Enemy to summon enemy?

CptJackRabbit

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I was wondering if there is a way to set up a move or attack or whatever where an enemy summons enemy?  It wasnt uncommon in old jrpg's.  I have a troop of pack rats, and I want them as an uncommon "Special Move" to summon another rat... 

Is this possible?  I didnt see it in the move list thing.
 

CptJackRabbit

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Thank you for the quick reply.. but it doesnt seem to work.  The rats cast the skill, but nothing shows up.  the Notebox I did put in: \SUMMON_ENEMY[32, x, y, 4]

I read the thing a few times.. but I dont seem to be missing anything...

Help please?
 

Tsukihime

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You can use Enemy Reinforcements script.


Just create a common event that will summon an enemy to battle, and then assign that common event to a skill that the enemy can use.
 
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CptJackRabbit

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I done messed up somewhere:

Script 'Game_Interpreter' line 1411:NoMethodError occured.

undefined method 'add_enemy' for#<Game_Interpreter:0x87dfa70>
 

Engr. Adiktuzmiko

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make sure you imported the script completely and correctly... 
 
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Engr. Adiktuzmiko

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can you post screenies of how you added it, and how you set-up your summon action?
 

CptJackRabbit

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I actually undid it all, except left the scripts there....

I think I will work on it much later, it isnt that important at the moment, and I will come back here.. but thank you for the efforts.. it's possible I just need to learn a lot more
 

RobeyRetro

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Hi,

I know this wasn't originally my question, but I am extremely interested in this 'summoning script' mentioned. I followed the instructions as best I could, however I am having similar issues using it.

Firstly I inserted the script below the materials section of the script editor.

Then I inserted \summon_enemy[1, 35, 45, 3] into the 'notes' section in the lower right of my summoning skill (that's what I assume you meant by notebox)

When doing this, the attack is used, but nothing happens (no mention of summoning activating or failing).

So instead, made the attack envoke  \summon_enemy[1, 35, 45, 3] as a common event, however this causes an error whenever the attack is used.

Again, I apologise for intruding onto this topic, but I was disappointed when I saw that it hadn't been resolved, and the script sounded so brilliant.
 

Tsukihime

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Have you tried using the enemy reinforcements script?


It seems like several people are having issues with the script, but I can't reproduce it at all.
 
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RobeyRetro

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I managed to get the reinforcements script working, but it's not really suited for allowing enemies to reinforce at will, since a creature invoking the skill multiple times causes sprites to appear on top of one another
 

Engr. Adiktuzmiko

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well, positions are determined by how you set it up at the troops tab so you'd need to be careful not to call troops that have conflicting positions...
 

CptJackRabbit

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I actually just gave up... the enemies cast, but I got no results
 

West Mains

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Theres a way you can do this with in-battle events, but without scripts you're a little limited as to how to use it.

1. Go into your Troops menu.

2. Set up the Troop. For all those that you want to be summoned, right click those enemies and select Appear Halfway. 

3. Under battle events, set the condition you want the Enemy to be summoned under [for example, if you want it to be summoned when a specific enemy is at x% of health.] The condition must effect an enemy that is NOT appearing halfway. [unless you want summoned creatures to be able to summon even further enemies in which case you can stack conditions like this for each enemy using different event pages!]

4. Add an event command, Enemy Appear [it can be found in the third tab], and select one of the enemies that are Appearing Halfway.

This means that when the enemy, for example, hits 25% health, the event will trigger and cause an enemy to appear on the field. For added flair, add the event command 'Show Battle Animation' over the summoned enemy, and add a dialogue box that says something like "Enemy 1 summons Enemy 2!"

This is a quite simple and restrictive method, but it means you dont have to use scripts. The downside is that each troop can only contain 8 enemies, and youll have to set this up for each Troop, or make it a common event and set it up like that in each troop. 

I hope this has been helpful!
 
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Celianna

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@RobeyRetro: don't hijack another person's topic, create your own, thank you.


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

CptJackRabbit

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How is wanting to know the answer to the same question Hijacking?  Seemed like it helped, whilst helping to keep the over all thread count down, instead of having multiple threads with essentially the same question which is ideal for a forum board.
 

RobeyRetro

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I did stay on topic, but I apologize all the same. 

Anyway, in ANSWER to the topic question, I have discovered another way it can be done using the 'enemy reinforcements' mentioned above:

This will allow a skill to summon a pre-determined number of enemies for a specific troop...

YES it's long-winded, but it got the desired effect I was looking for (more or less)

- Firstly, have two troops. One for the enemies encountered. Another for the possible summonings (in their correct casting position)

- Next, create as many control switches as there are enemies to be summoned.  (these will stop enemies from summoning the same ally twice)

- Script the first troop so that each individual control switch is turned OFF for each enemy that reaches 0%hp. one event each page for each enemy.

 (this will reset the control switches for the encounter, so it will work properly if the same encounter is used again)

- I created a skill called 'call for help', this activates a common event called 'cry for help' (again, this is specific for this troop)

- In 'cry for help', I wrote the following script to summon a maximum of two enemies at one time:

*(add_enemy(002,1) refers to troop 002, enemy 1)

ConditionalBranch: Switch [0001:Enemyhelp1] == OFF Control Switches [0001:Enemyhelp1] = ON Play SE: 'summon',100,100 Script: add_enemy(002,1) Else ConditionalBranch: Switch [0002:Enemyhelp2] == OFF Control Switches [0002:Enemyhelp2] = ON Play SE: 'summon',100,100 Script: add_enemy(002,2) Else Branch EndBranch End And that worked for me. I know it's not very practical with all the control switches, but it got the behaviour I was looking for. Good luck! 
 

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