Summon Gems

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Diretooth

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Okay, I'm making a game called 'In the End', and one of the features of it are 'Summon Gems'. These are battle-exclusive items that summon a temporary party member. However, I've run into a snag. If a summoned ally appears and kills the last, or only, enemy, then they stick around, regardless of the situation. I'd have no real problem with this when it comes to bosses, because those are programmable, but random encounters make things unpleasant. (And due to Lite's limitations on the amount of events, I cannot go for a system where the enemies are in the overworld and you can see them and they have to touch you to battle you. Not without changing several key factors in several levels, and rendering them more of a boring dodge-and-grab scenario.)

Here's a screenshot of the summon.

Summon.png

Thank you for taking the time to look this over.
 

ShinGamix

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I can see it now..theme music by Linkin Park

--sorry couldn't resist that one. In the end!!
 
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Diretooth

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@DuncanS: Thank you, but the solution provided would require a script. As I am using Lite, I cannot use scripts.

@Shin: Yeah, I know. My friend pointed that out, but I can't think of a better title than 'In the End'.
 

Andar

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The script would be the best solution, but there is one other that doesn't require scripts.


1) make a parallel common event conditioned on a switch "after battle"


2) remove all summons in that CE, and add a control switch "after battle = OFF" at the end.


You might also add other functions for "after battle" here, not only the removal of the summons - you should have only a single CE for everything you want to check after battle.


3) in ALL troops, add an event to run on turn zero (once only) and control switch "after battle" = ON.


It's a bit work copy&pasting that last part to all troops, but because the parallel process events cannot work during battlescreen, that event gets executed in the first frame after leaving battle and then removes the actor-summon.


You'll still have the actor present in the battle-end-screen, which means it'll get EXP and you have to limit the maxlevel to prevent the summon from leveling up - but I don't know of a method to prevent that without scripts.
 

Diretooth

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@Andar: Based on what I understand already, that might work, but I might need a visual aid. Could you possibly show me how that would be done?
 

DuncanS

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Please actually try it before you say it isn't possible... I just downloaded and tested it out to make sure, but you can use Script calls in Conditional Branches in Lite.
 
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Diretooth

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I never said it isn't possible, it's just that up until now, I've never really delved deeply into using common events, learning to walk before I run, so to speak. I can usually fogure out things by description alone, but not always. Sometimes a good visual aid can help me figure it out quicker, and that's all I asked for.
 

Syltti

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This might help you:

Shaz says, "You could modify the Scene_Battle 1 script, battle_end method. Somewhere prior to removing the battle states, do a $game_party.remove_actor(id)." Where you actually go is Game_Battlers and look for:  #--------------------------------------------------------------------------
  # * Processing at End of Battle
  #--------------------------------------------------------------------------
  def on_battle_end
    @result.clear
    remove_battle_states
    remove_all_buffs
    clear_actions
    clear_tp unless preserve_tp?
    appear
  end

If your summon is an Actor like mine, put $game_party.remove_actor(id) above "remove_battle_states" like this:

  #--------------------------------------------------------------------------
  # * Processing at End of Battle
  #--------------------------------------------------------------------------
  def on_battle_end
    @result.clear
    $game_party.remove_actor(id)
    remove_battle_states
    remove_all_buffs
    clear_actions
    clear_tp unless preserve_tp?
    appear
  end
This will remove your summon after the battle.
 
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kerbonklin

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Estellise, he is using the Lite version as he stated earlier in his opening topic.
 

Syltti

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Ah, that's right, Lite disabled the script editor.. My bad. ^^;
 

DuncanS

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You're confusing my post with Andar's.

@DuncanS: Thank you, but the solution provided would require a script. As I am using Lite, I cannot use scripts.
Please re-read my initial post, as it solves your problem nicely (I tested it in Lite and it works as intended).
 

Diretooth

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@Duncan: As I said before, I'll need a visual aid. I tried to do it as you described, but I got lost and tried again and again.
 

DuncanS

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The thread I linked originally has two screenshots that cover exactly what you need...

You're still confusing me with Andar. Please read this thread from the beginning and you'll see that you have everything you need to make it work.
 

Diretooth

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Oh, I'm sorry. I've had a stressful week dealing with what seems to be an inner ear infection and doing school work. The game in question is being made for a credit.

In any case, the second screenshot in that topic refers to a script. I do not know what that script is, I don't know if it's original to the program or if I have to obtain it elsewhere, and I have no idea how to do the common event thing linking to a script. If I have to get the script, then I cannot use it. If it is original to the program, I don't know what the script, and when I look at the scripts in Lite, I'm as lost as a deaf and blind rat in a maze. Really, really lost.
 

Andar

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In any case, the second screenshot in that topic refers to a script. I do not know what that script is, I don't know if it's original to the program or if I have to obtain it elsewhere,
That is a script call into the default engine, you should be able to make that even in Lite.

The entire engine is part of the script editor as the default scripts, but usually "script" means added scripts in this forum - so that's where the misunderstanding originates.

Ace Lite disabled the script manager as a way to prevent you from adding more scripts to the default engine, but the scripts themselves work - and you can make script calls with several events, one of them was used in that screenshot.

Sorry, I'm short on time and I haven't been able to get around to providing those screenshots - perhaps I can add them in a few days.
 
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Diretooth

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I think I'm beginning to understand now, and thank you, Andar, I look forward to seeing the screenshots.
 
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Diretooth

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Please delete/lock this thread as it's become irrelevant. I accidentally deleted the game file (I was going to delete a different one used for testing) and didn't have a backup.
 

Andar

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that's bad - you should always make backups of your work, especially during development as you can create problems requiring you to go back to a previous version if you made wrong changes to scripts...

You should check if the file is still in the recycle bin and can be restored, or might be salvaged with one of the undelete programs (only possible if you didn't save other data after the delete)

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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