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- Sep 3, 2016
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Hi folks,
well after several attempts to solve my issue I couldn't find a proper solution.
The idea was to make a Pokémon fangame since I'm really a fan of the anime and game series. I know there are a lot of 'em but since the RPG Maker 2000 was released I wanted to make a pokémon-like game but I never managed it to really finish one of them :/ I wanted to do this a bit for my own and to get a better knowledge of the RPG Maker MV and moreover, I found the idea of making a "more rpg oriented" pokémon game in the original MV style not that bad
So I planned to get a bit off the original series and implemented a quest system, battles with more than one pokémon and able to obtain more than just four attacks at a time. I took Yanfly's enemy levels so that random encounters always will be in the same level range as the own party. I decided to continue the story of Ash himself after he lost his dear Pikachu and gave up beeing a Pokémon-trainer. Whatever, I already have the story so far but that's not the point here xD
Some features I wanted to keep because they're essential for the pokémon series as for example the possibility to capture pokémons and let them evolve afterwards.
Now I'll come to my actual situation:
I'm using DreamX' Capture Enemies script to, wait for it, capture enemies
I managed it to reproduce the original capture-rate-algorithm to determine the chance if an enemy will be caught or not. This works fine so far and the script allows to have multiple instances of the same actor as a duplicate. (With an id range from 3000 upwards)
I use Yanfly's Party System to emulate the "storage pc" of the pokémon games which works fine essentially but I noticed that even when removing actors from the current party they still are visible in the main menu which is a bit confusing but that's just an aesthetic issue.
Finally I had the problem how I could set up the evolving-mechanism which is a lot trickier than I tought. I only found HimeWorks Level Event Script which allows it to trigger a common event every time a specific actor gains a level. Unfortunately that event will be triggered every levelup so I have to check the current actor's level with a condition. For initial database actors which start at level 1 this is not a problem. (Set variables to 1 before game starts and run a "count"-variable event for every level)
But how could I do this when a captured enemy starts at a different level which I don't know before? But it will get even worse because I have to deal with several actor instances which id I neither know :/
Let's say this would work fine and every actor, no matter if initially in the database or duplicated, would trigger their proper evolve event. How could I manage to exchange the whole actor and make sure that the "new" actor will got the same level as the old one without knowing the actor id? I already tried it with some "Remove actor" / "Add actor" but I'm not able to grab the current level of an instanced actor into a variable :/
Is there anyone how could give me some advice on how setting up an evolving mechanism?
Regards
BehemothRPG
well after several attempts to solve my issue I couldn't find a proper solution.
The idea was to make a Pokémon fangame since I'm really a fan of the anime and game series. I know there are a lot of 'em but since the RPG Maker 2000 was released I wanted to make a pokémon-like game but I never managed it to really finish one of them :/ I wanted to do this a bit for my own and to get a better knowledge of the RPG Maker MV and moreover, I found the idea of making a "more rpg oriented" pokémon game in the original MV style not that bad
Some features I wanted to keep because they're essential for the pokémon series as for example the possibility to capture pokémons and let them evolve afterwards.
Now I'll come to my actual situation:
I'm using DreamX' Capture Enemies script to, wait for it, capture enemies
I use Yanfly's Party System to emulate the "storage pc" of the pokémon games which works fine essentially but I noticed that even when removing actors from the current party they still are visible in the main menu which is a bit confusing but that's just an aesthetic issue.
Finally I had the problem how I could set up the evolving-mechanism which is a lot trickier than I tought. I only found HimeWorks Level Event Script which allows it to trigger a common event every time a specific actor gains a level. Unfortunately that event will be triggered every levelup so I have to check the current actor's level with a condition. For initial database actors which start at level 1 this is not a problem. (Set variables to 1 before game starts and run a "count"-variable event for every level)
But how could I do this when a captured enemy starts at a different level which I don't know before? But it will get even worse because I have to deal with several actor instances which id I neither know :/
Let's say this would work fine and every actor, no matter if initially in the database or duplicated, would trigger their proper evolve event. How could I manage to exchange the whole actor and make sure that the "new" actor will got the same level as the old one without knowing the actor id? I already tried it with some "Remove actor" / "Add actor" but I'm not able to grab the current level of an instanced actor into a variable :/
Is there anyone how could give me some advice on how setting up an evolving mechanism?
Regards
BehemothRPG
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