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Posted 2004-11-13, 05:11 PM in reply to Lenny's post starting "Not a blinking clue whether this would..."
Yeah, that's basically how you do it - but you'll need more battle event commands to allow for the "other characters get EXP too" part, and to actually take away the party/put them back.

Basically, when summoning, you'd:
Code:
"Summon command used" event:


<>Comment: --------------------------------
<>Comment: Monster appears here, so there's no delay between
<>Comment: executing the command and the effect
<>Comment: --------------------------------
<>Remove Summoner from the party
<>Play Battle Animation (Nice entrance effect)
<>Add selected monster to the party
<>Comment: --------------------------------
<>Comment: For the party's EXP gain if the monster gains any EXP
<>Comment: --------------------------------
<>Put the summoned monster's EXP into a variable
<>Turn switch "xxxx:MonsterSummoned" ON
<>Comment: --------------------------------
<>Comment: Now call a general "get rid of party" event
<>Comment: --------------------------------
<>Turn switch "xxxx:GetRidOfParty" ON



"Get Rid Of Party" event:

<>Comment: --------------------------------
<>Comment: Remove Heroes and store them for putting them back later
<>Comment: --------------------------------
<>Is hero "Steve" in the party?
   <>Turn "xxxx:SteveWasHere" ON
   <>Remove Steve
   <>
:Else Handler
   <>Turn "xxxx:SteveWasHere" OFF
   <>
:End
<>Comment: -----
<>Is hero "JoeBob" in the party?
   <>Turn "xxxx:JoeBobWasHere" ON
   <>Remove JoeBob
   <>
:Else Handler
   <>Turn "xxxx:JoeBobWasHere" OFF
   <>
:End
<>Comment: --------------------------------
<>Comment: Make sure it doesn't infinite loop, that would be bad
<>Comment: --------------------------------
<>Turn Switch "xxxx:GetRidOfParty" OFF
At the end of the battle, a common event (which I haven't posted here) would check that switch and see what the difference between the monster's current EXP and the variable - if it's different, add the difference to the party's EXP. Of course the "Monster Was Summoned" switch would also re-instate the entire party based on the
"GuyWasHere" switches. This common event should be rather easy to do, just make sure it auto-starts based on the "xxxx:MonsterSummoned" switch.

Edit: This also assumes that there's only one summoner. If there are more, you'll have to remove the party before adding the monster. There's also the whole "Each monster is going to have its own trigger and command in your command list, and these events will all have to be in each monster encounter" thing, but that much should be obvious. With more than one monster able to be summoned, you'll have a command list like this:

Fight
Magic
Item
Run
Summon1
Summon2
Summon3
Summon4
Row

So it's going to get messy. This will also marvelously screw up the party's order because at the moment I can't think of a way to know the party member's position and store that for later.

Last edited by BlueCube; 2004-11-13 at 05:29 PM.
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