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> [VX Ace] Monster Hunter, Capture system
Tsukihime
post May 24 2012, 09:49 AM
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Monster Hunter
Author: Tsukihime



Overview

This system allows you to capture monsters and recruit them as actors.
When a skill or item with "capture effect" is used to defeat the enemy, there is a chance of capturing the enemy.

Features
  • Capture enemies, recruit them as allies
  • Specify enemy faces
  • Specify enemy class names
  • Specify enemy character sprites
  • Recruit enemies using event calls
  • Compatible with Skill Select: just setup your enemies the same way you would with actors. This script must be placed above it.
  • Use a summon system to call captured enemies

Usage

Tag your items/skills/enemies with

CODE
<capture: x>


To give it x% chance of capturing. Integers only.

If an enemy can't be captured, tag it with

CODE
<no-capture>


When you defeat a monster, you will be brought to a results window with the monsters you captured.

Large Image


Pressing OK will accept that monster as a new ally.
Pressing cancel will ignore it.

You can press left and right to scroll through your captures.

Configuration settings at the top.
Default capture skill is "attack" skill. Can specify multiple skills with capture effect.
This is hardcoded as an array right now, but eventually it will be an actual feature that you can assig n with note-tags and other things.

The window is a little plain right now, but eventually it will look like a proper recruiting window.

The following image shows that enemies can be set up right in the enemies tab, and (eventually) all of the stats/features will be transferred over to the actor.



As part of my experimental features I decided to add support for custom enemy faces and classes.
Just tag the enemies with

CODE
<class: custom_class_name>
<face: FaceImage, index>
<char: CharImage, index> # character sprite


Right now I'm letting you specify a custom class name, but I'm thinking of forcing you to choose a valid class from the list of classes. Either way, all of the features will be transferred from the Enemy feature list to the new actor's feature list so you can just treat the enemy as your actor setup.

The face image is the one stored in the Graphics/Face folder and the index is the index on that image.

Downloads

Script: http://db.tt/YU0tVncr
Required: Custom Database


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Guyver's Bane
post Apr 16 2013, 11:05 AM
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The Guiding Light
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Group: Revolutionary
Posts: 801
Type: Event Designer
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Hey man i 'm getting this error when i try to recruit a monster:

Script "line118: NoMethodError occured
undefined method '<<' for{}: Hash

Any clue to what i'm doing wrong? I have the Custom Database inserted above this script also.


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Tsukihime
post Apr 16 2013, 11:14 AM
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Group: Revolutionary
Posts: 560
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Rev Points: 25




Download new copy and try again.
This script is not supported. I will not be adding or changing anything to it.

This post has been edited by Tsukihime: Apr 16 2013, 11:15 AM


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