Best way to make familiars: Objects. Objects are made using tasks, which I see you're familiar with. THe main difficulty you'll have with objects is getting the damn image to appear correctly, which can be accomplished by following Nuclear Cheese's
Object Effect Drawing Tutorial. Or, if you prefer, you could skim through Stuffman's
Player Script Tutorial, which explains how to make Sakuya's "options", which are basically familiars. Your best bet is to go through the player tutorial though, since it gives a basic outline of how to shoot with them as well (just remember you're not using "player shots").
The second way is the way I mostly use, and probably the easiest (though slightly messy). I traditionally make familiars using seperate enemy scripts, which are very easy to make and summon.
Just make a text file, and fill it with:
script_enemy_main {
@Initialize{
SetLife(10);
etc.
}
@MainLoop{
[include no collion A or B so it can't be shot or collided with, include it if you want it to be shot]
[attack functions, blah blah, like you would any script]
}
@DrawLoop{
[draw your familiar as you would any boss]
}
@Finalize{
}
}
And to spawn it, anywhere in your main script you write:
CreateEnemyFromFile(
script path of your familiar/enemy, x-coordinate, y-coordinate, velocity (can be defined in the script), angle (also can be defined in script), user-defined argument);
For the user defined argument, any value or text string you put there can be transfered to the enemy script by saying "GetArgument" in the enemy script. So if I said "2" as the last parameter of my CreateEnemyFromFile, in the enemy script I could say:
v = GetArgument;
And "v" would assume a value of 2 for the script.
Object are more flexable in terms of being able to share the same global variables with the main boss, as well as being able to get the coordinates of the boss, but Enemy Scripts are much easier to handle and are probably much easier to code advanced movements with. Choose whichever you fancy, but keep in mind that spawning familiars as enemies can have unexpected results (some player script homing shots may target it instead of the boss, etc).
Alrighty, let's take a look at those scripts.
EDITWhat can I say, these a pretty good. Difficulty is getting there (and is a bit varied, I may note. Some cards are much ahrder than others. See: PK Flash and PK Rockin', they can both trap you), but could still use an improvement
[ignore]. Your tabbing can still use the improvement that I mentioned earlier, but again, because your scripts are so small it's not really an issue. The spells are fairly fun to play, though more or less the same as the first batch. Which would make sense, seeing as it's Ness and Lucas... Whatever. Good job.