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I looked at it but I don't see where setup_positions is defined in Game_Actor

 

If it's a Game_Actor method (or Game_Battler) then there should be no problem because Game_Summon is just a type of actor and inherits all of the same things.

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I looked at it but I don't see where setup_positions is defined in Game_Actor

 

If it's a Game_Actor method (or Game_Battler) then there should be no problem because Game_Summon is just a type of actor and inherits all of the same things.

 

No not game actor this script

http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/actors-battlers/

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Ya, line 498 says

 

actor.setup_positions

 

where actor is a Game_Actor object.

 

This isn't working with game summons cause apparently Game_Summon doesn't have that setup_positions, but I'm looking around and don't see why Game_Actor does.

 

You should send victor a message and see if he'll look into it. His scripts are too large for me to thoroughly go through and figure out where the issue is.

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Okay, I put the summon in a spell, but for some weird reason... When i summon the minion it doesnt let me use any magic skills.

Also do you think you can make it so the summon auto attacks?

 

Edit: Also The summon doesn't go away at the end of the battle or after the turns. Anyway you can fix this?

Edited by fgfgfdg

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Wow, Tsuki... this script is pretty darn cool :)

 

I'm using it fine without issue. Just a few questions:

 

- Do you know if the Summons gaining XP survives a save/load?

- If you summon in Fight #1 and your summon takes some HP damage, does the summon return in Fight #2 at full health? (for example)

- Anyway to make this work for enemies? :)

- I tried changing Dupe to true, but to no effect... is this feature workable?

 

Thanks man... good stuff.

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Here's few suggestions and ideas

 

- It'd be cool if you could set how many you can summon, so that once you can only summon one but you can end up summoning more than 5 during single turn. It'd also be nice if you couldn't summon any more after dispatching the ones you've called, regardless of the amount you could summon, until the time is up and you'd have to get them back.

 

- If I have a full party of 4 people, will the summons still be summoned and act like extra charas?

 

 

 

There is so much potential to this... Finally I can make a houndmaster who summons dogs to the aid of the characters!

Edited by MISTER BIG T

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- Do you know if the Summons gaining XP survives a save/load?

- If you summon in Fight #1 and your summon takes some HP damage, does the summon return in Fight #2 at full health? (for example)

- Anyway to make this work for enemies? :)

- I tried changing Dupe to true, but to no effect... is this feature workable?

 

save/load should not be an issue since the data is dumped into your save file and retrieved like the rest of the objects.

 

By default, summons don't get healed. In fact, I haven't provided any real way for them to actually get healed.

 

Enemies as in, enemies will be summoning or you will be summoning enemies?

 

I didn't enable it for actors cause it seems kind of weird.

 

Here's few suggestions and ideas

 

- It'd be cool if you could set how many you can summon, so that once you can only summon one but you can end up summoning more than 5 during single turn. It'd also be nice if you couldn't summon any more after dispatching the ones you've called, regardless of the amount you could summon, until the time is up and you'd have to get them back.

 

- If I have a full party of 4 people, will the summons still be summoned and act like extra charas?

 

1: hmm that might be a little hard to track.

 

2: yes, but I can change it so that you must have free space

Edited by Tsukihime

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Tsuki:

 

- I think summons should "Arrive" at full HP (even if they were dead) each time they are summoned (this most reflects a classic RPG summoning system)

 

- Dupes make sense if you are using the summoning system like a "classic" RPG summoning system and you have generic actors that can be summoned (ie: skeletons, elementals, demons, etc). I can see a necromancer summoning many skeletons :) Of course, I don't know the limits on the ace engine for # of party battlers.

 

- Dunno how to handle XP for dupes... or the exiting / leaving the party events.

 

- As far as enemies summoning enemies, I see where this gets sticky (since we are defining actors). I'll think on this more and I'm not certain it's necessary at all.. more of a "nice to have... maybe".

 

Thanks!

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There is no theoretical limit on how many battlers you can have. You can have 1000 battlers if you want but you'd probably get bored just having to input their commands. My implementation of summons is in addition to the total number of battlers.

 

And ya, XP for dupes is an issue. Unless they are separate summons, you can easily abuse the system by summoning 4 of the same summon and receiving 4x exp.

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ok... no worries :)

 

If I were to write a script to heal all summons mid-battle, what would that look like? I'd like to chuck it into a common event and slap it to a skill.

(if it could only target summons with a specific name, even better!)

(and remove all States)

 

Thanks again!

Edited by oldbone

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I've updated the script.

 

The summon skill is now an actual skill, and you can set items to be used as summon items as well (same effect as using a summon skill, but instead you're using an item)

 

The summon command has been removed. If you want to make it a command, use my Command Setup script to the skill as a command. Reason is so that I don't have to write extra logic just to reproduce animations, skill cost, common events, and other things related to skill use.

 

Since it is a skill/item, it will run a common event or play an animation before the summon is called (common events may be called after the summon appears though).

 

Just go to the configuration at the top of the script and type in the skill ID that should be treated as summon skills. Then setup that skill in your database.

 

I've also implemented summon limits based on total count and type count. Maybe you can only have two types of summons in battle, and up to five summons in total. This is not useful right now because I have only implemented actor summons.

 

If I were to write a script to heal all summons mid-battle, what would that look like? I'd like to chuck it into a common event and slap it to a skill.

 

You can say something like (assuming the new script)

 

$game_summons.members.each {|summon| summon.recover_all}

 

Or throw in some conditions, like checking the name (untested, but it's the idea)

 

$game_summons.members.each {|summon| summon.recover_all if summon.name.include?(string)}

Edited by Tsukihime

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- As far as enemies summoning enemies, I see where this gets sticky (since we are defining actors). I'll think on this more and I'm not certain it's necessary at all.. more of a "nice to have... maybe".

 

Enemy summoning has been implemented.

The engine just chooses a random ID from the list of possible enemy summons, and uses that.

 

Though, the aesthetics are questionable.

 

Basically, I don't have any good algorithms for determining *where* to draw the enemy. So I'm basically saying "Draw it anywhere on the screen"

 

If anyone knows how to improve this, just modify Game_Enemy#summon_battler at around line 396.

 

vqcDs.jpg

 

Now a *real* challenge is to allow actors to call enemy summons. Sort of like a monster tamer that can just summon any monster that you've encountered. These aren't "Summon" actors in the sense that they follow you around; they're just random enemies that pop up into battle to help you.

 

 

Edited by Tsukihime

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Very nice update but i found some errors.

 

Summon doesn't go away after X turns.

Summon stays in party after battle ends.

For some reason, it summoned 2 monsters at a time instead of 1. In 1 turn.

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I can only assume it is an issue on your side, maybe a conflict with script, maybe bad configuration (eg: variable setup), as I've tested it on a blank project as well as with all my other scripts.

 

Summon doesn't go away after X turns.

Summon stays in party after battle ends.

 

They disappear for me.

 

For some reason, it summoned 2 monsters at a time instead of 1. In 1 turn.

 

What's your skill scope?

Edited by Tsukihime

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What's your skill scope?

#==============================================================================

# ** Configuration.

#==============================================================================

module Tsuki

module Battle_Summon

 

# Skill IDs that are treated as summon skills

Summon_Skill = [167, 135]

Summon_Item = [0, 0]

 

# variable used to determine the number of turns summoned

Default_Summon_Turns = 2

Summon_Turn_Variable = 1

 

Summon_Limit = 1 # How many summons you can have in battle

Summon_Type_Limit = 1 # How many different summons you can have in battle

 

# Messages to display on successful summon in battle

# format [user name], [summon name]

Summon_Message = "%s has called %s to battle!"

 

# Should the summon command be shown in battle?

Enable_Summon_Command = false

 

# party members leave when a summon appears

Summon_Only_Battle = false

 

# Monster Hunter add-on requires that script. It adds all captured monsters

# to your summon list rather than the party list.

Monster_Hunter_Addon = false

Edited by fgfgfdg

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Skill scope as in, the scope you set in the database.

 

Hmm, Apprently your script doesn't work with one of Victor's Scripts. It was an error on my end.

It works properly now.

Thanks :D

Edited by fgfgfdg

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Tsuki -- this may sound like a weird request... but anyway we can have the previous version of the script re-tooled to summon Enemies instead of Actors? And not have that enemy gain any xp or anything...

 

I'm using a custom battle system (which just simulates battle - no scenes/graphics), so the prev version of the script is really what I'm looking for... exactly the way it worked -- but with enemies instead.

 

If not, or it doesn't sound interesting to you, no worries :)

 

thnx.

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I don't use version control and I make changes frequently so I don't have the previous version.

What part of the previous version is unavailable in the new version?

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No need for the etra space requirement, it's cool that these are not filling the slots. Wrote that in school so I hadn't had the chance to test it out.

 

If it's too hard to track, is it possible to make ability to select the ammount of people you can summon by a note tag Like this skill, summons one, this two, this three and so on? That way, you could have dog whistle summon always one dog, but the dog master could summon far more than whistle and would be able to summon an entire group of them.

 

Is there a way to decide the range of what a singular enemy can summon? Like slimes can summon bats, vampires could summon ghouls and ghosts, and so on?

 

 

What are the TOS for this script?

Edited by MISTER BIG T

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If it's too hard to track, is it possible to make ability to select the ammount of people you can summon by a note tag Like this skill, summons one, this two, this three and so on? That way, you could have dog whistle summon always one dog, but the dog master could summon far more than whistle and would be able to summon an entire group of them.

 

Yes, but that doesn't sound like something that would work with the current summon system where you summon actors.

I would have to first implement summoning monsters first.

 

Is there a way to decide the range of what a singular enemy can summon? Like slimes can summon bats, vampires could summon ghouls and ghosts, and so on?

 

<summons: 1,2,3,4,...>

 

What are the TOS for this script?

 

Not really a service, but credit if used and preserve header.

Edited by Tsukihime

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This is seriously confusing me. I am not a scripter...anyone care to explain how I use this? It looks like a great script, but I am lost. Any help would be much appreciated.

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Currently only actor summons are supported.

In your Actors tab in your database, you can treat any of them as summons.

 

So if Eric was the 1st actor in your database, and you wanted to add him as your summon, then you would make a script call

 

add_actor_summon(1)

 

And Eric will automatically appear in your summons list.

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