Capture Enemies

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Started by DreamX 143 posts Page 1 of 8 View original ↗
  1. Capture Enemies
    By DreamX

     
    Introduction/Features
    Capture enemies, adding their actor version to the party.


    Patch Notes


    v1.8 - Compatible with Yanfly CTB.


    1.7 - Fixes issues with loading more than one save during a game session causing captured actors of a different save game overriding each other. This version is not compatible with saves made with previous versions.


    1.6 -


    I've updated the plugin with the following notetags:


    Put <capturedSwitch:x> with x as the switch id as an enemy notetag to set the
    switch to true when the enemy is captured.

    Put <capturedVariable:x> with x as the variable id as an enemy notetag to
    incremenet that variable by 1 every time the enemy type is captured.


    In addition, there is a parameter that you can use to increment a variable every time any enemy is captured.


    v1.5 - Added parameter to decide whether to add captured enemies in battle or after battle. Right now, if that parameter is false, captured enemies will be added right before scene returns to the map, after the battle. Will change timing in an update later so you don't see the captured enemies a split second before the return to the map.


    v1.4f - Fixed crash on collapse of non-capturable enemies.


    v1.4 - Added parameter to level up an actor instead of duplicating their capture.


    v1.3 - There is now a parameter to decide whether captured enemies give EXP.


    v1.2 - Captured enemies now correctly display their sideview sprite.
    Now compatible with VE BattlerGraphicSetup.


    1.1 - Fixed cannot capture message appearing with every normal action.

     


    How to Use


    Place under Yanfly plugins.
    Right click the script link and select save link as a .js file.


     Must be used with Yanfly's Battle Engine Core to work properly.
     
     Put <capture_actor_id:x> into the notetag of an enemy, with x as the actor id.
     
     Put <capture:1> or <captureRate:x> into the notetag of a skill or item to
     enable capture. <capture:1> guarantees capture while <captureRate:x> adds
     x to the chance of capture.
     
     Put <captureRate:x> in the notetag of an actor to add x to the chance of
     capture. Make sure this is the same actor id as you put in the enemy
     notetag.
     
     Put <captureRate:x> in the notetag of a state to add x to the chance of
     capture when the enemy has that state.
     
     When you use the item or skill succesfully, the actor in that notetag will be
     added. You can have duplicates. You can manually add actors to your party by
     using the AddActor x y plugin command with x being the actor id and y being
     the level. You can still have duplicates.
     
     Make a comment in the first page of a troop with <noCapture> to disable
     capture for that battle. Make sure the comment only consists of that.
     
     Here are the text codes for the message parameters:
     %1 - The name of the enemy in the capture attempt
     %2 - The name of the troop in the database


     %3 - The name of the actor corresponding to the enemy


    Script


    Script (1.6a)


    Compatibility


    Compatible with Yanfly and Hime's respective enemy level plugins. Actors will be added upon capture at the level the enemy is at.


    Credit and Thanks
    - DreamX


    -Thanks to Jeremy Cannady for reference from his Monster Breeding System script.


    -Thanks to Yanfly for code from their Item Core script.


    Author's Notes/Terms of Use
    Free to use and modify for commercial and noncommercial games, with credit.


    This plugin uses some code from Yanfly's Item Core. Please credit Yanfly.
  2. Having trouble with the manual add.  The plugin command is not working.
  3. MakeAndCreate said:
    Having trouble with the manual add.  The plugin command is not working.

    I'm not having any problems. Here's an example plugin command.


    AddActor 5 10


    Adds actor with ID 5 with level 10.
  4. DreamX said:
    I'm not having any problems. Here's an example plugin command.


    AddActor 5 10


    Adds actor with ID 5 with level 10.

    Yeah, my mistake.  Had a space at the beginning which probably was the problem.  
  5. 1.1 Fixed cannot capture message appearing with every normal action.
  6. v1.2 - Captured enemies now correctly display their sideview sprite.
    Now compatible with VE BattlerGraphicSetup.
  7. Is there a way to not gain exp when an enemy is captured?
  8. Castagna said:
    Is there a way to not gain exp when an enemy is captured?

    v1.3 - There is now a parameter to decide whether captured enemies give EXP.
  9. Oh no, Castagna's writing again! That guy is annoying!

    Here I am again! Sorry, but your plugin is just too useful!
    Could you add a command to "free" a captured enemy? for example in the menu...
    A party manager organized like pokemon boxes would be useful too... even because by capturing enemies, party becomes a mess :/

    P.S.
    There's a little bug with YEP_EnemyLevels: enemies with higher level will give more exp: when I capture an enemy, I get the difference between normal and raised exp. 
  10. Castagna said:
    Here I am again! Sorry, but your plugin is just too useful!
    Could you add a command to "free" a captured enemy? for example in the menu...
    A party manager organized like pokemon boxes would be useful too... even because by capturing enemies, party becomes a mess :/

    P.S.
    There's a little bug with YEP_EnemyLevels: enemies with higher level will give more exp: when I capture an enemy, I get the difference between normal and raised exp. 

    I think a party manager is beyond the scope of this particular plugin, however I'd like to make something like that eventually as a separate plugin.


    Try putting this plugin under Yanfly's Enemy Levels plugin. I've tested it and didn't receive any exp when the parameter "Exp from capture" in my plugin was false.
  11. DreamX said:
    Try putting this plugin under Yanfly's Enemy Levels plugin. I've tested it and didn't receive any exp when the parameter "Exp from capture" in my plugin was false.

    Yeah, that works, sorry and thanks :D
  12. Castagna said:
    A party manager organized like pokemon boxes would be useful too... even because by capturing enemies, party becomes a mess :/


    DreamX said:
    I think a party manager is beyond the scope of this particular plugin, however I'd like to make something like that eventually as a separate plugin.



    Castagna, It's possible to make a PC like function with YEP.Party System You can see my customization on it attached. Sadly it came without Remove function.


    DreamX, many thanks to your plugin, I checked several Capture plugin and your's the best among them all. I wonder is there anyway to check if your party already has the same actor? Instead of multiple copies of same actor, I'd like to put in some other function like <+1LV to actor 1> if you captured the same monster before.


    Again, your plugin is a Dream came true for my project. Cheers.

    2016-03-21 20_42_49-Project2.jpg
  13. joepee89 said:
    DreamX, many thanks to your plugin, I checked several Capture plugin and your's the best among them all. I wonder is there anyway to check if your party already has the same actor? Instead of multiple copies of same actor, I'd like to put in some other function like <+1LV to actor 1> if you captured the same monster before.


    Again, your plugin is a Dream came true for my project. Cheers.

    Thank you very much, and you're welcome.


    About the leveling up, is that leveling up the same actor? For example, if you captured "Bat" before and they're in your party,


    do you level up the actor version of Bat if you try to capture the enemy version of Bat again? Or is it a specific actor that is always leveled up, whenever there would be a duplicate?
  14. Amazing plugin! :D  I can't wait to test this out! 


    Wondering if this can be modified to work on a tactical battle system.
  15. DreamX said:
    Thank you very much, and you're welcome.


    About the leveling up, is that leveling up the same actor?



    Yes this! If I catches <Actor1>, and system checked there's already an <Actor1> in my party (Yes all catches will remain in my party, but only 4 in battle screen), it will show another message instead of "<Actor1> captured!", and add a level to <Actor1>.


    P.S: That's a quick reply! Cheers for your quick response!
  16. joepee89 said:
    Yes this! If I catches <Actor1>, and system checked there's already an <Actor1> in my party (Yes all catches will remain in my party, but only 4 in battle screen), it will show another message instead of "<Actor1> captured!", and add a level to <Actor1>.


    P.S: That's a quick reply! Cheers for your quick response!

    Thanks for your clarification, that's in the new version 1.4 now.


    Script


    Turn parameter Level Up Instead of Duplicates to true and configure the message how you like.


    Let me know if you have any other suggestions or comments.


    Edit:


    v1.4c - Added parameter to use default level up message instead of a custom one.


    v1.4b - Fixed actor not leveling up when capturing a duplicate with the parameter set to true.


    v1.4a - Fixes getting exp even when the parameter for exp is false, when you try to capture an actor that was already captured.
  17. DreamX said:
    Edit:


    v1.4c - Added parameter to use default level up message instead of a custom one.


    v1.4b - Fixed actor not leveling up when capturing a duplicate with the parameter set to true.


    v1.4a - Fixes getting exp even when the parameter for exp is false, when you try to capture an actor that was already captured.

    Seriously man, you're fast, like fastest coder I've met ever. This I respect!


    The level up function worked great! Too bad the latest version had some issue with YEP_BattleEngineCore. I've put the plugin under or above YEP, but game keep crushing when an enemy without Capture notetag collapse. See console pic attached. Hope it help with your bug catching!

    2016-03-22 23_35_32-Developer Tools - file____D___work_Game_RPGames_Project2_index.html_test.png
  18. Thanks for noticing! Newest version should fix that issue.
  19. Mihe said:
    Amazing plugin! :D  I can't wait to test this out! 


    Wondering if this can be modified to work on a tactical battle system.

    I'm wondering if this can be used in a tactical battle system.
  20. Mihe said:
    I'm wondering if this can be used in a tactical battle system.

    I'm not aware of any tactical battle systems for RPG Maker MV yet. But I don't see any special reason why it wouldn't.


    If need be, you can use the plugin command to generate an actor.