Timed Summons

Shotty0

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For my game , I want a Summoning system which is timed , I got the Skill for Summoning working this far, it looks kinda like this :

"Call common event 1"

Common event looks like this:

Change party member add Summon
Start Timer 60
Activate Switch Summon(This activates another common event)

Common Event 2 (Runs as Parralel Procces which requires switch Summon to be on)

If Timer is 0 Stop Timer
Change Party Member quit Summon
Deactivate Switch Summon


The Problem now is : If the summon runs out in Battle , the battle just ends .
How can I fix that?
 
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Zoltor

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For my game , I want a Summoning system which is timed , I got the Skill for Summoning working this far, it looks kinda like this :

"Call common event 1"

Common event looks like this:

Change party member add Summon

Start Timer 60

Activate Switch Summon(This activates another common event)

Common Event 2 (Runs as Parralel Procces which requires switch Summon to be on)

If Timer is 0 Stop Timer

Change Party Member quit Summon

Deactivate Switch Summon

The Problem now is : If the summon runs out in Battle , the battle just ends .

How can I fix that?
I just ran a test to make sure troop events can work like this(It's a pain to get parallel proc type events to work in battle, I'm frankly amazed it worked at all, nevermind the first way I tried), and woot woot it works exactly how you would want it to. I love it when things work perfectly the first time around :)

When you call the summon common event, have it set timer, and turn on a switch, then in the troops event page(instead of trying to use another common event, which probally wont work in general, nevermind properly anyway) require the switch on, and set the trigger to turn. Then make a condition branch, if timer =0 or lower, remove summon.
 
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Shotty0

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But I also want the summon to be able to be removed after time on the map (So that you dont need to resummon over and over for each battle).
 

Zoltor

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Bah what a pain lol. Well then, if you're not using it yet, get Hime's  custom Page Condition script, as well as the post battle event trigger bug fix

http://www.himeworks.com/2013/03/23/event-page-conditions/

http://www.himeworks.com/2013/05/12/post-battle-events/

Put remember Timer command in another troop command page(to be triggered at end of battle). This way if the timer is still active, it will continue counting down after battler.

Then make a common event with the custom page condition, if timer= 0 or less.

remove summon from party.

While you're at it, remove the switch entirely, and make the timer a custom page condition for the initial troop event as well

That should do the trick nicely.

You see autorun, and Parallel Common events aren't designed to run during a battle, you need to be on someking of map, for those kinds of common events to trigger, which the Battle scene unfortuneately doesn't count as a map.

To be claer, the skill Summons the summon(aka calls the summon common event), and sets timer.

Then on troop event 1, make a custom page condition, if timer hits 0,then remove Summon.

Then make another page, to trigger at end of battle, remember timer.

Then you make a common event, with a custom condition if time= 0 remove summon, done.

This should do it.

Edit: better yet, make the remember timer troop event page have a custiom condition if you hit action button, instead of just at the end of battle. This way if you run from battle, it will remember the timer as well.
 
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Shotty0

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Thats alot more Complicated than I thought it would be ^^
Gonna give this a try as soon as I have time.
 

Zoltor

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Thats alot more Complicated than I thought it would be ^^

Gonna give this a try as soon as I have time.
It's not that complicated, but having a parallel event during battle, plus continue outside of battle, requires more work then it should, just because parallel common events weren't designed to work in battle sigh.

Edit: sorry I forgot one persons's action button may not be the same as another person's action button, what a quagmire this is. Do this for the remember timer event, reg condition at end of turn(no need for custom condition, so delete that on this page), set trigger to turn. This will make it remember the timer every turn, so rather you run or win the battle, it will remember the timer.

Again sorry about that, it was a silly oversight on my part.
 
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Tsukihime

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Why not use the moment span?
 
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Zoltor

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Why not use the moment span?
Because that freezes battle.

Moment acts like a "Autorun" event sigh, not a Parallel proc.

However turn trigger acts as a parallel proc thankfully.

Also if you meant for the remember timer event, it wouldn't be as effective, as using the turn trigger, infact it may or may not even proc in certain situations at all.
 
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Tsukihime

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No I mean, use a moment span, with the appropriate conditions.


Turn span does not act as a parallel process if you're trying to condition on the timer.
 
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Zoltor

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Really? 

Because I ran a test where a timer started in the beginning of battle, due to a switch set outside of battle(yea I know it defies the norm of eventing, but evidently the battle trigger overrides page priority rules, just go with it lol, It's just a test), then the 2nd page requiring the very same switch(although it didn't need a switch, that's why I told OP to set condition to end of turn in his case, because we're not using switches for this) had a condition branch if timer = 0, abort battle, with the trigger set to turn, and it worked like a dream(no freeze, and even if I just wait out the timer, it will abort battle, whenever the timer runs out).

I ran multiple tests(I must of tried 6 different variations using the turn trigger, and it acted like a parallel proc each time), the final test I ran(which I told the OP), was with condition end of turn(with no switch needed), and trigger set to turn, which worked perfectly like a parallel proc.

No Freeze, and if I waited out the timer, it aborted whenever the timer hit 0.
 
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Tsukihime

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It is unclear what you're referring to, but if you mean that "turn span behaves like parallel process" that is not true.


Have you tried creating an event that takes a really long time to complete, with turn span?


And the default scripts have it so that once the timer reaches zero, the battle will abort, no exceptions. I don't understand who would do that without providing any options to disable it.


And I don't think moment span is going to freeze the game if the page can't run.
 
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Zoltor

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It is unclear what you're referring to, but if you mean that "turn span behaves like parallel process" that is not true.

Have you tried creating an event that takes a really long time to complete, with turn span?

And the default scripts have it so that once the timer reaches zero, the battle will abort, no exceptions. I don't understand who would do that without providing any options to disable it.

And I don't think moment span is going to freeze the game if the page can't run.
What? I just tested it with another event command, instead of abort battle, and woops I guess you're right.

Why the hell would they make a battle abort by default, if timer runs out sigh?

Useing your script to make the timer the page condition, and setting to moment might work.

However in anycase, that doesn't fix the timer aborting battle by default issue.

I have a idea though, can't you use a gameplay time variable instead, and then have if game play variable = + X, do Y, and set to moment. Technically you are creating a timer, opposed to using the timer event command, so I doubt it would abort battle.

To OP, scratch that suggestion in my previous post, it wont work(I never knew it was coded to abort battle by default, if timer hits 0, damn RPG Maker developers, if they would just allow us to run parallel poc in battle, they wouldn't feel the need to code stupid things like making the Timer hitting 0, abort battle by default)
 
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Tsukihime

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Just take out the auto-abort in Game_Timer. The scripts are there for you to modify, and I doubt taking it out will cause any grief or compatibility issues.
 

Zoltor

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Just take out the auto-abort in Game_Timer. The scripts are there for you to modify, and I doubt taking it out will cause any grief or compatibility issues.
Yea lol, that works as well. It's a exceedingly easy script to edit too :) , even a noob with no scripting knowledge at all, can't screw that up.
 
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Shotty0

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So would anyone of you mind explaining what You talked about so that I can understand it ^^
 

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