Enemies that summon more enemies

Manofdusk

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 I currently have 2 creatures: A Sahuagin and a Jellyfish. When the Sahuagin gets wet, he's supposed to start summoning Jellyfish.

 I've found that I can cause the Sahuagin to use a skill if affected by a state, but I need to set the skill up and I'm pretty sure I need to use a common event for it.

 I'm thinking a conditional branch to see if each enemy slot is full and, once it finds an empty slot, use .... something.

 I was thinking of using the Enemy Appear command but it doesn't seem to let me specify an enemy. Enemy transform does....

 so maybe Enemy Appear followed by Enemy Transform?
 

Andar

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no, you're going at it the wrong way. Enemy appear does let you specify an enemy - but ONLY if used in a troop event, because it can only make enemies visible that have been set to "appear halfway" on the troop screen.


First question:


The regular troop limit is 8 enemies (total, not able to clear any slot). Do you want your summon ability to exceed that, yes or no?


If yes, then you need a script - Tsukihime has made such a script, but there might be others around. Just look through the master script list.


If no, then add the total number of enemies to the troop. For the enemies that should be summoned later, right-click them and set them to "appear halfway". Those are the enemies that you can make apper with the enemy appear command.


If you use that command in a troop event, the correct enemy name will automatically be displayed. If you use the command in common event to be called by a skill, it will only display the index number of the enemy, you'll have to remember which number is wich enemy from the troop screen.
 

Manofdusk

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 Well, I tried getting it to work but I'm not quite sure if I've done it right.

 However, I don't plan on having more than 8 total enemies.

 I would like to just call it in the troop screen without making it a skill but I want the sahuagin that are wet to consume their action to summon the jellyfish.

 I'd also kind of like for them to be able to revive killed jellyfish (but only while the Sahuagin are wet) that way the sahuagin keep a perpetual army of jellyfish with them if they get wet.

Jellyfish Script.png
 

Andar

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you don't need to go through those conditional branches for a force action - go to the enemy tab, add the summon skill to the Sahuagin there, but condition it to the state "wet" instead of allways, and give it a high rating. Then the Suahagiun will use the summon whenever it gets the state wet.
 

Manofdusk

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I think I've got it now....

 though I am having trouble now with the sahuagin constantly trying to summon the jellyfish but it won't do anything
 

Andar

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though I am having trouble now with the sahuagin constantly trying to summon the jellyfish but it won't do anything
Then you have a problem with the conditions or rating in the attack patterns. Please provide a screenshot of that enemy if you don't know how to solve that.
 

Manofdusk

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 I think I've got it fixed. I changed the skill itself to no target and created 2 sets of summon common events (minion and lieutenant). If a high rank monster can summon, he's placed in slot 1 and can summon monsters into slots 3, 5, and 7. Lieutenant monsters can be places in 1, 3, 5, and 7 and will summon minion type monsters into slots 2, 4, 6, and 8.

 If a lieutenant or minion dies, the summoning creature is able to revive it (treating it as though it summoned another one).

 The only thing I need now is to figure out a way to play appropriate sound effects when monsters are summoned because the Minion and Lieutenant summoning scripts are meant to be generic (so I can use them to summon jellyfish, soldiers, or anything else.) However, I would like to have appropriate sound effects played whenever a creature is summoned (a splash for jellyfish, footsteps for soldiers, ect.)

 Is there any way to add sound effects to the skill outside of the summoning event itself?
 

Andar

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Is there any way to add sound effects to the skill outside of the summoning event itself?
Animations also contain sound effects.
Instead of choosing one of the preexisting animations, make your own for the skill, include the sound effects you like in them and then set the skill to use that animation.
 

Manofdusk

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 well, that fixed it. I appreciate it :p
 

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