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Gearwad

Monster Taming System

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I need someone to make a monster taming system for me.

Basically the way it works is like this:

Player uses a "soul trap" skill on a monster.

When the battle is over, depending on variables written in either note boxes of the "soul trap" skill/state and the monster, the monster is either tamed, or it is not.

Once a monster is tamed, it joins the party as an actor, the actor is decided again by a variable written in the note box of the monster.

Once a monster is tamed, that type of monster can no longer be tamed again.

 

What I want the script to do specifically:

Use a skill with a special tag (example <soultrap>), if it is successful when the battle ends, an actor will be added to your party based on a special tag in the enemy notebox (example <actor: 11>)

 

Additional notes:

I'd like the monster taming to occur when the battle is done, whether on the victory screen or on map, whichever is simpler.

I'm currently using Yanfly's Melody Engine scripts for RPGMVXA, so I wanted this to be as simple as possible.

The only problem is that I'm a complete dunderhead when it comes to rubyscript.

 

http://yanflychannel.wordpress.com/rmvxa/

 

Here are some mockups I made.

 

img3.png

Player using the Soul Trap ability.

 

img4.png

Monster recruiting screen/popup.

 

img10.png

Player party.

 

imgfinal1.png

The actual Wyvern enemy ingame.

 

img11.png

Wyvern actor.

 

 

img2final.png

Soul trap ability.

 

 

If this does not meet the criteria of the script requests I can change anything to suit it.

I'm a flexible person.

 

Also hats off to Thalzon, who did the artwork for the Wyvern and numerous other monsters.

Edited by Gearwad

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While these scripts are nice, after checking them out in-game they really don't work for what I want.

I really should have been more specific, thanks anyways.

 

EDIT:

I updated the original post with better specs.

Edited by Gearwad

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Played dragon quest monsters on game boy color maybe? :D

Actually I was more inspired from playing Persona 3 + 4 than DQM.

Also bump.

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Looking through want your after, I evented this a while back in the VX program. Capture systems are easy with a few scripts I've already found made for ACE and good eventing. I found the old topic of my capture system and wouldn't mind looking through it and recreating it if you wish. But I'd like to only do that if you would want me to. It was a little complicated and took some comitmant to set up, so its not for the faint of heart.

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Looking through want your after, I evented this a while back in the VX program. Capture systems are easy with a few scripts I've already found made for ACE and good eventing. I found the old topic of my capture system and wouldn't mind looking through it and recreating it if you wish. But I'd like to only do that if you would want me to. It was a little complicated and took some comitmant to set up, so its not for the faint of heart.

All right then, let's get started shall we?

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Alright, give me some time and I'll see what I can set up. I wont be able to get to it until tomorrow, considering what today is. The last time I built this system it took me an afternoon. So it shouldn't take too long. I'll try to tailor what I can to your OP.

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I know this is a double post, but I don't know if editing notifies a change. Anyway, I can proudly say the system is complete. I'm now editing it to make it easier to read for people and I'll also be making a demo. It can be modified for different methods. I have three scripts of Yanfly's but honestly I believe I only used one, the others were precautions. I'll have it in a nice demo with a minimum of four monsters you can capture. Adding monsters is easy, though requires knowledge of the event system to make sure everything was added correctly. But I'm exctied it's finished. The demo will be out by tomorrow. Hope it is what your looking for.

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This can quite easily be done with events, all except the monster asking to join the party during the 'victory aftermath'.

 

Set soul trap to use a common event. That flicks 'soul trap' switch on, then ends the battle.

In the troops tab, set a variable with an identifier for the monster, say '1'.

On the field, set a parallel event to check for this switch, then act accordingly, ie switch is on, identify monster, ask permission to join, add actor, turn switch off. 

 

Speaking from experience, my project uses a very similar system. Let me know if you'd like to see some footage and I'll post you a link.

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