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Tutorial - 'Final Fantasy X Style Summons' by Lucavi

An item about RPGMaker 2000 posted on

Blurb

A nice tutorial that describes how to make a Final Fantasy X summon system, where summons are treated like playable characters.

Body

Intro
------>
Ok, this is my first tutorial for GamingW.net, so I hope my work fits in well with the community here, as I'm kinda new to submitting stuff.

Info
----->
System Difficulty: 2/5
Not really hard to understand. Involves simple event commands.

Time Taken to Make System: Around 10 minutes for each summon
Not including resource hunting!

Overview: Call a "summon" for help during battle. This skill will allow actual control over the being, like an additional character.

Requirements
------------->
For this tutorial, you will just need a basic knowledge of rm2k3, including:

Monster Groups, Switches, Skills, Heroes, Condition Forks (or Branches).

Final Fantasy X Style Summons: Revealed
---------------------------------------->
Ok, so you have your characters all finished, maybe using a class system. Then you get to that Summoner character, and look at the abilities you've made. A battle animation and a bit of damage, then you look at your brother/sister playing FFX and think "I want that, NOW!". Well this tutorial will show you how to do it.

First of all, you need to create the Summon being. Create about 4 and make appropriate Battle Characters each for them. To start you could make a Fire, Ice and Bolt summon, and maybe a non-elemental one. Make some nice attacks for the beings, and give them some cool battle commands, maybe giving each one a unique command. Also, for each summon, make a condition with the same name as the summon, priority 100. Set the condition to not alter stats of anything in any way, and set the susceptibility of it to 100% in all the categories. Additionally, you might want to use the character animation as either a glowing/magic using one, other-wise make it animation #1: Normal Stance.

Now, go back to the Summoner character/class and make sure they have the Summon battle command, as a skill set. Now make a skill for each Summon. On the skill type menu, select the skill subset "Summon". Make the target "self" and set it to do no damage. Make it inflict the condition appropriate for the summon eg: Ice-Wolf condition for the Ice-Wolf summon.

Here comes the "cody" part:

Make a common event. Make it a "Call" and call it [X] Summon, where X is the character's name. Make one for each character who can Summon.

Under the M.Groups tab, make a page with the trigger as

switch [Y] is ON

Make this for every hero who can summon. Y is the switch name. In the events box, place a call common event to the [X] Summon.

Now, in the common events box, make a fork condition, for the hero to be afflicted with the condition of Ice-Wolf (I will use Ice-Wolf for demonstration purposes). No else case. Within the fork, insert a change party command, removing the member who is inflicted with the condition (the summoner) and make another one to replace him/her with the Summon Being. Then change the summon's condition to the corresponding condition. The code should look like this:

<>Branch if *Summoner* *Ice-Wolf* Condition
<>Change Party Members: *Summoner* Remove
<>Change Party Members: *Ice-Wolf* Add
<>Change Cond: *Ice-Wolf* *Ice-Wolf* Inflict
<>
: End
<>

Repeat the above for each summon, changing the condition and party member added. So, in addition to Ice-Wolf, the Summoner can summon Fire-Fox, Spark-Rabbit (lol) and Plain Dragon. the code would read:

<>Branch if *Summoner* *Ice-Wolf* Condition
<>Change Party Members: *Summoner* Remove
<>Change Party Members: *Ice-Wolf* Add
<>Change Cond: *Ice-Wolf* *Ice-Wolf* Inflict
<>
: End
<>Branch if *Summoner* *Fire-Fox* Condition
<>Change Party Members: *Summoner* Remove
<>Change Party Members: *Fire-Fox* Add
<>Change Cond: *Fire-Fox* *Fire-Fox* Inflict
<>
: End
<>Branch if *Summoner* *Spark-Rabbit* Condition
<>Change Party Members: *Summoner* Remove
<>Change Party Members: *Spark-Rabbit* Add
<>Change Cond: *Spark-Rabit* *Spark-Rabbit* Inflict
<>
: End
<>Branch if *Summoner* *Plain Dragon* Condition
<>Change Party Members: *Summoner* Remove
<>Change Party Members: *Plain Dragon* Add
<>Change Cond: *Plain Dragon* *Plain Dragon* Inflict
<>
: End
<>

Now, you can use this code to create as many Summons as you wish.

The only thing left to do now, is to make sure that the switch we used is activated before any battles, so in one of your startup events at the beggining of your game, just flick the switch on.

You may also notice that the monster stays in the party after battle. To counter this, just make a parallel process event the checks for the summons in the party, then swaps them for the summoner.

<>Branch if *Ice-Wolf* in the Party
<>Change Party Members: *Ice-Wolf* Remove
<>Change Party Members: *Summoner* Add
<>
: End
<>

Repeat that code for each summon.

Customization
-------------->
You can fiddle about with the system as much as you like, here's a couple of ideas:

1)Delete the names of the conditions. This will look a bit better.

2)Delete the condition change of the Summon being. This will allow status changes. You may/may not want this.

3)You may want to create a CMS to manage the Summon Beings.

Copyright Info & other Stuff
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All code displayed is take from RPG Maker 2003 v1.08 (RPG Advocate Translation). All code has been tested and proved to work.

Please include me in your credits listings if you decide to use this system.

--Lucavi