Build Turret Skill

rikucotton

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Hello! I have a question to ask. I have a mechanic party member, who builds robots to attack enemies or support his allies. I was wondering if it was possible to make some skills that would build a turret that would stay in battle for x amount of turns dealing damage to random enemies, then after x amount of turns, it would essentially break down, having the player to rebuild it. The turret would essentially be untargetable by enemies (but could still be attacked by AoE skills) and at the end of each turn while it's active, loose 1 HP.

Example:

Turret tier 1: Lasts 5 turns. So an example would be it has 5 HP (meaning 5 turns), staying stationary to attack enemies randomly (will be using sideview), then after turn 5, it would have 0 HP, explode and then the slot would be opened back up for another turret to be built.

Thank you for any suggestions.
 

Andar

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Please search for "summon" scripts - there are about a dozen different ones and you can choose which one fits your game best.


I've moved this thread to Script Request. Please be sure to post your threads in the correct forum next time. Thank you.
 

rikucotton

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Please search for "summon" scripts - there are about a dozen different ones and you can choose which one fits your game best.

I've moved this thread to Script Request. Please be sure to post your threads in the correct forum next time. Thank you.
Can you help me point to the right direction? I've googled it and I've had no luck finding any of them that suit what I was looking. Thanks for moving this in the right section too.
 

Andar

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Not google - either here on the board or on the master script list. That would limit the solutions to those for RM.


If you don't have the link to the master script list, follow the link in my signature - the MSL is one of the links given there.


And if you're that new, the rest of that tutorial might also help you with game making in general.
 

rikucotton

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Not google - either here on the board or on the master script list. That would limit the solutions to those for RM.

If you don't have the link to the master script list, follow the link in my signature - the MSL is one of the links given there.

And if you're that new, the rest of that tutorial might also help you with game making in general.
Believe it or not... none of the summon scripts match what I want... I guess I wasn't specific enough.... let me try to add some more details:

Turret A: Costs x amount of spare parts (which that alone can be done with other scripts, I know that), has 5 HP, each turn 1 HP is drained after every around (which that can be done with a state), and it's removed from the party either by the end of the battle or all 5 HP is drained

Turret B: Costs a higher amount of spare parts, has more HP meaning it lasts longer, removed from party when  HP is 0 or end of battle

here's a question... can this be done via common events and or variables? I know the different HP and stuff can be done using different actors... and I know with a script or so to increase the party up to 5 would allow a 4 party system with the 5th always being a turret... but could all this be done AND only limit to one turret type until the turret used in battle is destroyed (i.e. with the skill limit script)?
 

Andar

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First, you need a summon script because summoning cannot be done with events alone.


And again you're correct that different values can be done by different actors.


The rest of your details have nothing to do with the summoning script - that are conditions on skill use (which can be done by other scripts), actor features (just give the turrets a negative regeneration as a feature) and more
 

rikucotton

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First, you need a summon script because summoning cannot be done with events alone.

And again you're correct that different values can be done by different actors.

The rest of your details have nothing to do with the summoning script - that are conditions on skill use (which can be done by other scripts), actor features (just give the turrets a negative regeneration as a feature) and more
Then which summong script do you recommend? Because some of the summoning scripts arn't too clear on how they work (at least in terms of setting it up), and one of them doesn't even have a download option (aka Yami's guardian summon)
 

Andar

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I can't recommend one for you, because with all scripts, it depends on your game.

Like you said, the different summoning scripts have different options and advantages - I don't know which one will be the best fit for you.

Also there are compatibility issues depending on what other scripts you use, because not all scripts can work together.

As for how to use and configure them, this tutorial (for scripts in general, not for specific scripts) should help:

How to use a script - RMVX Ace Tutorials - RPG Maker Forums
 

rikucotton

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I can't recommend one for you, because with all scripts, it depends on your game.

Like you said, the different summoning scripts have different options and advantages - I don't know which one will be the best fit for you.

Also there are compatibility issues depending on what other scripts you use, because not all scripts can work together.

As for how to use and configure them, this tutorial (for scripts in general, not for specific scripts) should help:

How to use a script - RMVX Ace Tutorials - RPG Maker Forums
I know how to use a script... it's just they don't explain how to set up the things of the scripts, for example the battle summon script, it's not explained where  you place the script calls, it's just stated to make the script call
 

cygnus flamel

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Men I would recommend you to at least make an effort, most scripts are very clear and if not you should at least make an effort to solve it like most of us do, don't expect people to solve everything to you, if you do you are going to have a very hard time developing your game. Believe me, we all pass that stage where you don't understand what is going on but only experience will help you to solve it. I recommend you to take one of the script that you have found and dedicate it at least 30 min to understand it.
 

Andar

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I know how to use a script... it's just they don't explain how to set up the things of the scripts, for example the battle summon script, it's not explained where  you place the script calls, it's just stated to make the script call
Then you should go read the tutorial I linked, because it contains a lot more than just where to place a script in the script editor...

It goes into how to configure, how to bughunt and more.

And no script needs to tell you where to use a script call, because script calls can only be used in the event command "script" box, nowhere else - and you use that event command when you want that function to happen in your game.
 

rikucotton

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This topic can be closed, I found a way to make the turret without a summoning script, via common event. It would require enemies on the map, but it's manageable. I can share the info if you like though.
 

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