This is the core of Monster Capture and is the basis of many add-on scripts for a capture system in RPG Maker MZ.

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Pre-Adds

Free Add-Ons

  • Gender Trait Enabler
  • Player Setup
  • Beastiary
  • Breeding/Fusion
  • Evolution
  • Battle Core

Post-Adds

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Tutorial Playlist

  • When installing, the first thing to setup would be the core plugin, Synrec_MC_Core.js

Once the core is installed and you've configured them to meet your game's needs, there are a few things you need to setup in the database to have a capture system up and running.

  • Capture item/skill must be decided
  • Capture actor ID for enemy must be decided

First, we'll look at setting up a capture item


The only thing to pay attention to here is the <captureRate> note tag. In the plugin parameters you may setup a default but otherwise, you can set a custom value here.

For those wondering, yes you can set a game variable here as well by setting the note tag to be:

<captureRate:$gameVariables._data[id]>

Where id is the variable ID.

Next would be to setup an enemy for capture which is also simple.


The only thing to pay attention to here would be the <captureActor:x> note tag.

If you want an enemy to be capturable, you must set this note tag up. From the image, when this enemy is captured, the player will gain Actor 4 which in default RPG Maker MZ is Michelle.

That's it. You now have a capturable enemy with a capture item setup. 

To setup genders (or you can use them as traits), go to the plugin parameters and select the genders parameter:


From there, click on the enemy slot and it will open a customization window as shown below:


The name can be anything, the icon is based on the icon ID which you can find when selecting a skill or item icon from the database:

The little number shows what the icon ID is, alternatively, whilst selecting an icon, pay attention to the bottom-left of the icon select window.

After this, you can then proceed to modify EX and SP parameters provided by the gender.

You can access the reserve box scene by using script call:

> SceneManager.push(Scene_RsvpBox)


  • Core setup is complete, following this you can load Synrec_MC_GenderTraits.js to grant graphical modification based on gender.

The gender name must match the one setup in the core plugin for the effects here to take place. The plugin parameters are based on PIXIJS.Filters function arguments.

This plugin setup can be ignored but it is used to apply the traits setup in the core. Why? Because I was an absolute idiot when I coded this.

  • The player setup plugin allows game designers to disable game over, set a global level cap and tie it to a variable, setup damage regions which have custom animation and states, configure gameover effects, have player "equipment", setup a player scene, configure the max number of "monster" followers, etc.

There are a few script calls in the plugin which allows in game customization

eg: $gameParty.setGlobalLevel() will set the level cap to the value of the variable set in the plugin parameters.


There is also plugin parameters you can setup to enable certain switches to trigger party effects:

  • Synrec_MC_Evolution.js provides an evolution feature to the monster capture experience.

Evolution has a bit of setup required to get it off the ground.

First, setup actor evolve level with note tag:

<evolveLevel:x> where x can be evaluated to a number.

and then setup the evolve target, this is the actor the tagged actor will become:

<evolveTarget:x> where x can be evaluated to a number.

In this case, Reid will become Gale once level 1 or greater is achieved:

Requirements are met, evolution is possible

No note tags present, evolution line ends with Gale.

You can call the manual evolution scene by using the script call:

> SceneManager.push(Scene_Evolution)

Alternatively, you can have an evolution process be called by enabling the evolve post battle plugin parameter:

The equipment modifier parameter adds the weapons/armors as equipment requirement for that actor to evolve. If the actor does not have that equipment equipped, they cannot evolve.

  • Next up would be the beastiary. The only parameter that truly matters here would be the List mode parameter


There are three (3) modes:

  1. Captured only: Shows data for captured actors only.
  2. Show All: Shows all actor data regardless of capture status
  3. Show All, List Captured

1) Shows only the captured actors, will not show empty spaces.

2 and 3) Will show blank spaces if an actor has not been captured yet.

  • Breeder extension allows for a holding system where the player can store two monsters and then after a designated amount of steps, and optionally by designer choice, being boosted with EXP, gain a monster "egg"

You can configure the scene, whether to gain EXP per step, the number of steps required for "egg" generation and more importantly, the combination array.

You can call the breeder scene by using the script call:

> SceneManager.push(Scene_Breeding)

  • The last extension for the monster capture system would be the battle core. The battle core allows for enemy power control, actor linking and battle member control

From the parameters you can configure the default number of battlers for player and for enemy, this would be the max number of battlers on each side at a given time. You can also configure this by having a script call:

> $gameTemp._numBattleActors = x; where x is a number and this script call applies to actors/player side

> $gameTemp._numBattleEnemies = x; where x is s number and this script call applies to enemies/opponents side

NOTE: With this plugin loaded, the set capture actor's data will be used in addition to the enemy data. You can block this by adding a note tag to the enemy:

<blockBaseParam>

You can configure enemy level bandwidth by setting it up with map note tags

<minEnemyLevel:x> {x = level}

<maxEnemyLevel:x> {x = level}

The level of the enemy is randomly set in a value between the min and max level for the map.

  • And that should be it. Good luck!
Updated 2 days ago
StatusReleased
CategoryTool
PlatformsHTML5
Rating
Rated 4.9 out of 5 stars
(8 total ratings)
AuthorSynrec
GenreRole Playing
Made withPixiJS
Tags2D, Retro, Singleplayer

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Click download now to get access to the following files:

Monster Capture.zip 486 MB
Synrec_MapEnemies.js 19 kB
Synrec_MapSpawns.js 19 kB
Synrec_MC_BattleCore.js 37 kB
Synrec_MC_Beastiary.js 26 kB
Synrec_MC_Breeder.js 39 kB
Synrec_MC_Core.js 71 kB
Synrec_MC_Evolution.js 28 kB
Synrec_MC_GenderTraits.js 15 kB
Synrec_MC_MergeActors.js 13 kB
Synrec_MC_PlayerSetup.js 59 kB
Synrec_MC_PowerPoints.js 7 kB
Synrec_Plugin_Backup.js 7 kB
Synrec_Preloader.js 27 kB
Synrec_TextSounds.js 7 kB

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