10-03-2009, 08:36 PM
This event system will demonstrate how to create a summoning skill that can be used by a party member. There are many things that can be done to make this skill unique. This will provide you with a basic setup which can then be altered to fit your needs.
Features
-Summon and dismiss characters
-Only one character can be summoned at a time
-Complete recovery upon dismissal
-Dismissal after battle (add-on)
-Prevention of summoning when there are already four party members (script)
Characters
Before you go any further, you need to create the characters that you wish to summon. You can, for now, just make the characters, or you could set up their class, stats, etc. now and then continue.
Skills
These are the skills that you will need to create before you start making the common events. I'll only include the information that you need to add for now. I'm going to include two possible characters to summon in this example.
Summon Character 1
Scope: None
Occasion: Always
Summon Character 2
Scope: None
Occasion: Always
Dismiss
Scope: None
Occasion: Always
Common Events
Now, it's time to set up the common events that you'll need.
Summon Character 1
Trigger: None
Summon Character 2
Trigger: None
In these events, you add the character to the party (summon them), then add the "Dismiss" skill and remove all "Summon Character" skills.
Dismiss
Trigger: None
That's a lot to take in all at once, so I'll explain it in pieces. The first two conditional branches check which character is in the party (which one was summoned), and, based on those results, it heals the appropriate character and removes them from the party. Next, I created a variable to keep track of the summoner's level. This isn't used for "Summon Character 1" because the summoner knew that skill at level 1, but "Summon Character 2" is learned at level 3. So, I created a conditional branch that checks the summoner's level. If the summoner's level is greater than or equal to level 3, "Summon Character 2" is added to the summoner's skills. Finally, I removed the "Dismiss" skill.
Dismiss Check
Trigger: Parallel
Switch: 0001: Start
This common event is needed because when a character achieves the required level, the skill is added to their list. So, this parallel common event that starts as soon as possible (with a switch that's turned on at the start of the game) resolves a small problem. If a character is summoned and the summoner learns a new summoning skill, they'll have both the "Dismiss" skill and the new summoning skill. That means they'll be able to have more than one summoned character in the party. This common event checks if the summoner has "Dismiss" and then, if that's true, it checks for extra summoning skills and removes them.
Skills
Summon Character 1
Common Event: 001: Summon Character 1
Summon Character 2
Common Event: 002: Summon Character 2
Dismiss
Common Event: 003: Dismiss
You just need to attach the common events to the corresponding skills. Now, fill out the rest of the information in the skills if you wish and attach the skills to the summoner's class. That's it!
Dismissal After Battle
If you want the summoned characters to be dismissed after battle, you just need to make a few adjustments, which will be explained below.
Skills
Summon Character 1
Occasion: Only in Battle
Summon Character 2
Occasion: Only in Battle
Dismiss
Occasion: Only in Battle
You'll need to change all of the summoning skills so the player can only use them in battle. If the player can summon outside of battle, there's no point in dismissing the summoned character after battle in the first place, so make sure you include these changes.
Common Events
Dismiss Check
It looks like a lot, but it's really just the Dismiss common event pasted below the conditional branch that checks whether or not the character knows "Dismiss". The conditional branch that checked for the "Summon Character 2" skill after checking for "Dismiss" is no longer necessary, so it can be deleted and replaced by the entire "Dismiss" common event.
Scripts
RPG Maker XP
Battler Error
If you're using RPG Maker XP, you'll need to use the following script. This script fixes an error where a character's battler won't appear if the character is removed and then added to the party again.
Inhibit Party Overload
This script will allow you to set which skills are summoning skills so they can't be used when there are already four party members. Instructions for setting it up are inside the script.
RPG Maker VX
Variable Error
If you're using RPG Maker VX, you'll need to use the following script. This script fixes the problems with the default variable operation scripts.
Inhibit Party Overload
This script will allow you to set which skills are summoning skills so they can't be used when there are already four party members. Instructions for setting it up are inside the script.
Demos
The first two demos contain the base structure for summoning, and the second two demos contain the Dismissal After Battle add-on. All of them are hosted by Mediafire.
Summoning Base (XP)
Summoning Base (VX)
Summoning Dismissal (XP)
Summoning Dismissal (VX)
Problems?
Post any problems you're having with the event system or scripts here and I'll help you fix them.
Features
-Summon and dismiss characters
-Only one character can be summoned at a time
-Complete recovery upon dismissal
-Dismissal after battle (add-on)
-Prevention of summoning when there are already four party members (script)
Characters
Before you go any further, you need to create the characters that you wish to summon. You can, for now, just make the characters, or you could set up their class, stats, etc. now and then continue.
Skills
These are the skills that you will need to create before you start making the common events. I'll only include the information that you need to add for now. I'm going to include two possible characters to summon in this example.
Summon Character 1
Scope: None
Occasion: Always
Summon Character 2
Scope: None
Occasion: Always
Dismiss
Scope: None
Occasion: Always
Common Events
Now, it's time to set up the common events that you'll need.
Summon Character 1
Trigger: None
Code:
@>Change Party Member: Add [Character 1]
@>Change Skills: [Summoner], + [Dismiss]
@>Change Skills: [Summoner], - [Summon Character 1]
@>Change Skills: [Summoner], - [Summon Character 2]
Summon Character 2
Trigger: None
Code:
@>Change Party Member: Add [Character 2]
@>Change Skills: [Summoner], + [Dismiss]
@>Change Skills: [Summoner], - [Summon Character 1]
@>Change Skills: [Summoner], - [Summon Character 2]
In these events, you add the character to the party (summon them), then add the "Dismiss" skill and remove all "Summon Character" skills.
Dismiss
Trigger: None
Code:
@>Conditional Branch: [Character 1] is in the party
@>Recover All: [Character 1]
@>Change Party Member: Remove [Character 1]
: Branch End
@>Conditional Branch: [Character 2] is in the party
@>Recover All: [Character 2]
@>Change Party Member: Remove [Character 2]
: Branch End
@>Control Variables: [0001: Summoner's Level] = [Summoner]'s Level
@>Change Skills: [Summoner], + [Summon Character 1]
@>Conditional Branch: Variable [0001: Summoner's Level] >= 3
@>Change Skills: [Summoner], + [Summon Character 2]
: Branch End
@>Change Skills: [Summoner], - [Dismiss]
That's a lot to take in all at once, so I'll explain it in pieces. The first two conditional branches check which character is in the party (which one was summoned), and, based on those results, it heals the appropriate character and removes them from the party. Next, I created a variable to keep track of the summoner's level. This isn't used for "Summon Character 1" because the summoner knew that skill at level 1, but "Summon Character 2" is learned at level 3. So, I created a conditional branch that checks the summoner's level. If the summoner's level is greater than or equal to level 3, "Summon Character 2" is added to the summoner's skills. Finally, I removed the "Dismiss" skill.
Dismiss Check
Trigger: Parallel
Switch: 0001: Start
Code:
@>Conditional Branch: [Summoner] is [Dismiss] learned
@>Conditional Branch: [Summoner] is [Summon Character 2] learned
@>Change Skills: [Summoner], - [Summon Character 2]
: Branch End
: Branch End
This common event is needed because when a character achieves the required level, the skill is added to their list. So, this parallel common event that starts as soon as possible (with a switch that's turned on at the start of the game) resolves a small problem. If a character is summoned and the summoner learns a new summoning skill, they'll have both the "Dismiss" skill and the new summoning skill. That means they'll be able to have more than one summoned character in the party. This common event checks if the summoner has "Dismiss" and then, if that's true, it checks for extra summoning skills and removes them.
Skills
Summon Character 1
Common Event: 001: Summon Character 1
Summon Character 2
Common Event: 002: Summon Character 2
Dismiss
Common Event: 003: Dismiss
You just need to attach the common events to the corresponding skills. Now, fill out the rest of the information in the skills if you wish and attach the skills to the summoner's class. That's it!
Dismissal After Battle
If you want the summoned characters to be dismissed after battle, you just need to make a few adjustments, which will be explained below.
Skills
Summon Character 1
Occasion: Only in Battle
Summon Character 2
Occasion: Only in Battle
Dismiss
Occasion: Only in Battle
You'll need to change all of the summoning skills so the player can only use them in battle. If the player can summon outside of battle, there's no point in dismissing the summoned character after battle in the first place, so make sure you include these changes.
Common Events
Dismiss Check
Code:
@>Conditional Branch: [Summoner] is [Dismiss] learned
@>Conditional Branch: [Character 1] is in the party
@>Recover All: [Character 1]
@>Change Party Member: Remove [Character 1]
: Branch End
@>Conditional Branch: [Character 2] is in the party
@>Recover All: [Character 2]
@>Change Party Member: Remove [Character 2]
: Branch End
@>Control Variables: [0001: Summoner's Level] = [Summoner]'s Level
@>Change Skills: [Summoner], + [Summon Character 1]
@>Conditional Branch: Variable [0001: Summoner's Level] >= 3
@>Change Skills: [Summoner], + [Summon Character 2]
: Branch End
@>Change Skills: [Summoner], - [Dismiss]
: Branch End
It looks like a lot, but it's really just the Dismiss common event pasted below the conditional branch that checks whether or not the character knows "Dismiss". The conditional branch that checked for the "Summon Character 2" skill after checking for "Dismiss" is no longer necessary, so it can be deleted and replaced by the entire "Dismiss" common event.
Scripts
RPG Maker XP
Battler Error
If you're using RPG Maker XP, you'll need to use the following script. This script fixes an error where a character's battler won't appear if the character is removed and then added to the party again.
Code:
#----------------------------------------------------------------------------
# [XP] Battler Fix
#----------------------------------------------------------------------------
# Made by khmp
#----------------------------------------------------------------------------
# This script fixes an error where a character's battler won't appear if
# the character is removed and then added to the party again.
#----------------------------------------------------------------------------
# Instructions: Paste in a new slot above "Main" and below "Scene_Debug".
#----------------------------------------------------------------------------
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If battler is nil
if @battler == nil
#
# I only added this one line
#
@battler_name = nil
#
#
#
self.bitmap = nil
loop_animation(nil)
return
end
# If file name or hue are different than current ones
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# Get and set bitmap
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
# Change opacity level to 0 when dead or hidden
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
# If animation ID is different than current one
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# If actor which should be displayed
if @battler.is_a?(Game_Actor) and @battler_visible
# Bring opacity level down a bit when not in main phase
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
# Blink
if @battler.blink
blink_on
else
blink_off
end
# If invisible
unless @battler_visible
# Appear
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
end
# If visible
if @battler_visible
# Escape
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# White flash
if @battler.white_flash
whiten
@battler.white_flash = false
end
# Animation
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
# Damage
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
# Collapse
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
else
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
end
# Set sprite coordinates
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end
Inhibit Party Overload
This script will allow you to set which skills are summoning skills so they can't be used when there are already four party members. Instructions for setting it up are inside the script.
Code:
#----------------------------------------------------------------------------
# [XP] Inhibit Party Overload
#----------------------------------------------------------------------------
# Made by Guardian(1239)
#----------------------------------------------------------------------------
# This script prevents a skill or skills from being used when there
# are already four party members. This was made to be used with my
# summoning event system, but it can be used elsewhere.
#----------------------------------------------------------------------------
# Instructions: Paste in a new slot above "Main" and below all other
# custom scripts. Edit the values for "Skills" to match the ID(s)
# of the skill(s) you wish to follow the restriction of the script
# (can't be used when there are four party members).
#----------------------------------------------------------------------------
# Copyright: You may use this script freely. You may distribute
# this script as long as credit is given to Guardian(1239). You
# may edit this script as you wish. You may distribute an edit of
# this script as long as credit for the original is given to
# Guardian(1239).
#----------------------------------------------------------------------------
module PARTY_OVERLOAD
# Edit these values to match the ID(s) of the skill(s) you wish
# to follow the restriction of the script (can't be used when
# there are four party members).
Skills = [1,2]
end
class Game_Battler
include PARTY_OVERLOAD
#--------------------------------------------------------------------------
# * Determine Usable Skills
# skill_id : skill ID
#--------------------------------------------------------------------------
alias overload_skill_can_use? skill_can_use?
def skill_can_use?(skill_id)
# If there are 4 party members, the summoning skills can't be used.
if ($game_party.actors.size == 4 and Skills.include?(skill_id))
return false
end
overload_skill_can_use?(skill_id)
end
end
RPG Maker VX
Variable Error
If you're using RPG Maker VX, you'll need to use the following script. This script fixes the problems with the default variable operation scripts.
Code:
#----------------------------------------------------------------------------
# [VX] Variable Fix
#----------------------------------------------------------------------------
# Made by Yeyinde
#----------------------------------------------------------------------------
# This script fixes the problems with the default variable operation
# scripts.
#----------------------------------------------------------------------------
# Paste in a new slot under "Materials".
#----------------------------------------------------------------------------
class Game_Interpreter
def command_122
value = 0
case @params[3] # Operand
when 0 # Constant
value = @params[4]
when 1 # Variable
value = $game_variables[@params[4]]
when 2 # Random
value = @params[4] + rand(@params[5] - @params[4] + 1)
when 3 # Item
value = $game_party.item_number($data_items[@params[4]])
when 4 # Actor
actor = $game_actors[@params[4]]
if actor != nil
case @params[5]
when 0 # Level
value = actor.level
when 1 # Experience
value = actor.exp
when 2 # HP
value = actor.hp
when 3 # MP
value = actor.mp
when 4 # Maximum HP
value = actor.maxhp
when 5 # Maximum MP
value = actor.maxmp
when 6 # Attack
value = actor.atk
when 7 # Defense
value = actor.def
when 8 # Spirit
value = actor.spi
when 9 # Agility
value = actor.agi
end
end
when 5 # Enemy
enemy = $game_troop.members[@params[4]]
if enemy != nil
case @params[5]
when 0 # HP
value = enemy.hp
when 1 # MP
value = enemy.mp
when 2 # Maximum HP
value = enemy.maxhp
when 3 # Maximum MP
value = enemy.maxmp
when 4 # Attack
value = enemy.atk
when 5 # Defense
value = enemy.def
when 6 # Spirit
value = enemy.spi
when 7 # Agility
value = enemy.agi
end
end
when 6 # Character
character = get_character(@params[4])
if character != nil
case @params[5]
when 0 # x-coordinate
value = character.x
when 1 # y-coordinate
value = character.y
when 2 # direction
value = character.direction
when 3 # screen x-coordinate
value = character.screen_x
when 4 # screen y-coordinate
value = character.screen_y
end
end
when 7 # Other
case @params[4]
when 0 # map ID
value = $game_map.map_id
when 1 # number of party members
value = $game_party.members.size
when 2 # gold
value = $game_party.gold
when 3 # steps
value = $game_party.steps
when 4 # play time
value = Graphics.frame_count / Graphics.frame_rate
when 5 # timer
value = $game_system.timer / Graphics.frame_rate
when 6 # save count
value = $game_system.save_count
end
end
for i in @params[0] .. @params[1] # Batch control
case @params[2] # Operation
when 0 # Set
$game_variables[i] = value
when 1 # Add
$game_variables[i] += value
when 2 # Sub
$game_variables[i] -= value
when 3 # Mul
$game_variables[i] *= value
when 4 # Div
$game_variables[i] /= value if value != 0
when 5 # Mod
$game_variables[i] %= value if value != 0
end
if $game_variables[i] > 99999999 # Maximum limit check
$game_variables[i] = 99999999
end
if $game_variables[i] < -99999999 # Minimum limit check
$game_variables[i] = -99999999
end
end
$game_map.need_refresh = true
return true
end
end
Inhibit Party Overload
This script will allow you to set which skills are summoning skills so they can't be used when there are already four party members. Instructions for setting it up are inside the script.
Code:
#------------------------------------------------------------------
# [VX] Inhibit Party Overload
#------------------------------------------------------------------
# Made by Guardian(1239)
#------------------------------------------------------------------
# This script prevents a skill or skills from being used when there
# are already four party members. This was made to be used with my
# summoning event system, but it can be used elsewhere.
#------------------------------------------------------------------
# Instructions: Paste in a new slot under "Materials" and below all
# other custom scripts. Edit the values for "Skills" to match the
# ID(s) of the skill(s) you wish to follow the restriction of the
# script (can't be used when there are four party members).
#------------------------------------------------------------------
# Copyright: You may use this script freely. You may distribute
# this script as long as credit is given to Guardian(1239). You
# may edit this script as you wish. You may distribute an edit of
# this script as long as credit for the original is given to
# Guardian(1239).
#------------------------------------------------------------------
module PARTY_OVERLOAD
# Edit these values to match the ID(s) of the skill(s) you wish
# to follow the restriction of the script (can't be used when
# there are four party members).
Skills = [1,2]
end
class Game_Battler
include PARTY_OVERLOAD
#--------------------------------------------------------------------------
# * Determine Usable Skills
# skill : skill
#--------------------------------------------------------------------------
alias overload_skill_can_use? skill_can_use?
def skill_can_use?(skill)
# If there are 4 party members, the summoning skills can't be used.
if ($game_party.members.size == 4 and Skills.include?(skill.id))
return false
end
overload_skill_can_use?(skill)
end
end
Demos
The first two demos contain the base structure for summoning, and the second two demos contain the Dismissal After Battle add-on. All of them are hosted by Mediafire.
Summoning Base (XP)
Summoning Base (VX)
Summoning Dismissal (XP)
Summoning Dismissal (VX)
Problems?
Post any problems you're having with the event system or scripts here and I'll help you fix them.