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    Stardust
  Sat Apr 05, 2008 3:48 am
<3 Army of Love <3
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Location: NY
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
Expand to see the code.


Summon Character 2
Trigger: None
Expand to see the code.


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
Expand to see the code.


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
Expand to see the code.


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
Expand to see the code.


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.
Expand to see the code.


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.
Expand to see the code.


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.
Expand to see the code.


[i]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.
Expand to see the code.



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.

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Last edited by Stardust on Thu Aug 20, 2009 1:12 am, edited 3 times in total.

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    Actingman00
  Sat Apr 05, 2008 6:52 am
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"**Please be aware that if you summon in RMXP, dismiss, then summon again, the battler will not appear.  It has nothing to do with the event.  It's an error that occurs within the system."

I got to there and stopped.  That's kind of a big glitch thats in your event.  There must be a way to fix it, you probably should.


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    Stardust
  Sat Apr 05, 2008 7:26 am
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Actingman00 wrote:
"**Please be aware that if you summon in RMXP, dismiss, then summon again, the battler will not appear.  It has nothing to do with the event.  It's an error that occurs within the system."

I got to there and stopped.  That's kind of a big glitch thats in your event.  There must be a way to fix it, you probably should.

I've tried, but no one's been able to figure it out.  I was waiting for a solution, but I wanted to release it as it is for now.  Rest assured, I'm working on it.

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Last edited by Stardust on Sat Apr 26, 2008 6:49 am, edited 1 time in total.

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    Thermalburn
  Sat Apr 05, 2008 7:50 am
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Location: Los Angeles, CA, United States
Wow nice! imma try this right away!

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    regi
  Sun Apr 06, 2008 6:07 am
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That 2nd time summoning graphics glitch is the weirdest I've ever seen.


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    zeldrak
  Sun Apr 06, 2008 1:29 pm
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Location: Portugal
that glitch is probably because you do not reset the event, as it never happened. If you use it once, you'll switch on one of the conditional branches making it impossible for the summon to occur again.

although i may be wrong.

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    Stardust
  Sun Apr 06, 2008 3:08 pm
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If that were the problem, I'd think the actual summoning wouldn't work.  The character is summoned, but the graphic isn't.  I tried adding "Exit Event Processing" after each branch end, but it made no difference.  Thank you for your suggestions, though.

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Last edited by Stardust on Sat Apr 26, 2008 6:49 am, edited 1 time in total.

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    zeldrak
  Sun Apr 06, 2008 3:44 pm
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Location: Portugal
how about this, after you dismiss it, you add a "charge" function in which you can only use it again after X turns. after X turns, you can repeat the Summon command.

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    Stardust
  Sun Apr 06, 2008 3:52 pm
<3 Army of Love <3
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Nope, that didn't work, either.  I created a state that adds the restriction Can't Move, but after that I still encountered the problem.  The charge function is a good idea, though.

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Last edited by Stardust on Sat Apr 26, 2008 6:50 am, edited 1 time in total.

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    Stardust
  Wed Apr 09, 2008 2:14 am
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khmp generously made a script that fixes the graphic error in XP.  Please be sure to credit him if you use it.

~Guardian1239

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    Stardust
  Sat Apr 12, 2008 11:30 pm
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I've now added a demo for XP as well as VX, which will make it much easier for anyone that's using XP.

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Last edited by Stardust on Sat Apr 26, 2008 6:50 am, edited 1 time in total.

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    mega_man_aXe
  Tue Apr 15, 2008 7:56 pm
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Location: Indiana
Nice, I like it...however, they seem to stay in your party the next time you battle instead of being dismissed automatically at the end of the battle.  Is there a way to fix this maybe?

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    Gando
  Tue Apr 15, 2008 9:53 pm
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Location: Sweden
Hmm..  I've no idea on how to fix this with events. I have a solution though, but it requires a little bit of scripting..
Anyways, here it is if anyone wants it:

Remove Summon


The comments inside the script will help you set it up.
This script works for both XP and VX. :thumb:

Over and out - Gando

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    Stardust
  Wed Apr 16, 2008 2:09 am
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Wow, Gando.  That's excellent!  Thank you for helping!  I'll add it to the first post!  I also made it easier to navigate by using more spoilers.

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Last edited by Stardust on Sat Apr 26, 2008 6:50 am, edited 1 time in total.

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    Apocrifis
  Fri Apr 18, 2008 5:25 pm
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very good job Guardian!
but, can you made compatible your summon system with the RTAB system??
i tested it on a RTAB system and it don't work, so can you do enithing?


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    Stardust
  Fri Apr 18, 2008 11:16 pm
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I've never actually worked with anything that isn't turn-based.  I very much prefer the turn-based combat system.  I'm not sure why it wouldn't work on a RTAB system since events are events and they should work unless there's a conflict with the battle system.  I recommend checking with the maker of the system you're using and asking them what you can do to resolve the problem.

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Last edited by Stardust on Sat Apr 26, 2008 6:50 am, edited 1 time in total.

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    Stardust
  Thu Aug 20, 2009 1:14 am
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Updated! :thumb:

Let me know if you have any questions or problems.

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