Summoning Help.

Scoodles

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Hello everyone.

Currently in the midst of trying to make a Golem-like entity summon for one of my character's skills. I need it to do several things.

  • Last for five rounds before it crumbles. (Can crumble early if the enemy can destroy it)
  • Disappear before the victory aftermath scene shows (Or at least, prevent the golem from being shown gaining EXP and the like)
  • (Optional) Act entirely independent of the player.
Any way on how I can achieve these effects?

Thank you for your time.
 

SinのAria

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1 and 3 definitely doable.

You would essentially use events and states. (unless you want to make a script)

In essence, each round, you would have a check to see if x state existed. If x state does not exist, destroy the golem.

When summoned, it would come with a "golem" state. The state would last 5 rounds and give it auto battle state.

2 should be doable, but I'm not sure of a good way how (I know of one way, but it might be worse than showing it gaining exp).

Essentially what you would be doing is if there are no enemies, kill the golem, then end the battle.
 
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Michael Dionne

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"2 should be doable, but I'm not sure of a good way how (I know of one way, but it might be worse than showing it gaining exp)." > Can you throw your idea still? Maybe your idea will give people other ideas.
 

Scoodles

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Thank you.

Number two does seem difficult to integrate properly. I'll have to look into it a bit more. I managed to get the other two working though very easily with your support (I even have the Golem run a common event that sets a random variable, and use a skill determined by that to have it shuffle about and not just spam attack all the time).

How could I get the Golem's level to be three levels higher then my actor's any time she casts it though? Just curious.
 

SinのAria

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Thank you.

Number two does seem difficult to integrate properly. I'll have to look into it a bit more. I managed to get the other two working though very easily with your support (I even have the Golem run a common event that sets a random variable, and use a skill determined by that to have it shuffle about and not just spam attack all the time).

How could I get the Golem's level to be three levels higher then my actor's any time she casts it though? Just curious.
If you are already using events, have it set the golem's level when summoned based on the actor's current level. There should be an option to decrease/increase levels in the events list. Then you do a compare to the caster level and using those, set the golem's level to that plus 3. (there are a few ways to do this, one would be to do caster level+3-golem level = x, add(or subtract) x levels.

 

"2 should be doable, but I'm not sure of a good way how (I know of one way, but it might be worse than showing it gaining exp)." > Can you throw your idea still? Maybe your idea will give people other ideas.
I pretty much explained it, just not in detail. Did you need me to go more in depth?

 
 
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Michael Dionne

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Well I know you said "Essentially what you would be doing is if there are no enemies, kill the golem, then end the battle.", but how can we check if there are no enemies... and end the battle? I only found Abort battle, but I fear this won't logically make the player win the battle. Maybe I am wrong or I haven't seen some other options? This is why I am curious for a bit more depth, yes (please).

Also, any idea how to make an enemy completely unselectable for all the lenght of the battle (like, win the battle even if it's not killed)?
Your added depth might help me answer that second question at the same time. 2 in 1.
 
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Tagris

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Well I know you said "Essentially what you would be doing is if there are no enemies, kill the golem, then end the battle.", but how can we check if there are no enemies... and end the battle? I only found Abort battle, but I fear this won't logically make the player win the battle. Maybe I am wrong or I haven't seen some other options? This is why I am curious for a bit more depth, yes (please).

Also, any idea how to make an enemy completely unselectable for all the lenght of the battle (like, win the battle even if it's not killed)?

Your added depth might help me answer that second question at the same time. 2 in 1.
I think the idea is this:

You have your creatures be 'immortal' so they don't die to damage.  But you have an event setup so that when their HP reaches 0 they 'vanish' and and apply a state that paralyzes them so they can't take actions.  Then an event that is checking to see if all monsters have the 'vanish' state, and if they do....it:

Kills the golem

removes the immortal state

now all monsters have 0 HP and aren't immortal so they die and the battle ends.

It is a way of creating after battle events.

So if you google it, people are using it to have it so that after you kill the boss a scene plays out before exp is given.

http://forums.rpgmakerweb.com/index.php?/topic/4325-process-events-before-battle-ends/

^ this is an example for RPG Maker VX Ace.  But can give you an idea where to start looking.
 

SinのAria

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Sort of kind of what Tagris said.

Essentially, all enemies are immortal.  At the end of each round (or if you want to make it more complicated, after each attack), it checks to see if any immortal enemies have 0 hp. If yes, kill the enemies (remove immortal state and kill).

However, if ALL enemies have 0 hp, before killing the enemies, kill the golem.

The problem is that if you do at end of round, you end up with attacks hitting an enemy that is already dead instead of hitting the next enemy.

If you do it after each attack, it can get very complicated. (expect to have a large number of event tabs for big battles)

Obviously you could write a script to do this, but that is a different way of doing it.
 
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