SUMMONING SYSTEM

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I'm kinda stumped at the moment with my summoning system. I'm wondering if I could get a little help or advice/tips on making a summoning system. The simpler the better. But I'm not afraid of a little complexity. I'm looking for something that resembles the FFX style of summoning. Where it replaces your entire team until you dismiss it, it dies, or you win. Any help would be greatly appreciated. Thank you for reading. :D

Edit: I'm using 2k3.
Which maker? If it's 2k/2k3 then you'd probably need a custom battle system to deal with it, if it's XP/VX it's probably perfectly doable with some scripts (not my area though).
Right, I think this might actually be possible with the DBS, here's a basic outline of what I'd try:

1. first create your summons in the database as Heroes and give them the appropriate skills, stats .etc
2. Create your summoning skills (Summon Bahamut, Summon Shiva .etc) and give them to the appropriate party member.
3. In the 'monster groups' tab set the trigger of an event so that IF 'Bahamut Summoned' skill is used then Remove all your party members and add in the Bahamut summon member from the database (you'll need to create a seperate page for each summon)
4. You could then make another page and set the trigger so that if party member (current summon) HP gets to 0 then change party, remove summon and bring back your party of original heroes.
post=150355
Which maker? If it's 2k/2k3 then you'd probably need a custom battle system to deal with it, if it's XP/VX it's probably perfectly doable with some scripts (not my area though).

No, it's possible to do in 2k3 without the use of a custom battle system. It requires a bit of coding for it to happen, but it is certainly doable.

One of the first things you need to do is keep track of who is in your party at all times, using a common event. This is so you know which party members the game needs to bring back once the summoning is complete. Then, you need to create the skill that activates a switch, along with a battle event page that is activated by the switch. In that battle event page, you will remove all the party members and replace it with the summon character.

This is where things get a smidge tricky. Exactly how long you want the summon to last will affect how you need to code it, but regardless of that, you need to have an event that replaces all the party members. This should probably be a common event for easy access, as you will also have to run it after every encounter, in case the summon was active when the battle ended.

One very important aspect of this system you need to work out is experience. If the summon is active when the fight ends, the party members won't get experience. While I can't come up with the solution to this off the top of my head (I know it exists), you need to devise one.

If you are using random encounters, I have a feeling that it will make things a little more complicated to code. Additionally, I typed this up pretty quickly, so I hope it is all coherent. It's all theory, mostly. I haven't created a system exactly like this before. Ultimately, though, the system is very possible. It'll require a smidge of work, but it's nothing extremely fancy.

EDIT: Dead posted while I was typing up mine it seems, haha.
I tried something like that. But for whatever reason, it wouldn't work. Either the beast wouldn't be summoned, or it wouldn't attack, or it wouldn't go away. There's a detail somewhere I'm over looking. :\
One very important aspect of this system you need to work out is experience. If the summon is active when the fight ends, the party members won't get experience. While I can't come up with the solution to this off the top of my head (I know it exists), you need to devise one.


Couldn't you make each summon skill trip a switch (SummonActive) and then set up the relevant commands in the monster group to do this:

IF SummonActive is ON AND Slime HP = 0% THEN ADD 1 to 'enemiesdefeated' and ADD 20EXP to variable 'summonbattleexp'

then repeat this for every enemy present adding up all the exp into a variable then when every enemy is defeated, give all the EXP stored in the variable to each party member?
This is old hat. I did this a long time ago for my game Final Fantasy Dreams. I'll share with you guys how I did it and hopefully there will be more games with this kind of summon (apart from mine).

http://rpgmaker.net/users/Aten/locker/summon.zip

have fun, I commented everything to make it noob friendly. Your party members that are removed at summoning time will still earn experience and level up.
Thumbs up Aten. This system looks to be very close to what I want. Thank you very much. I'll play with it a little bit and see if I can put my own spin on it. And should I finish my project you'll certainly get credit.

And thanks to everyone else for their input. This will be very helpful.
Max McGee
with sorrow down past the fence
9159
What dead, ariedonus, and aten are talking about is something that works, if a bit crudely. I did a variant of it in IGV and Eldritch.
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