Original Source
- Original title: Summon Skill Issues
- Original author: krisdf
- Original date: August 24, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/summon-skill-issues.67321/
- Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support
Summary
I have an issue with a summon spell that I've made. It works very similar to Aeon summons in FFX. What I want to do is to have it so when the summon uses his ultimate attack, the party is returned to the fight. The problem is that I have seven party members total and you can only have four battlers active at a time. So when the party is returned to the fight it brings back the wrong party members from before the summon was brought in. The first...
Archived First Post
The first image is the common event I use for when the summon is cast, and the second image is the common event used for when the party needs to be returned (and of course each conditional branch has a switch pertaining to that party member).
Here's the note tag for the summon:
<setup action>
display action
wait: 40
hide battle hud
tint screen: dark, 180
camera focus: user, front center, 180
wait for focus
zoom: 120%, 30
motion chant: user
wait for motion
wait 60
motion wait: user
wait for motion
wait: 60
motion spell: user
wait for motion
wait 60
cast animation
wait for animation
opacity all actors: 0,60
reset zoom
</setup action>
<whole action>
</whole action>
<target action>
wait for camera
action animation
wait for animation
action common event
</target action>
<follow action>
</follow action>
<finish action>
tint screen: normal
wait for common event
wait: 60
opacity all actors: 255,300
show battle hud
</finish action>
Here's the note tag used for the summon's ultimate attack which should return the party when it's done:
<setup action>
immortal: targets, true
hide battle hud
tint screen: dark
perform action
motion guard: user
camera focus: user
zoom: 150%
wait for zoom
motion victory: user
wait: 59
</setup action>
<whole action>
</whole action>
<target action>
move user: all enemies, center, 20
camera focus: all enemies
se: Run
wait for movement
tint screen: normal
flash screen: white
opacity user: 0, 1
reset zoom
action animation
shake screen: 9, 9, 60
</target action>
<finish action>
wait for animation
action effect
action common event
face allies: forward
opacity all allies: 100%, 60
immortal: targets, false
death break
show battle hud
</finish action>
I hope I've provided enough information. Thanks for your time.
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