summons that lvl up!?

Midian

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back again with more questions then answers :p

i have figured out how to summon an actor to the party but cant figure out how to make it leave after # turns. also cant figure out how to summon lvl equivalent of that actor as the main party lvls up. think summon monster that slowly grows with the party. i dont want to make 99 actors and skills for the one summoned monster.  any help?
 

Andar

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1) if you're using an event to add the actor, have that event check the other party members level and use event commands to put the summoned actor on that level after adding. If you add the actor by scripting, you need to do the same with the script equivalents of those event commands.

2) to make the actor leave depends on wether that should happen in combat or on map. In both cases, you need a variable as time counter, and remove the actor by event command when time is up - in battle, you'll use a troop event, on map you'll use a common event on parallel process.

If this is not enough to solve the problem, wee need screenshots of how you summon the actor and more info on what you want to do in your game
 

kerbonklin

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You can use variables to constantly check and store the average level of the party every time a levelup occurs. (slight math involved) Then when that variable changes to something higher than itself, change the level of the summon-actor by the corresponding amount.
 
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Midian

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i have the 'add the actor' part. found the xp variant (thanks for reminding me about that)

cant find the round option. im wanting the actor to leave after say 4 rounds or at end of combat. 

thanks for swift answer
 

Berylstone

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This might help.  But what you may could try is making a variable to symbolize the amount of rounds or turns the battle has progressed.  Then add 1 to the variable using the page condition: When the End of the Turn on a battle event page.  That way at the end of each battle turn the variable will increase by 1.

After that you could add a new condition into the page that removes the actor when that variable reaches 4.
 
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Midian

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not seeing where to do that beryl. little more help?
 

Berylstone

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I simulated a screen shot for you.  That will probably work best I think.

ScreenShot_2.png
 

CWells

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If you're just looking to change the level of a monster not used in a while, you can do that in the event commands Actor: change level.

So whatever your summon is, if it comes back after a long while and you want it to be up to date with everyone else, you an use an event command for that.
 

izanamikun

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Well, there's a lot of stuff about the summon leveling up with the party, but if you are looking to level the summon independently, you would need some kind of system to deliver experience points to the summon- like adding a set amount of exp per enemy defeated, per battle summoned, per # of times summoned... how you want the summon to gain this exp to then be leveled is an important step to identifying what process is needed to program that into your game.

In the database under skills, there's a way to call common events through the effects box on the right- you could easily attach experience to specific skills used by the summon in this manner. Per enemy defeated you could add as a variable to the enemy's troop events. Per times summoned, you could add to the skill that summoned them in the first place, or use Berylstone's idea but add in a variable that tallies battles summoned after the summoned actor is gone from the party.
 

Midian

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hmmm im setting up the summon actor threw a common event. do i have to do the script for every battle to remove the summon at the end of eveyr 4 turns afte it was summoned? 

another idea i hadnt thought of till now. is there a way to temp add a 5th party member? i have the summon set to auto battle but when i add other party members to the party threw story the summons will be useless cause they cant do anything.

izanamikun i hve the xp gain figured out thanks ;) but hats neat info for anything else i could think of
 

izanamikun

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Well, most summons tend to wipe out party members in other games so you may have to replace the summoner or the rest of the party to include the summon on your team. However, you *could* set up the summon to appear in the field with the monsters and keep your actors in place. But your player wouldn't have direct control over the summon in that case. It would have to be set with an optimum battle strategy and act according to that.

It seems there should be a script for that, but I don't know of any to help you out.
 

Midian

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my game is not most games. summons are additional party members... not excueses for the party to have a beer while some one else fights for them.

still cant figure out how to exit an actor from the fight after 4 rounds.
 

Berylstone

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still cant figure out how to exit an actor from the fight after 4 rounds.
My fault.  I assumed the Remove Actor command would work on an End of the Turn page event.   But for some reason I don't understand it doesn't.   It's an easy problem to get around though.

Just make a new page that runs at the start of your battle event.  You can condition it with a switch if you like. Then remove the actor from there IF the battle turn variable == 4.   That should work. At least it did for me.

For example:  make two pages like this...

Screen Shot.png

Screen Shot_1.png
 
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Midian

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again thats battle events... is ther enot some way to make a common event  rather then add the condition to every troop?
 

Berylstone

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again thats battle events... is ther enot some way to make a common event  rather then add the condition to every troop?
I'm not sure exactly what you mean.

As far as I know, battle events are the only way to determine when a battle turn is completed.  You could write a common event that adds +1 to the variable and removes the actor if the variable is 4 and use that consistently in all your troops.

But if you asking how to do this without using battle event page conditions on each of your troops I wouldn't even know where to start for that sorry.
 
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David Bergström

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Hey Midian,

Chances are by now you've found your answer, but on the off chance you haven't (and sorry to necro this thread), have you considered using a state to time the summon?

What I mean by that is, set the skill that summons the summon to also place some sort of 'summoned' state either on the summoner or on the summon. You can then set the state to expire at the end of however many turns (in your case 4) as well as when HP reaches zero. 

Using that, you could then set up a common event that uses a conditional branch to check if the state is inflicted, and if not (via the 'else' ) remove the actor from the party.

I hope this helps somewhat. It seems like a roundabout way to do it, but it MAY work.
 

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