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Having characters come in and out of battles as summons... please help!

Alright, so ideally what I'd like to do is this: My game has 3 protagonists. The 4th spot is empty so I figure I'd use it for summon characters. Now, I got summoning the character down. You use a "Summon" skill, which activates a common event, which adds X character to your party, allowing him to fight alongside you.

Thats not the problem. What I'd now like is for the character to disappear right after the battle ends.

Basically, what I'd like is this example: Aluxes uses the "Summon Badandy" skill. Badandy appears on the battlefield (this much I have down). Badandy can attack, defend, use an item, etc. Once Badandy uses the "Rolling Axe" skill, however, he gets knocked out and battle continues normally. Right after the battle ends, Badandy is removed from the party.

I imagine this isn't too difficult and just requires some nifty work on common events and switches, so hopefully you guys can help me out!^_^

I have faith in you guys, Thanks for any help!:thumb:
 
Ah, I understand what you want.

It sounds like you've started the basics of this yourself already. since that's the case, can you show us a screenshot of the events that you already have. It'll give me a basis off which to help you.
 
Alright, no problem. By the way, I edited my original post. I decided that I only want one summon to be used per battle, so now all I want, basically is (Hero ID 5, 6, 7, etc) to be removed from the party after a battle ends.

Here are the screen shots of what I have now, with the revised Summon idea I have. I have no idea how to remove the characters AFTER the battle ends, Im not sure if this involves use of common events or scripts. I tried with common events but couldn't find a "When a battle ends, delete so-and-so" conditional type thing.

http://img524.imageshack.us/img524/7017/xylessguyaw5.jpg

Also, I have another topic about the specific problem at hand (deleting the player right when the battle ends), so if you want, check that out.
 
Ah, it's easier than you'd think.

Just make a parallel process common event (have it triggered by an event that turns on before you ever get into any battles or anything- like a "start the game" switch that you turn on after opening cutscenes).

In the content of the event, just have it remove the summons. Parallel process common events only trigger on maps and not in battle, so as long as you're not in a battle, it will continually remove the summon from the party.

From there you could add some branched "if summon is in the party, remove summon from the party" to make it a little neater.
 
or you can just remove the character from battle after X amount of turns.../end of the battle

Condition Switch
If Enemy State Knock Out
Remove Captain Planet
Message: The power is yours!
End
 
In your event, after the battle proccessing, add a command that says Remove Party Member X. The command is on the first page and it says, Change party member. Select Your character, select remove, and Tada! The character is removed after the battle.

If you want to get more complicated and have, say 3 possible summons. then:

Step #1: Create an event. Insert your battle command. After your battle command, create a conditional branch with the condition (this is on page 2) "Actor X in party" (where X is the character's name) select ok. Now in that conditional branch select the Change Party Member Command and remove Actor X.

Step #2: In the else command of the first conditional branch create another conditional branch with the condtion "Actor Y in party" and select ok. Now in that condtional branc select the Change Party Member Command and remove Actor Y.

Step #3: In the else command of the second conditional branch, create one final conditional branch with the condition "Actor Z in party" and select ok. Now in that conditional branch select the Change Party Member Command and remove Acotr Z.

(Please Note you only have to do this once, then you can just copy and paste into other events.)

If you were to have more than three possible summons, then you would just add another conditional branch onto it for each new summon. The attachement shows what it should look like when it is finished for three characters.
 

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