SRPG Studio

SRPG Studio

Dariken Sep 7, 2020 @ 11:24pm
Is there a way to capture enemies?
Like in Final Fantasy tactics and the Disgaea games?
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Showing 1-5 of 5 comments
SwordofShish Sep 8, 2020 @ 12:02pm 
Give your units the Loot skill.
funewchie Sep 9, 2020 @ 2:56pm 
Technically the game comes with a Capture skill, right out the gate.
Equip a unit with the skill, and it should give the option to Capture. (Similar to Fire Emblem: Thracia 776, and FE: Fates)

You fight the enemy, and if you kill them (via the Capture option, instead of Attack), they'll be pulled into your unit (like a Rescue).
------

From there...well, that depends on what you want to do with the enemy after that.

(In mine, I had it with a specific enemy unit you can Capture. And if they're still being held at the end of the chapter, a bonus cutscene triggers that recruits them to your side.)

So, it depends what you want to do with a captured enemy.
Dariken Sep 9, 2020 @ 9:15pm 
Originally posted by funewchie:
Technically the game comes with a Capture skill, right out the gate.
Equip a unit with the skill, and it should give the option to Capture. (Similar to Fire Emblem: Thracia 776, and FE: Fates)

You fight the enemy, and if you kill them (via the Capture option, instead of Attack), they'll be pulled into your unit (like a Rescue).
------

From there...well, that depends on what you want to do with the enemy after that.

(In mine, I had it with a specific enemy unit you can Capture. And if they're still being held at the end of the chapter, a bonus cutscene triggers that recruits them to your side.)

So, it depends what you want to do with a captured enemy.

How'd you make the condition be if they're still being held?
funewchie Sep 9, 2020 @ 10:03pm 
Originally posted by Dariken:

How'd you make the condition be if they're still being held?

I made an Ending Event for that map, and for it's event conditions I used the Fusion tab.
I set the Unit as my enemy bandit to be recruited, set the Fusion to "Capture", left the Target Units and Data conditions blank, and set Target to "Passive"

And that was it.
The rest was the event having dialogue, and then used "<Unit Affliation> (bandit) -> Player" to add the player version of the bandit.

(For that map, I copied the player version of the bandit as an enemy unit (so I could weaken them if need be)
----

On a side note: For the Fusion check, if I understand it correctly, setting Target to "Passive" means it checks to see "Is this unit currently being held captive by someone?"
(while Active checks "Is this unit currently holding someone captive?")

Since my bandit needs to be captured, it checks if she's the passive one in the Fusion.
Last edited by funewchie; Sep 9, 2020 @ 10:06pm
Dariken Sep 9, 2020 @ 10:35pm 
Originally posted by funewchie:
Originally posted by Dariken:

How'd you make the condition be if they're still being held?

I made an Ending Event for that map, and for it's event conditions I used the Fusion tab.
I set the Unit as my enemy bandit to be recruited, set the Fusion to "Capture", left the Target Units and Data conditions blank, and set Target to "Passive"

And that was it.
The rest was the event having dialogue, and then used "<Unit Affliation> (bandit) -> Player" to add the player version of the bandit.

(For that map, I copied the player version of the bandit as an enemy unit (so I could weaken them if need be)
----

On a side note: For the Fusion check, if I understand it correctly, setting Target to "Passive" means it checks to see "Is this unit currently being held captive by someone?"
(while Active checks "Is this unit currently holding someone captive?")

Since my bandit needs to be captured, it checks if she's the passive one in the Fusion.

Thanks! It seems like a pretty good program for making FE style games, I just wish it came with more tile sets and back grounds. I hope someone comes out with a Disgaea style engine one day as that's my favorite SRPG series.
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Date Posted: Sep 7, 2020 @ 11:24pm
Posts: 5