Pet Summon Plugin

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Started by Aerosys 273 posts Page 11 of 14 View original ↗
  1. Hi Aerosys -- first, let me say thank you for such a wonderful set of plugins (including the menu and deck addons). These plugins are basically perfect for what I wanted.

    That said, I simply cannot use any of the summons in battle. I can add them to the party, I can summon them -- all of that works perfectly fine -- but as soon as it is the turn of ANY summon, the game crashes with the following error: "ReferenceError Imported is not defined"

    Any idea what might be causing this? For the record, I do not have any other plugins other than yours and SCActorPositionMZ active at the moment.

    Could this line be causing it? "('automatic' == MK.Summoning.unsummonSkill.showIcon && Imported.VisuMZ_1_BattleCore)"

    It is the only "Imported" line I see in the code, but I know nothing about coding...

    Okay so it is definitely THAT line which is causing the crash. If I remove "&& Imported.VisuMZ_1_BattleCore" I can use the summons in battle, but then their "retreat" function displays as \I[82]Retreat in battle.... That said, they can battle and the retreat function works but I have no idea how to make it say "Unsummon" or "Retreat" instead of the funky numbers and lines...

    Thank you so much for any help or advice you have.
  2. orgint said:
    Hi Aerosys -- first, let me say thank you for such a wonderful set of plugins (including the menu and deck addons). These plugins are basically perfect for what I wanted.

    That said, I simply cannot use any of the summons in battle. I can add them to the party, I can summon them -- all of that works perfectly fine -- but as soon as it is the turn of ANY summon, the game crashes with the following error: "ReferenceError Imported is not defined"

    Any idea what might be causing this? For the record, I do not have any other plugins other than yours and SCActorPositionMZ active at the moment.

    Could this line be causing it? "('automatic' == MK.Summoning.unsummonSkill.showIcon && Imported.VisuMZ_1_BattleCore)"

    It is the only "Imported" line I see in the code, but I know nothing about coding...

    Okay so it is definitely THAT line which is causing the crash. If I remove "&& Imported.VisuMZ_1_BattleCore" I can use the summons in battle, but then their "retreat" function displays as \I[82]Retreat in battle.... That said, they can battle and the retreat function works but I have no idea how to make it say "Unsummon" or "Retreat" instead of the funky numbers and lines...

    Thank you so much for any help or advice you have.
    Oh what a pity, but thanks for the report. I will fix it when Im back home from my trip.

    In the meantime, open this plugin in the plugin manager and look for the setting that says sth like "show Icon for retreat skill" and set it to either Yes or No - automatic seems to not work properly
  3. Aerosys said:
    Oh what a pity, but thanks for the report. I will fix it when Im back home from my trip.

    In the meantime, open this plugin in the plugin manager and look for the setting that says sth like "show Icon for retreat skill" and set it to either Yes or No - automatic seems to not work properly
    That did it! Thank you so much, and thank you again for such an excellent and functional plugin!

    As a follow up question for the deck plug-in, is there any way to use the "deck" as a means of applying party (non-pet) bonuses? I have an idea that I'd like to toy with, and was thinking that it would be really neat to use deck creation not only as a means of determining which summons were available, but also that each summon would give the party a set of bonuses. E.g., a "defensive" summon gives defense bonuses, a offensive summon attack bonuses, etc. The deck summons themselves would act as a composite of various stat/skill/other bonuses for the party (in my case a single hero), as well as determine which could be summoned in battle. I imagine there's no such functionality like that at the moment?

    As one more follow up question, I know the deck addon allows you to choose when/which cells allow you to modify the deck, is there a script call or plugin command I can use in an event (i.e. a "statue") that prompts the deck screen?

    Finally, sorry to bug you on your trip, and hope you're enjoying it!
  4. orgint said:
    As a follow up question for the deck plug-in, is there any way to use the "deck" as a means of applying party (non-pet) bonuses? I have an idea that I'd like to toy with, and was thinking that it would be really neat to use deck creation not only as a means of determining which summons were available, but also that each summon would give the party a set of bonuses. E.g., a "defensive" summon gives defense bonuses, a offensive summon attack bonuses, etc. The deck summons themselves would act as a composite of various stat/skill/other bonuses for the party (in my case a single hero), as well as determine which could be summoned in battle. I imagine there's no such functionality like that at the moment?
    At this point in time, I don't think I will make such a plugin soon. However, in the plugin manager you will find a parameter "JS: On Deck modify" that is triggered every time the player adjusts his deck. When you are not confident with JavaScript, you can also add

    Code:
    $gameTemp.reserveCommonEvent(1)

    to call the Common Event 1 to do anything you want. A problem could be that RPG Maker starts this CE not before you close the menu, though.

    orgint said:
    is there a script call or plugin command I can use in an event (i.e. a "statue") that prompts the deck screen?
    Make a script call and type: SceneManager.push(Scene_SummonDeck)
  5. Aerosys said:
    At this point in time, I don't think I will make such a plugin soon. However, in the plugin manager you will find a parameter "JS: On Deck modify" that is triggered every time the player adjusts his deck. When you are not confident with JavaScript, you can also add

    Code:
    $gameTemp.reserveCommonEvent(1)

    to call the Common Event 1 to do anything you want. A problem could be that RPG Maker starts this CE not before you close the menu, though.


    Make a script call and type: SceneManager.push(Scene_SummonDeck)
    Thanks so much for the response! The script call worked perfectly for bringing the summondeck scene.

    I'll play around with the other stuff, but I imagine making the common events do my bidding for those purposes may be beyond my skillset! haha
  6. Quero agradecer pelo ótimo trabalho, seus plugins são incríveis.
    Você poderia me dar seus termos? Gostaria de fazer referência a você no meu jogo.

    I want to thank you for the great work, your plugins are amazing.

    Could you give me your terms? I would like to refer to you in my game.
  7. Kasmirski said:
    Quero agradecer pelo ótimo trabalho, seus plugins são incríveis.
    Você poderia me dar seus termos? Gostaria de fazer referência a você no meu jogo.

    I want to thank you for the great work, your plugins are amazing.

    Could you give me your terms? I would like to refer to you in my game.
    It's free. Adding "Summon Plugin by Aerosys" in your credits is highly appreciated, especially when it plays a major role in your game, but it's not a must.
  8. hello everyone, I would like to ask for help in a problem that occurred to me, the pet's battle information does not appear, although everything else works well, could someone give me a hand? i'll show you a print of the battle screen, thank you.
  9. Do you have any other plugins included? Please try it again with all other plugins disabled
  10. Hi Aerosys! Quick question, for the summons MP cost, does this have to be purely a number or can we use an equation? Ie could we make it cost 5 MP plus 10%? Also, there's no way to make it cost HP as well, right?
  11. That's not well supported in this plugin, as it simply mimics how Skills look like in the database and then clones them. You would want to watch out for a plugin that gives you more choices for skills, create skills like you usually do in the database, and then use <Summon: x> to bind your skill with your Pet.
  12. Aerosys said:
    Do you have any other plugins included? Please try it again with all other plugins disabled
    this problem appears when I use visustella battle core together.
  13. A new version is out, and I bet many of you have been waiting for it for a long time.

    • Made compatible with VS Party System
    • Improved code in general

    Darkmatter6999 said:
    hello everyone, I would like to ask for help in a problem that occurred to me, the pet's battle information does not appear, although everything else works well, could someone give me a hand? i'll show you a print of the battle screen, thank you.
    Darkmatter6999 said:
    this problem appears when I use visustella battle core together.
    Fixed :)
  14. Aerosys said:
    A new version is out, and I bet many of you have been waiting for it for a long time.

    • Made compatible with VS Party System
    • Improved code in general



    Fixed :)
    I sure had! :kaojoy:
  15. Aerosys said:
    A new version is out, and I bet many of you have been waiting for it for a long time.

    • Made compatible with VS Party System
    • Improved code in general



    Fixed :)
    Hi Aerosys! I think something changed with the 1.4.3 version cause there's a bug where it's not showing Followers anymore with that version. I replaced the demo's 1.4.1 to 1.4.3 and the Follower there didn't appear either so it's probably not a conflict. I think combat is still working just fine though. Thanks again for the plugin!
  16. Hi Aerosys -- am I correct in assuming that the "Deck" plugin only works with the auto-add summon skills?

    Ie -- if I use manually created summoning skills to summon a pet (in order to change MP/TP or other costs with other plugins), then the character will learn these independently of whether or not the summon is in the "deck" right, and would bypass the deck system? I imagine there is no way to use custom summoning skills (so I can have more control over the cost of each individual) while also using the deck, right?
  17. orgint said:
    Hi Aerosys -- am I correct in assuming that the "Deck" plugin only works with the auto-add summon skills?

    Ie -- if I use manually created summoning skills to summon a pet (in order to change MP/TP or other costs with other plugins), then the character will learn these independently of whether or not the summon is in the "deck" right, and would bypass the deck system? I imagine there is no way to use custom summoning skills (so I can have more control over the cost of each individual) while also using the deck, right?
    Yup, the Deck only works with the auto-added skills. But when you just want to have individual MP/TP costs, you can use Notetags instead. They are explained on the website and in the plugin description :)
  18. Aerosys said:
    Yup, the Deck only works with the auto-added skills. But when you just want to have individual MP/TP costs, you can use Notetags instead. They are explained on the website and in the plugin description :)
    Oh -- I'm dumb, haha. Thanks for that!
  19. Hi Aerosys! Reporting an issue.

    1731894168803.png
    And my plugin list. It's all freebies. I currently suspect Lazi's Class change because it meddles with levels. Gonna try other level configurations to discard or reinforce that theory and edit.

    1731894231073.png

    Excidiar said:
    Hi Aerosys! Reporting an issue.

    1731894168803.png
    And my plugin list. It's all freebies. I currently suspect Lazi's Class change because it meddles with levels. Gonna try other level configurations to discard or reinforce that theory and edit.

    1731894231073.png

    I think i found the culprit. It's Drag and Plugin's Common Event Trigger. It's triggering a common event on xp update and level up. Perchance are you leaving an undefined battler anywhere in the party after battle ends?
  20. Excidiar said:
    I think i found the culprit. It's Drag and Plugin's Common Event Trigger. It's triggering a common event on xp update and level up. Perchance are you leaving an undefined battler anywhere in the party after battle ends?
    Thanks for the hint, I will have a look because that should not have happen.