SumRndmDde SummonCore + YEP RowFormation

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Started by Muffel 9 posts View original ↗
  1. Hello forum.
    I'm having trouble figuring out how I can summon an actor in a specific row.
    Yep RowFormation is what I'm using.
    The only Summon Plugin I've found that I think is easy to use/understand is SumRndmDde SummonCore ... but it just places the summoned actor "somewhere on the screen".

    what I mean is:
    if Master (summon skill user) = row 1 or 2 -> summoned actor = row 1 or 2

    Is there a way to lunatic mode it?

    thanks in advance
  2. Have you watched his video? It might help, I cant guarantee you that though.

    [embedded media]

    You can mention someone here by using a @ followed by their username.
    @Yanfly @SumRndmDde you can check this out too? :)

    Edit:

    I suppose though that master._homeX and master._homeY parameters can do the trick.
    But good luck working, on summoning them in specific places.
    I suggest showing them between original hero positions of the engine to solve that.
  3. Thanks to your edit, something made *click* in my head and it made me say "aahhh~".

    Guess I have to reread and analyse both plugins again... and experiment (more like a trial and error xD) until it works how I want it to be. Will edit tomorrow my results. That problem kinda ruined my sleep phase last 4 days. X,x

    My head is spinning and smoke is coming out of my ears...

    Still thank you and good night.

    Edit: So I figured out that $gameParty.members() is what needs to be checked somehow. Will research more.

    Edit2: I can't. ~.~ Impossible for me. I tried..
    I'm at the end of my wits. But it feels that I'm sooo close to the solution... but I won't surrender to the code!!!
  4. OK so what I figured out so far...
    I set the position of the summon with an easy
    Code:
    <Summon>
    Actor ID: 303
    X: master._homeX + 10
    Y: master._homeY + 15
    <End Summon>
    It looks ok if it's in the same row Nr.2 ... BUT! I can't change the position of the summon with things like <Change Target Row: x> and
    <Pull Forward Target Row: x>. The state changes, but not the position. It works with any other actor, but not with summoned actors. Why? How to fix/solve that? It just looks...urgh.
    Also what I found out: the summon always joins at the default row, which is in my case 2... so if I set the master to row 1, the above summon code would look wrong as well, so... I'm still thinking hard on this part.

    Edit: 3 further things I found out:
    The summoned actor doesn't have the initial TP of 50. It's just 0...
    although I declared the default attack to gain/win +25 TP, it doesn't work for the summoned actor...
    and finally, at the moment the summoning happens and position's set - there's no picture of that actor - it only appears after the summoned actor attacks.

    maybe that's a clue for somebody.
  5. I am in same boat as you are (for be clueless since you did be this in my topic, xD)...

    But should you try check and see if they could check the "Back row" state applied or not? If not, they receive full physical damage while if yes which they get halved physical damage.
    That's pretty basic sense.......... for me. xD
  6. Your basic sense doesn't even conclude my summon problem? Did I mention something about dmg? Oo You're confusing me.
  7. Like I said, we are in same boat. xP

    Anyway, no you didn't say anything about damage... It's just the common sense for "row formation" rules is all. If it's not about the damage, then it should be "uncommon" rule for row-formation gameplay.

    Muffel said:
    what I mean is:
    if Master (summon skill user) = row 1 or 2 -> summoned actor = row 1 or 2
    Like I said from previous post, it would be almost same as what I said...
    Row 1 = he has applied no "Back Row" state
    Row 2 = he has applied "Back Row" state
    You follow me?
    So, what if you script-lunatic to check summoned hero's "Back Row" state with "is applied or not" conditions?

    I mean, we don't know what kind of summon are you going to do with this... Suicide-attack summon or healing summon or... what?
    Without us know this, we thought you have trouble with the damage calculation for to check their row positions.
  8. Thanks for the help, but the summon doesn't work like that. I tried. =/
    The summoning always ends up as a default actor (default row, no tp, nuffin') and it's position can't be changed (only state does).
    I'll probably prepare some screenshots or a demo if my details are unclear.

    I've got a temporary solution which is... well, hopefully only temporary... but I wish I'll find the solution at some point or somebody might be able to solve it.

    Edit: Summoning an actor... with atk, guard, skills/magic and stuff, like any hero/actor/character in the game.
    Any successful attack = +25tp ... which only doesn't work for the summons.
  9. Please do. =(

    No TP?
    Like, you are trying to make a summon that will give hero some TPs?