Fomar0153 121 Posted March 5, 2012 Aeon Party Version 1.0 by Fomar0153 Introduction For those of you who never played FFX, Aeons were summon monsters that actually replaced the party when summoned. This script allows you to recreate that. Features + Customisable through events and skills. + Uses Actors as the aeons to keep it simple. Video How to Use First copy the script into your scripts section then you'll need to set up some aeons, which are just actors. Then you need to set up summoning skills, here's an example: The main thing is the common event. Which we need to set up. Again an example: Now you can customise this more through events to set this up how you would like. With my setup, everytime you use the skill you summon an “aeon†will full health and it fights for you until it wins or dies. You can of course build on this basic structure. If you really want to fully emulate the Aeon system then I recommend not fully healing the summon when summoned and using one of Yanfly’s great scripts. http://yanflychannel...l-restrictions/ For an exact recreation you could use the following notetag: <restrict eval> $game_actors[11].hp > 0 </restrict eval> Or something similar. Other possibilities include <limited uses: 1> so each summon can only be used once in a battle. Or maybe you could use <restrict if switch: x> and turn the switch on when summoning (and then turn it off after battle) so that you could only summon one summon a battle. ScriptThe most update version of this script can always be found on my blog.Direct Link. F.A.Q.No questions asked. Credits and ThanksFomar0153 2 KayDgirl91 and DJPrichard reacted to this Share this post Link to post Share on other sites
DJPrichard 3 Posted March 5, 2012 Can this script be used as Evolution forms for actors? For example, if this Summon monster takes 1 actors place, is it possible to have more than 1 Summon monster, each monster per each actor? 1 Kalez reacted to this Share this post Link to post Share on other sites
Kalez 16 Posted March 5, 2012 (edited) What about having said summon use TP or MP every turn as a count down? That would be great! Can this script be used as Evolution forms for actors? For example, if this Summon monster takes 1 actors place, is it possible to have more than 1 Summon monster, each monster per each actor? that would be awesome because then you could also use it as a transformation script (werewolfs, etc) this would kill two birds with 1 stone for me Edited March 5, 2012 by Kalez Share this post Link to post Share on other sites
Fomar0153 121 Posted March 5, 2012 Can this script be used as Evolution forms for actors? For example, if this Summon monster takes 1 actors place, is it possible to have more than 1 Summon monster, each monster per each actor? This script doesn't work like that. I do plan to at some point do a transformation script so I would hold off for that, What about having said summon use TP or MP every turn as a count down? That would be great! You could event it. I'd recommend my Include events from another troop script if you do though. http://cobbtocs.co.uk/wp/?p=100 Share this post Link to post Share on other sites
Kalez 16 Posted March 5, 2012 Can this script be used as Evolution forms for actors? For example, if this Summon monster takes 1 actors place, is it possible to have more than 1 Summon monster, each monster per each actor? This script doesn't work like that. I do plan to at some point do a transformation script so I would hold off for that, What about having said summon use TP or MP every turn as a count down? That would be great! You could event it. I'd recommend my Include events from another troop script if you do though. http://cobbtocs.co.uk/wp/?p=100 I am already using the troop one great script. but the problem there is: you cant event tp and if you do a transformation script, i know many people would love you Share this post Link to post Share on other sites
Fomar0153 121 Posted March 6, 2012 I am already using the troop one great script. but the problem there is: you cant event tp and if you do a transformation script, i know many people would love you Yes you can $game_actors[11].tp = 100 http://www.rpgmakervxace.net/index.php?/topic/1601-transformation-states/ Share this post Link to post Share on other sites
Kalez 16 Posted March 6, 2012 I am already using the troop one great script. but the problem there is: you cant event tp and if you do a transformation script, i know many people would love you Yes you can $game_actors[11].tp = 100 http://www.rpgmakerv...rmation-states/ good to know Share this post Link to post Share on other sites
Adrian Meza 1 Posted March 22, 2012 I am using this script as well in my game, alongside Yanfly's Battle Engine. When I summon, it pops up that Death has been inflicted on the user. I cannot figure out why. What could be causing this? Share this post Link to post Share on other sites
Fomar0153 121 Posted April 1, 2012 I am using this script as well in my game, alongside Yanfly's Battle Engine. When I summon, it pops up that Death has been inflicted on the user. I cannot figure out why. What could be causing this? This was an issue with the default scripts and has been fixed in the new version. Please update to version 1.1. Share this post Link to post Share on other sites
Pikalyze 4 Posted April 2, 2012 Question.. Does the level stay the same as the actor? As in, the person who casted the Aeon skill, will the actor they transformed into have levels? Therefore allowing leveling monsters by your own actor to gain skills along the way? Share this post Link to post Share on other sites
Wyrelade 15 Posted April 2, 2012 Gotta love it! Just because I still play FFX allday! Nice script! Might use someday . Share this post Link to post Share on other sites
Fomar0153 121 Posted April 2, 2012 Question.. Does the level stay the same as the actor? As in, the person who casted the Aeon skill, will the actor they transformed into have levels? Therefore allowing leveling monsters by your own actor to gain skills along the way? Up to you, event it how you want. Gotta love it! Just because I still play FFX allday! Nice script! Might use someday . I shall look forward to someday. Share this post Link to post Share on other sites
Pikalyze 4 Posted April 3, 2012 (edited) Ah, Okay, thank you Fomar. By the way, how compatible do you think this is with enu's battle system? Edited April 3, 2012 by Pikalyze Share this post Link to post Share on other sites
Fomar0153 121 Posted April 3, 2012 Ah, Okay, thank you Fomar. By the way, how compatible do you think this is with enu's battle system? I would put this below Tankentai and then hope for the best. Share this post Link to post Share on other sites
Ventwig 25 Posted April 9, 2012 Is there a way to make the script like Final Fantasy 13 summons? Where it keeps the summoner and the summon instead of just the summon? And when the summoner dies, he/she is revived and the summon is done? Share this post Link to post Share on other sites
Fomar0153 121 Posted April 9, 2012 You could certainly have the summoner join the aeon do something like: a = $game_actors[1] $game_party.aeons.push(a) a = $game_actors[2] $game_party.aeons.push(a) in the common event. As for reviving them find: def all_dead? if aeon_all_dead? if @aeons == [] return true else @aeons = [] clear_actions return false end end return false end In the scripts and make additions like this: def all_dead? if aeon_all_dead? if @aeons == [] return true else $game_actors[1].recover_all if @aeons.include?($game_actors[1]) @aeons = [] clear_actions return false end end return false end Share this post Link to post Share on other sites
Ventwig 25 Posted April 9, 2012 Thanks, I'll try that out Share this post Link to post Share on other sites
Jeffafa 0 Posted May 25, 2012 (edited) Awesome script Is there a way to add the option of dismissing the summon before it's dead or everything else around it is? Also, I'm using the Basic Side View (which I love, because I don't have the time to meticulously crop all the sprites and figure out how to arrange them all and whatnot for the animated one). I also have an image/spirte that represents the Aeon on the screen. Not sure if it's just this one in particular because of the layout, but it happens to send him to the right side of the screen where my party was (woot!). He's a little higher than the center of the party, and if I do as suggested earlier to keep the summoner out with him, they kind of merge into one... lol. Is there a way to adjust positioning while the summon is out? Update: Sorry again for ANOTHER edit, but apparently when an aeon is summoned then killed, my party remains invisible... They can act normally otherwise, but their appearances are gone. Edited May 27, 2012 by EMH Mark II Share this post Link to post Share on other sites
Rasphere 0 Posted October 3, 2012 My Aeons' HP is reduced to 0 but he keeps fighting.....how do i fix this? Also how would i have it so I can dismiss him and bring in my party and do the same when the summon is killed? Share this post Link to post Share on other sites
Notsalony 12 Posted January 26, 2013 Rasphere, do you have the summoned party member set to resist status dead/death? I did and got that same result, removed that setting and got it to act normally. Love this script by the way. I've never scrippted before today... so I had to take an hour and play with this coding to figure out what I was doing wrong when it'd crash my system over and over again. Problems fixed. I do have one question... has anyone ever thought to use the blue magic script that's on this site, not sure of the author's name off hand, and the summoning like this before? So you actually teach your summon new abilites everytime they're out in battle. And am i right in thinking if you made a summoner class if you set it you could make it to where the summoner summoned himself as well so that it looks like he just added a party member? And later on could learn to summon more then one at a time? You'd have to create an event code for that wouldn't you, if you wanted it to be three random summons, you'd have to create a variable branch that allowed for random numbers and number each of the corisponding summons as variables inside the random numbers. Am I at least in the ball park on any of that? Like I said, I've only just started scripting today. Only had this program a week now. Enjoying it greatly. -smiles- Uh, any idea where I could get my hands on a transformation script? I have so many uses for that... Share this post Link to post Share on other sites
Notsalony 12 Posted January 27, 2013 Discovered that if you are a lone summoner and use this to summon your friend, instead of replacing the party with a summons, it adds them to your party till the battle is over. With some work in the skill department, I can summon them and their animal sprites to the over world map. I was wondering if there was a way to just add them to your party after you summon them? Share this post Link to post Share on other sites
Nereius 0 Posted March 7, 2013 I've got everything set up and it all works wonderfully, my issue is that when my aeon dies, the party is invisible until they act. It seems like it just takes a bit to refresh their sprites but I can't figure out how to get it to work without being invisible for a while. I'm using Battle Engine Symphony, does anyone have any suggestions? Share this post Link to post Share on other sites
Animunculus 0 Posted May 15, 2013 I'm using this with various victor scripts and the Ao No kIseki Script by Kaba San, however, after installing this script, whenever i finish a battle, the battle freezes, and i cannot exit it. Also, when the aeon dies in battle i get " script 'actor battlers' line 559: NoMethodError occured. Undefined method `default_direction' for #Game_Actor:0x983dd90" and if i win with the aeon summoned i get another error. Share this post Link to post Share on other sites
allplay 2 Posted August 24, 2015 My problem is the same as Animunculus' whenever I win a battle with the Aeon summoned the battle freezes and doesn't move from there any fix to this? Share this post Link to post Share on other sites