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RPG RPG Revolution Forums > Scripting > Event Emporium > Eventing Tutorials
Alt_Jack
It works just like in the original; it's an item, not a skill, and you use it during the battle. There are a few issues with it right now, which is why it says "beta". The current system is pretty much 100% capture rate, but you can tweak it and use the "official" capture formula (let me know how it works out, okay? ). It only works in one-on-one battles, and there seems to be some issue with the message system (it informs you post-battle if you failed). So, bring my your complaints and/or suggestions and we'll see. There's also some extra stuff that may or may not be important, indicated in blue; change it and find out. But for now:

There's 2 items, 2 events, and a variable: a ball to throw, the ball with the creature, their respective events, and the variable for the odds (again, see above). You can also make some flashy animations for it; I suggest using Earth 1, which throws a rock at the target, for visuals. We'll use Arbok as our target, 'cause they're fun.

both items call up a common event, which work them. But there are differences:
capture ball-one enemy, only in battle, ignore defence, add incapacitate, consume-yes, common event-capture
Arbok ball-occassion-always (you can add him to your party in-battle! ) , consume-no,

catchem

control variables- (the math aspect, for the calculations of odds. I just did random # 1-20)
condition branch- (whatever your conditions for failure are, I used variable = 2 )
text-failure (you might see this pop up unexpectedly, post- battle)
else
change items: Arbok's ball + 1 (I should probably implement some system to keep track of these, but whatever)
change enemy HP 1 (see? one-on one fights only, just like the original), -999,999 (incapacitate does funny things, like, again, messages when there shouldn't be. Orcywood's taming system explains this better)
Abort battle (if they're caught, it's over)

At any rate, it needs a bit of contextually-appropriate work, but just pretend you're using the Masterball


summon

You'll want to make sure that consume = NO for this. If he's out, using the item brings him back, and vice versa.

condition branch -Arbok is in the party
change party member-remove arbok
else
change party member- add arbok (your snake's hanging out again)


That's about it....As you can see, it's very simple, and I'm sure there are better ones out there...I just didn't see any in this forum.


UPDATE : Remember how everyone was like "we can't tame more than one monster" ? Well, I FOUND A WAY. I "captured" 2 of the 3 enemies in the opposing party and added them to mine IN BATTLE. That's right, I took 2 enemies and added them to my party during the fight.

Troops tab-when enemy/monster x - health = 10% or less
show choices-catch, kill
when catch
call common event (the one above)
decrease HP enemy/monster x

when kill
- (nothing, since you're just finishing them off. Incidently, I have another event about that...)

you need to create one of these troop event tabs for each monster in the party (and have the slots open to add them to yours). The x corresponds to the monsters number ( 1 - 8 ) , and if you don't have the slots open, you can get around this by having them become items (again, see above) , which you get when the monster dies (even during the battle) , giving you the option to either add them during the battle (I'm pretty sure that you can call them back, too ) , or add them afterwards.

Take THAT, other taming systems! tongue.gif
Essenceblade
QUOTE (Alt_Jack @ May 23 2011, 03:04 AM) *
It works just like in the original; it's an item, not a skill, and you use it during the battle. There are a few issues with it right now, which is why it says "beta". The current system is pretty much 100% capture rate, but you can tweak it and use the "official" capture formula (let me know how it works out, okay? ). It only works in one-on-one battles, and there seems to be some issue with the message system (it informs you post-battle if you failed). So, bring my your complaints and/or suggestions and we'll see. There's also some extra stuff that may or may not be important, indicated in blue; change it and find out. But for now:

There's 2 items, 2 events, and a variable: a ball to throw, the ball with the creature, their respective events, and the variable for the odds (again, see above). You can also make some flashy animations for it; I suggest using Earth 1, which throws a rock at the target, for visuals. We'll use Arbok as our target, 'cause they're fun.

both items call up a common event, which work them. But there are differences:
capture ball-one enemy, only in battle, ignore defence, add incapacitate, consume-yes, common event-capture
Arbok ball-occassion-always (you can add him to your party in-battle! ) , consume-no,

catchem

control variables- (the math aspect, for the calculations of odds. I just did random # 1-20)
condition branch- (whatever your conditions for failure are, I used variable = 2 )
text-failure (you might see this pop up unexpectedly, post- battle)
else
change items: Arbok's ball + 1 (I should probably implement some system to keep track of these, but whatever)
change enemy HP 1 (see? one-on one fights only, just like the original), -999,999 (incapacitate does funny things, like, again, messages when there shouldn't be. Orcywood's taming system explains this better)
Abort battle (if they're caught, it's over)

At any rate, it needs a bit of contextually-appropriate work, but just pretend you're using the Masterball


summon

You'll want to make sure that consume = NO for this. If he's out, using the item brings him back, and vice versa.

condition branch -Arbok is in the party
change party member-remove arbok
else
change party member- add arbok (your snake's hanging out again)


That's about it....As you can see, it's very simple, and I'm sure there are better ones out there...I just didn't see any in this forum.


ohmy.gif That's a pretty neat idea, could be used for something like an arena like in FF10, This'll sure come in handy at some point, thanks ohmy.gif
Alt_Jack
I'm not sure what you're talking about, but thanks anyway!
Anyways, if you want more Arboks (even though they're comparatively terrible), you'll need to create a new item/character pair (same name, I suppose) and have a condition branch that checks if you already have it; if you do it gives you the next pair. Something like:

Condition Branch: if item -Arbok ball- is in inventory-
add item - arbok ball- (the next one)

then have a branch that checks if you have all of them, and a message that says that, because of that, you can't catch any new ones.

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