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Posted 2004-11-14, 10:21 AM in reply to Lenny's post starting "Could you not have the common event put..."
Lenny said:
Could you not have the common event put up a choice menu for which summon, instead of diff. summon options for ecah summon (Summon 1, 2 etc.):

Trigger: Hero Summoner uses Summon command.

Call common event: Summon

¦
¦
\/

Message: Which Summon would you like to summmon?
Show Choices: Fred/Bill/Sophie/Jen

etc. - no need to write it all out, you know how it works, though buule doesn't. nnh, we got print screens.
Possibly, then you'd have to have another reference variable pointing to the monster's hero number so you could compare that hero number's EXP to the EXP before it changed. Not too bad in itself, but then you have the actual execution:

Quote:

In each choice handler, could you then put the getting rid of members etc.

But then you'd also need a switch before that for each monster, to be turned on when you get them. Oh sod it, I'm using a print screen.

Oh sod it again, the screen won't fit in one.

Looks like I'll write it out then.

Code:
<>Branch if Switch [0001:FredSummon] is ON
<>Show Message: Summoning Fred
: Else Handler
<>Branch if Switch [0001:Fred/BillSummon] is ON
and so on. With the Message Who you wanna summon, and the choices.

You'd need to have a Switch for each Summon:

0001:FredSummon --> When have only Fred in party.
0002:Fred/BillSummon --> Fred and Bill in party.

And so on. And if summons disappear in the game, say are captured, you'd need switches for whatever.

I can't remember who I'm talking to. Is it Blue, or buule??
Yeah, that would be the worst of it. Assuming you get summons the FFX way (along with optional ones) you'd need a huge amount of branches. For 4 summons, that's 15 branches (0000 through 1111 in binary, because each monster is either there or not there). For 5, that's 31, and if you want 6 unique summons, that's 63 branches to show the choices of "IFRIT/SHIVA/LIGHTNING GUY/NEXT PAGE" and "WATER GUY/DOOM/CAT IN THE HAT/CANCEL" if you have them all. If you're missing one, it's "IFRIT/SHIVA/LIGHTNING GUY/NEXT PAGE" and "WATER GUY/DOOM/CANCEL".

If the "extra" summons aren't there for a while, you can cut this number down, but it's still a large amount of branches to test/debug.

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And then, if you don't have all the summons yet, when you get a new summon, you get to figure out which summons you have, and figure out which switches you need to turn ON/OFF because adding Water Guy to [xxxx:Shiva/Ifrit/Doom] is different from [xxxx:Shiva/Ifrit/CatInTheHat]. Oh boy.

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It would be a whole lot less messy to use "summon items" which only a certain character can actually use, now that I think about it - When you get a new one, you add it to your inventory and nothing more, when you want to use it, just select the item in battle and its own Common Event attached to it will take care of the "Take away summoner / Play cool intro / Add monster / Call GetRidOfParty event" lineup. Sort of like the Battle Commands, but you'd have to use it as an item. Debugging would consist of using each item to see if the summon works correctly.

Of course, THIS is why people absolutely hate trying to copy any of the Final Fantasy systems using RPG Maker..
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