RPG Maker Forums

I'm going to try and be as detailed as I can, this is a Script Request, but it comes from days of trying to utilize a series of common events and script calls to hodge-podge a graphical monster-catching ("Taming") system. I'm an intermediate RPG-Maker with fair knowledge on XVXAce and XP (default systems and configuration, not scripting) and extensive knowledge on 2k3. So I have a grasp on terminology and modestly complex procedure.

The game in question is a reboot of an obscure 90s Pokemon Rip-Off that was conceptualized before Pokemon was a thing. It performed and was terrible, but I have a sentimental soft spot for it, so here I am.

In this project, every target enemy (BattlePet) you encounter is a candidate for being tamed, which I initially intended to be handled via common-eventing by linking it to be called from an assigned "Tame" skill when used in a fight. The Common event would check the enemy ID to see if it has the state "DEAD", and if not, fade out the BGM and display a capture animation. From there, a script call would start a mini-game (I am using a plug-in-play script for this, Sixth's "Stay in Range" minigame) along with a minigame BGM. If you fail, the capture is unsuccessful, and if you succeed, the capture is successful. Your party would be checked if it was full, if not, the BattlePet is added to the party, if so, sent to a reserve station (I haven't configured a system to handle that part yet, I will likely use a specific Party script).

The main problem I am encountering is programming the skill to recognize specific Monster IDs selected when the skill was used. If, for example, the Protagonist uses "TAME", a Skill with an enemy targeting scope of "ONE ENEMY", on "AZURA" (Monster ID 1).

The skill calls the Common event "TAME", which fades out BGM, which then has to use an animation-- but on what? I can manually select Monster IDs of 1-8, or the entire troop, but I can't configure it to continue the action on the designated target ID.

When using RPG Maker XP, this was managed if the skill was offensive, I could have the common event manually use branching events to determine if Monster ID 1 had the "DEAD' state, if yes, skip to 2, if not, proceed with attack.Since RMXP had no, "attack 2/3/4 random targets" scope in their skill creation, this was a minor innovation to the default system.

But for an idea like this, that just won't work. And so in my frustration, I decided to just ask if such a script was possible, exists, or could be quickly whipped up.

The only time the "TAME" command should not work is on certain key encounters like specific Boss Battles, which, if I could've gotten the Common Eventing system to work, could have just been mitigated by removing the Tame feature in a Battle Troop event. I realize if a Script was made, it could be done in such a way so I could simply add <Cannot Tame> in an Enemy Note Tag and there we go.

Anyway;
For a script, I'm fairly flexible and can work with anything. The base features should include the Taming feature for capture when a Skill assigned to it is used; A Ratio of success rate either determined by a minigame which I had originally planned (and by default, is run via script call: Instructions in the Script were;

"To start a mini-game, use the following script call:

start_range_game(key,x,y)

Replace 'key' with a key you used in the 'Games' settings in the script!
Replace 'x' and 'y' with the X and Y co-ords you want to show the mini-game images!
All image positions are centered! So, the X and Y positions do NOT mean the top left corner of images, but the center of them!

Examples: start_range_game:)easy,120,240)
start_range_game:)hard,230,146)"

However, a more simple way of determining capture success with HP ratios and/or added status ailments is also perfectly fine.

The third feature should at least allow me to include a start capture animation, successful capture animation and failed capture animation. So a battle animation would play; Algorithms would then take place to determine success rate, then an animation plays over the target to signify a successful or failed capture; Then the BattlePet is either added to your active party, or, if that is full, either terminate the capture process with a failure ("Your party is already full!") or shuffle the captured BattlePet to a party reserve screen which can be script called later to manage one's party of BattlePets.

An optional wish is a BGM control, but if a minigame is too complex to include in a scripting solution, this may not be necessary, and I may be able to just add BGM control around the script in use anyway.

Thank everyone for reading and consideration.

EDIT: Relevant Info; I am using Luna Engine, building on top of the Premade Demo "Etrian", which I am largely using for it's cosmetic design with custom modifications. It is compatible with Yanfly's scripts, but I know I should mention it just in case.

Latest Threads

Latest Posts

Latest Profile Posts

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

Forum statistics

Threads
106,018
Messages
1,018,358
Members
137,803
Latest member
andrewcole
Top