, or possibly something more elaborate. Actually, something could be done via assembly, like a custom command created that does exactly what you want, but that is out of the range of my knowledge.
As for story, how'd they get back to the ship? We recruited a "go-fer", push the button, work the whisperweed, yell really loud, etc., and the go-fer goes out and gets them. *shrug*
RPG logic indicates that things don't have to make since sometimes lol.
and could it put the PC as riding?
You mean on the map, have the Suit on? If so that's done via event as well:
for map: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor)
for battle: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
With that brings up another issue, if it's possible to set it as a mount, not just in battle, and you equip them from the airship, how do you get off the airship? Is there a way to set a temp disabled mode while on that map without turning the whole thing off?
Because the big ol' suit can't go up the stairs you mean? Yeah that would present a problem lol. Only thing I could think of would be to set up something in the entrance event for the map(s) that would remove the vehicle status, then the next map that you exit to (airship deck) would re-apply it in it's entrance event, and you would need to run a check or possibly 4 depending on how many characters have it equipped, so it would re-add the status and vehicle if you had them equipped.
There's probably a few possible ways to implement this idea, and I think that having an item to add/remove the status to a character would be a good idea, but it would require assembly. Event is cool though also, and much easier if you don't know assembly or can't find someone to do it for ya. Cargo bay exit sounds like a good option, like maybe an elevator lol, brings you to the deck. Maybe not that, but something with a cargo bay and special exit etc.
It is, you would need to use event bits and then do a few checks at the start of the event. For it to be character specific, a caseword would need to be called, something like this:
DE Load CaseWord with the characters in the currently active party?
BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAD9FC
There are some other casewords that can be used as well:
E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
E3 Load CaseWord with available characters?
(there's a bunch more caseword related commands, but these are the most practical for said event)
You would probably want to load a character specific caseword, and then follow it with a C0 bit check, apply the status & vehicle, then set the bit. And you would have to do one for every character. When all is said and done, it would check if the character is in the current party, then check if a bit has been set as to either move on with the code to the next character/check, or if the bit is clear, set the Magitek Status on the character. It would get a little tedious with the jumps and checks, but it's highly doable. You could then have an option to clear the bit if need be, it would be the same coding procedure, just opposite where it removes the status.
Idealy there would be five total (for a full party)
But there is only 4 playable characters at a time though... perhaps I'm misunderstanding lol.
is it possible to have variable exits to a room based on an event?
You betcha, you can use event triggers as exits, and set up a check that will exit you (load another map rather) to different places depending on which bit(s) are set.
would it be possible to make a generic JSR (pretty sure that's right) to remove it, that could be added to problematic events? Eh, something generic and manageable to add without major rewrites on everything?
Thankfully there is no assembly needed for event editing, but yeah if some event(s) proved problematic with the suits, you could run a check that jumps to a subroutine & removes the status, or possibly something more elaborate. Actually, something could be done via assembly, like a custom command created that does exactly what you want, but that is out of the range of my knowledge.
As for story, how'd they get back to the ship? We recruited a "go-fer", push the button, work the whisperweed, yell really loud, etc., and the go-fer goes out and gets them. *shrug*
RPG logic indicates that things don't have to make since sometimes lol.
and could it put the PC as riding?
You mean on the map, have the Suit on? If so that's done via event as well:
for map: 44 Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor)
for battle: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
With that brings up another issue, if it's possible to set it as a mount, not just in battle, and you equip them from the airship, how do you get off the airship? Is there a way to set a temp disabled mode while on that map without turning the whole thing off?
Because the big ol' suit can't go up the stairs you mean? Yeah that would present a problem lol. Only thing I could think of would be to set up something in the entrance event for the map(s) that would remove the vehicle status, then the next map that you exit to (airship deck) would re-apply it in it's entrance event, and you would need to run a check or possibly 4 depending on how many characters have it equipped, so it would re-add the status and vehicle if you had them equipped.
There's probably a few possible ways to implement this idea, and I think that having an item to add/remove the status to a character would be a good idea, but it would require assembly. Event is cool though also, and much easier if you don't know assembly or can't find someone to do it for ya. Cargo bay exit sounds like a good option, like maybe an elevator lol, brings you to the deck. Maybe not that, but something with a cargo bay and special exit etc.
We are born, live, die and then do the same thing over again.