How to have Monsters as Allies?

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Started by ZephyrosMX 13 posts View original ↗
  1. Hey guys, Zephyros here. Anyway, I'm making a Digimon World game that of which is based off of the Digimon World timeline. It's a project that has been on my mind for a long time and now it can take fruition. I of course am making it on RPG Maker VX Ace, as it is the most advance engine yet.

    My question is that, how do I make monsters as allies? So let's say you befriend an Agumon. This Agumon, of course will fight for you because you don't fight. How would I make it so that the player plays as a character but the actual Digimon or Monsters fight?

    Thanks!
  2. There are a few Monster Capture scripts on the Master Script List, and there might be some more out there too.

    This is the kind of thing that could theoretically be evented with the addition of some very light scripting, but if any of the pre-existing scripts even get close to your needs, that's really the better way to go.
  3. Wavelength said:
    There are a few Monster Capture scripts on the Master Script List, and there might be some more out there too.

    This is the kind of thing that could theoretically be evented with the addition of some very light scripting, but if any of the pre-existing scripts even get close to your needs, that's really the better way to go.
    I don't quite think you understand what I'm trying to say. I don't want the main character fighting. I'm going to make an event which adds a monster to my team as soon as the game starts and I just want that monster fighting, nobody else.
  4. So in short, you don't want the character you have on the map fight in battles?

    What battle system are you using? If it doesn't involve character sprites, you could just have all the actors (monsters) have the same char sprite as what you want your main character to look like. But have the faces and names as whatever you want.
  5. Seacliff said:
    So in short, you don't want the character you have on the map fight in battles?

    What battle system are you using? If it doesn't involve character sprites, you could just have all the actors (monsters) have the same char sprite as what you want your main character to look like. But have the faces and names as whatever you want.
    But if I were to do that then wouldn't there be the same character following one another? So it would be my main character in a line of let's say four of the same people, because there are four different monsters I want to "send out"? At least that's what I would imagine would happen. I'm going off of the original VX Ace Battle System.
  6. ZephyrosMX said:
    But if I were to do that then wouldn't there be the same character following one another? So it would be my main character in a line of let's say four of the same people, because there are four different monsters I want to "send out"? At least that's what I would imagine would happen. I'm going off of the original VX Ace Battle System.
    You could turn off player followers in system, but I swear I knew of an alternative. I'll try to keep looking for a solution but I can't promise results if the you want to still have player followers.
  7. ZephyrosMX said:
    I don't quite think you understand what I'm trying to say. I don't want the main character fighting. I'm going to make an event which adds a monster to my team as soon as the game starts and I just want that monster fighting, nobody else.
    The reason I mentioned those scripts is because (I believe) they "instance" out actors in the way that something like Pokemon or Monster Rancher or whatever would need.  There is more than one Augmon in your game, right?  What if you "collect" six of them as allies?  The game needs some way to tell them apart.

    ZephyrosMX said:
    But if I were to do that then wouldn't there be the same character following one another? So it would be my main character in a line of let's say four of the same people, because there are four different monsters I want to "send out"? At least that's what I would imagine would happen. I'm going off of the original VX Ace Battle System.
    Hmmm.  Who do you want to show on the main screen?  The main character, the monsters that fight for him, or both?
  8. Seacliff said:
    You could turn off player followers in system, but I swear I knew of an alternative. I'll try to keep looking for a solution but I can't promise results if the you want to still have player followers.
    I'll try that tonight and see if that works. If you can think of anything else, it would help immensely! 
  9. Wavelength said:
    The reason I mentioned those scripts is because (I believe) they "instance" out actors in the way that something like Pokemon or Monster Rancher or whatever would need.  There is more than one Augmon in your game, right?  What if you "collect" six of them as allies?  The game needs some way to tell them apart.

    Hmmm.  Who do you want to show on the main screen?  The main character, the monsters that fight for him, or both?
    Yeah, I did check out the script you provided but it doesn't work the way I necessarily want it to work.

    On the main screen, assuming it's the pause screen, I just want my "monsters" to show up not my actual character.when viewing the stats within the game. So yes, I want the monsters that fight for me to ONLY show up.
  10. ZephyrosMX, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    Please use the multiquote button if you want to reply to several people.


    That said, there are two different things you're asking about here - "how to add enemies to the party" and "how to remove the first actors from the battle order".


    The usual method for adding "enemies" to the party is only to pretend to the player that enemies had been added - you simply make an actor for each enemy where you want the option to add it, giving that actor the same values and pictures as the enemy. And when it comes to the event where the enemy is added, instead of the enemy you add the actor with the same data.


    Anything else (especially if you have a lot of enemies that would be needed to be copied to the actor list) would require a script. And such a script might be difficult to setup because an actor needs more data than the parts available for enemies on the database.


    The other part, removing the leader or several regular party member from the battle, will require a script - there are some methods to make such a thing by eventing, but those are very limited in results because the game engine automatically selects the first members of the party for the battle.


    There is one script "Aeon Party" on the master script list, please check if that does what you want. If not, you should check the party manager scripts available on the same list, perhaps one of them has the option to set actors to non-battle-members outside the regular sequence.
  11. Andar said:
    ZephyrosMX, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

    Please use the multiquote button if you want to reply to several people.

    That said, there are two different things you're asking about here - "how to add enemies to the party" and "how to remove the first actors from the battle order".

    The usual method for adding "enemies" to the party is only to pretend to the player that enemies had been added - you simply make an actor for each enemy where you want the option to add it, giving that actor the same values and pictures as the enemy. And when it comes to the event where the enemy is added, instead of the enemy you add the actor with the same data.

    Anything else (especially if you have a lot of enemies that would be needed to be copied to the actor list) would require a script. And such a script might be difficult to setup because an actor needs more data than the parts available for enemies on the database.

    The other part, removing the leader or several regular party member from the battle, will require a script - there are some methods to make such a thing by eventing, but those are very limited in results because the game engine automatically selects the first members of the party for the battle.

    There is one script "Aeon Party" on the master script list, please check if that does what you want. If not, you should check the party manager scripts available on the same list, perhaps one of them has the option to set actors to non-battle-members outside the regular sequence.
    Thanks for that little tip there, I've only been using this forum for a few days now, aha.

    Anyway, what I want to focus on is "how to remove initial actor from battle". None of the party battle systems tend to help much with my goal. When I remove the first actor, my character disappears from the actual game.
  12. OH MY GOD. I just figured out how to get it to work! All I did was, make an event which removed my actor but added my monster. Except in the database, my monster has the same actor as the inital. I AM SO EXCITED. THIS FEELS SO REWARDING.

    Thank you so much guys! You helped so much! I can't thank you enough.
  13. ZephyrosMX said:
    On the main screen, assuming it's the pause screen, I just want my "monsters" to show up not my actual character.when viewing the stats within the game. So yes, I want the monsters that fight for me to ONLY show up.
    I was asking about the map itself; who do you want running around the map under the player's control?  The main character or the monsters in his party?

    As far as the status screen, there are ways to not show the main character, but they do involve some scripting.  Get the bulk of your game working first, and I'll be happy to help you with changing up who appears on the menu later on.