Tsukihime 1,489 Posted September 1, 2012 No. The process was designed that way from the beginning. Share this post Link to post Share on other sites
Sievn 3 Posted September 1, 2012 No. The process was designed that way from the beginning. Oh well XP Share this post Link to post Share on other sites
Tammsyn 8 Posted September 1, 2012 the only issue i really have at the moment is the stats (few other minor things aswell) Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 2, 2012 the only issue i really have at the moment is the stats (few other minor things aswell) The nature of the script is likely the cause of the other minor problems. Looking back at the design, it is not a very flexible script. Share this post Link to post Share on other sites
Tammsyn 8 Posted September 8, 2012 ok made a semi fix for the stats replace def self.create_actor(enemy_id) actor_id = new_actor_id class_id = new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) actor = RPG::Actor.new actor.id = actor_id actor.name = enemy.name actor.class_id = class_id actor.character_name = enemy.character_name actor.character_index = enemy.character_index actor.face_name = enemy.face_name actor.face_index = enemy.face_index actor.features = enemy.features.clone actor.enemy_params = enemy.params setup_extra(actor, enemy) return actor, new_class end with def self.create_actor(enemy_id) actor_id = new_actor_id class_id = enemy_id+10#new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) actor = RPG::Actor.new actor.id = actor_id actor.name = enemy.name actor.class_id = class_id actor.character_name = enemy.character_name actor.character_index = enemy.character_index actor.face_name = enemy.face_name actor.face_index = enemy.face_index actor.features = enemy.features.clone #actor.enemy_params = enemy.params setup_extra(actor, enemy) return actor, new_class end note class_id = enemy_id+10#new_class_id can be changed so if u recruit as slime it will have class id 11 change the +10 to what ever is needed for the correct class (you'll also need to change the class stats to reflect the enemy stats) Share this post Link to post Share on other sites
gonns 0 Posted September 9, 2012 ok made a semi fix for the stats replace def self.create_actor(enemy_id) actor_id = new_actor_id class_id = new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) actor = RPG::Actor.new actor.id = actor_id actor.name = enemy.name actor.class_id = class_id actor.character_name = enemy.character_name actor.character_index = enemy.character_index actor.face_name = enemy.face_name actor.face_index = enemy.face_index actor.features = enemy.features.clone actor.enemy_params = enemy.params setup_extra(actor, enemy) return actor, new_class end with def self.create_actor(enemy_id) actor_id = new_actor_id class_id = enemy_id+10#new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) actor = RPG::Actor.new actor.id = actor_id actor.name = enemy.name actor.class_id = class_id actor.character_name = enemy.character_name actor.character_index = enemy.character_index actor.face_name = enemy.face_name actor.face_index = enemy.face_index actor.features = enemy.features.clone #actor.enemy_params = enemy.params setup_extra(actor, enemy) return actor, new_class end note class_id = enemy_id+10#new_class_id can be changed so if u recruit as slime it will have class id 11 change the +10 to what ever is needed for the correct class (you'll also need to change the class stats to reflect the enemy stats) how to make monster that i capture have same monster image, exs if i capture slime , my hero follower is slime monster ..not another monster image(black shadow monster) Share this post Link to post Share on other sites
Tammsyn 8 Posted September 10, 2012 instead of def self.create_actor(enemy_id) actor_id = new_actor_id class_id = enemy_id+10#new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) to def self.create_actor(enemy_id) actor_id = enemy_id+10#new_actor_id class_id = new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) Share this post Link to post Share on other sites
gonns 0 Posted September 11, 2012 instead of def self.create_actor(enemy_id) actor_id = new_actor_id class_id = enemy_id+10#new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) to def self.create_actor(enemy_id) actor_id = enemy_id+10#new_actor_id class_id = new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) there's something wrong, when i capture 2 slime but only 1 slime i have ,and i can't capture slime in another battle Share this post Link to post Share on other sites
gonns 0 Posted September 11, 2012 instead of def self.create_actor(enemy_id) actor_id = new_actor_id class_id = enemy_id+10#new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) to def self.create_actor(enemy_id) actor_id = enemy_id+10#new_actor_id class_id = new_class_id enemy = $data_enemies[enemy_id] new_class = create_class(class_id, enemy.class_name) when i capture 2 slime but only 1 slime i have and next battle i capture 2 slime but still i have 1 slime monster ,not 3 slime Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 11, 2012 That's because the actor ID is hardcoded and will always be the same (in this case, probably 11). So no matter how many slimes you get, it will always be actor ID 11. I made it a new actor ID because you're creating a completely new actor. Share this post Link to post Share on other sites
Tammsyn 8 Posted September 11, 2012 yh also formar0153's clone actor script can fix this making a simple change http://cobbtocs.co.uk/wp/?p=125 replace def self.create_game_actor(actor_id) return if $BTEST game_actor = Game_Actor.new(actor_id) $game_actors.add_actor(game_actor) $game_party.add_actor(actor_id) end with def self.create_game_actor(actor_id) return if $BTEST game_actor = Game_Actor.new(actor_id) $game_actors.add_actor(game_actor) $game_variables[1]=$game_actors[actor_id,true] $game_party.add_actor($game_variables[1]) end Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 11, 2012 (edited) I'm sure I set the new actor ID to be one larger than the highest actor ID. Which is exactly what fomar's script does, except you have to manually specify the size of the actor list. Edited September 11, 2012 by Tsukihime Share this post Link to post Share on other sites
Tammsyn 8 Posted September 12, 2012 yh but with formas you can set the stats to match the monsters, traits and other aspects i'm still struggling however to combine with yanflys monster leve/doubleganger scripts because recruited minsters start from lvl 1 again also trying to figure out how to get the script to work only if the monster is killed by a defined skill or item Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 12, 2012 Fomar's script just means you don't have to understand how any of it works. I don't have any custom levels for enemies because this is for the default engine. If you want to copy the level over, you just need to add actor.level = enemy.level You will also need to pass in the specific enemy if the level is generated at run-time. For more specific captures, you will need to implement a "last item" instance variable which stores the skill/item that was last used. In the case of "killing" a monster, the last_used variable will hold a reference to the skill/item that dealt the finishing blow. Share this post Link to post Share on other sites
Tammsyn 8 Posted September 12, 2012 If you want to copy the level over, you just need to add actor.level = enemy.level You will also need to pass in the specific enemy if the level is generated at run-time. For more specific captures, you will need to implement a "last item" instance variable which stores the skill/item that was last used. In the case of "killing" a monster, the last_used variable will hold a reference to the skill/item that dealt the finishing blow. not quite sure what you mean here Share this post Link to post Share on other sites
Non ya 1 Posted November 20, 2012 (edited) Hi all!!! Nice script =) Edited November 20, 2012 by Non ya Share this post Link to post Share on other sites
Mega_Malte666 0 Posted November 22, 2012 hello! thanks for the cool script! but i have a problem with it... i use the monster hunter script with your summon system. after recruiting a monster it doesn't appear in my summonlist D: can u help me please?! Share this post Link to post Share on other sites
FOXHOUND01 0 Posted December 22, 2012 I keep getting: Script 'Game_Actor' line 119: NoMethodError occurred. undefined method `size' for NilClass I'm new to this kind of stuff and I don't know how to fix it,can anyone help? Share this post Link to post Share on other sites
kodarr 0 Posted December 29, 2012 Is there a way to only make this active is a specific character is in the party? For example I'd like one character that can trap the souls of those he battles and then summon them to fight for him. But if he isn't in the party I don't want any creatures to be able to be captured. So i guess a way to enable or disable the script upon him being in the formation. Share this post Link to post Share on other sites
CodenameD 0 Posted March 10, 2013 (edited) I will not be updating this script since it is a boring script and there are too many problems with it. Hope someone else will be able to write a proper monster catching script! I don't know if you still maintain this script but I was looking for something similar and tried out your script. It gives me errors when I try to recruit a new capture. Also something called error: 103 pops up every now and then. Screenshots and Demo provided. Other scripts I'm using are - (YES) Battle Symphony (Tsukihime) Custom Database (Tsukihime) Battle Summon MonsterCaptureDemo.zip Edited March 10, 2013 by CodenameD Share this post Link to post Share on other sites
Tsukihime 1,489 Posted March 10, 2013 No this script is just bad. Try this one: http://www.rpgmakervxace.net/topic/8279-crystal-engine-%E2%80%93-enemy-capture/ Share this post Link to post Share on other sites
+ MurgianSwordsman 36 Posted March 13, 2013 So theres nothing more being done with this script? I'm getting the same asCodenameD, when I confirm that I want the monster I'm capturing. Share this post Link to post Share on other sites
TCFuchsia 1 Posted January 1, 2014 So, I realize that this post is way late, but is there a way to make it so that they can only be recruited by use of a skill? Like in my game I have a character that has the ability to tame enemies, but you don't gain that character until later, but with the script it gives me the option right from the start. Any ideas? Share this post Link to post Share on other sites
Reizod 1 Posted October 31, 2015 how to set enemy level and how to learn skill with level please ? Thank you Share this post Link to post Share on other sites
Ryastoise 0 Posted February 19, 2019 Hello, I tried so many ways to make this script work but, line 119 is in the way again! Is there anyway to fix that. ONE. LINE?! Share this post Link to post Share on other sites