Pet Summon Plugin

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Started by Aerosys 273 posts Page 13 of 14 View original ↗
  1. Aerosys said:
    According to the information I have, it looks like one of your actors has no class assigned.
    All of my actors have a class assigned to them, I still get this error. It only appears when I enable this plugin

    Edit: I made sure that no gaps in anything one by one to see if anything changed. I removed empty skill types that I had prepared for other things, removed empty Actors, and only after I added zeros to the beginning of the <Summon: x> note tag did the playtest load properly (e.g. <Summon: 0016>)
    My issue is resolved now, so thank you very much for your suggestion.
  2. Hi ! @Aerosys I use your plugin to summon actor but when I used the skill, nothing appear...
    I made all that it's explicated.

    Sorry for my english ^^'
  3. Shikaraptor said:
    Hi ! @Aerosys I use your plugin to summon actor but when I used the skill, nothing appear...
    I made all that it's explicated.

    Sorry for my english ^^'
    Well, that could be anything?

    - Is your party already full?
    - Have you tried with all other plugins switched off?
  4. Out of curiosity, is it possible with the Deck Addon that if the player has an empty deck, they will have their active deck auto-filled as they add new pets? Sort of like how Pokemon does it where any new Pokemon caught are automatically added to the active party until the active party is full, then they move into the reserves. So by default they go into the active deck if there's any available empty slots.

    When testing it in my game right now, by default, they go into the reserve slots and the player has to manually remember to add them to the active deck otherwise they go into battle empty-handed.
  5. I would like to second @rhaw757's request. Was just testing out this plugin over the weekend and it's lovely two addon additions - the Deck and Menu addon- when I noticed that I had to manually add the new pets gained to the Deck roster first. Having them autofill the deck if it isn't yet filled would be a welcome ease of life fix.

    In addition, and please forgive me if I missed this somewhere, is there a way to remove the pet actors permanently from the Deck addon menu, or the main player menu that I am not yet aware of, other than manually through events? I personally was working on a beast capture project over the weekend for my son and playtesting out your plugins with some others, and very quickly discovered that it was not possible to permanently remove the pets from the deck addon or the main menu.
  6. rhaw757 said:
    Out of curiosity, is it possible with the Deck Addon that if the player has an empty deck, they will have their active deck auto-filled as they add new pets? Sort of like how Pokemon does it where any new Pokemon caught are automatically added to the active party until the active party is full, then they move into the reserves. So by default they go into the active deck if there's any available empty slots.

    When testing it in my game right now, by default, they go into the reserve slots and the player has to manually remember to add them to the active deck otherwise they go into battle empty-handed.

    Guardinthena said:
    I would like to second @rhaw757's request. Was just testing out this plugin over the weekend and it's lovely two addon additions - the Deck and Menu addon- when I noticed that I had to manually add the new pets gained to the Deck roster first. Having them autofill the deck if it isn't yet filled would be a welcome ease of life fix.
    Yeah, that idea is fantastic! I just implemented it and pushed it to the server. Can you please test it and tell me that everything works fine?


    Guardinthena said:
    In addition, and please forgive me if I missed this somewhere, is there a way to remove the pet actors permanently from the Deck addon menu, or the main player menu that I am not yet aware of, other than manually through events? I personally was working on a beast capture project over the weekend for my son and playtesting out your plugins with some others, and very quickly discovered that it was not possible to permanently remove the pets from the deck addon or the main menu.
    Both addons simply read which pets you have in your party, so removing a pet works by removing the actor through the event command, just as you already did. I cannot think of an even simpler way to do so.

    If you need code, then you can just use the regular script call, that is
    Code:
    $gameParty.removeActor(12)
    .
  7. Aerosys said:
    Yeah, that idea is fantastic! I just implemented it and pushed it to the server. Can you please test it and tell me that everything works fine?



    Both addons simply read which pets you have in your party, so removing a pet works by removing the actor through the event command, just as you already did. I cannot think of an even simpler way to do so.

    If you need code, then you can just use the regular script call, that is
    Code:
    $gameParty.removeActor(12)
    .

    Beautiful! I downloaded it and tested it by adding party members from empty and they automatically went to the active deck. I also tested it by filling up the active party, then moving one to reserve and then adding another party member and seeing if it automatically went into the open slot and it sure did. It does exactly what I was hoping. I appreciate it tremendously!
  8. Got to download and test it out too. The new update works flawlessly! The new pet summons were automatically uploaded to the roster once picked up. Thank you so much for all your hard work! My son was so excited when I told him the news.

    Aerosys said:
    Both addons simply read which pets you have in your party, so removing a pet works by removing the actor through the event command, just as you already did. I cannot think of an even simpler way to do so.
    I was testing out how your plugin worked with DreamX's Capture Enemy plugin over the weekend (and by extension Yanfly's Battle Engine Core which is required for DreamX's to work). On the surface, the three plugins seemed to be working flawlessly together but as I kept test playing two issues arose. The first was that the Capture Enemy plugin creates instance actors of the monsters caught and that therein was the problem I was having. I wasn't, and still am, not sure how I can remove instance actors from the Deck list when they are not showing up in the main menu but the Deck reserve box. That might be more a me thing to figure a work out for though.

    The second and major issue I had getting Pet Summoning, DreamX Capture Enemy and Yanfly's Battle Engine Core working together was that Yanfly's Battle Engine Core plugin crashes when the pets are summoned into combat, retreat, or die. As a side note, I remember having similar issues with the Battle Engine Core and Sumrndmdud'es Summon Core plugin years back as well. It just does not like it when summon actors appear mid combat.

    In addition for anyone that may be trying to combine monster capture mechanics, I also tried to get Synrec's Monster Capture Core to work with Pet Summoning and there was immediate incompatibility issues with those two plugins as well.
  9. Patched the Summon Deck addon to support RPG Maker Core Script version 1.9!
  10. Anyone else have issues with the deck taking a while to open with lots of pets? I have about 120 available the player can add to their party and had just recently started testing it with all possible ones in the deck. Whenever I click to load the Deck with all 120, it takes a good 5-10 seconds after clicking the button before it opens the deck. I'm sure it's possible I've done something wrong (I've tweaked a few things with some custom code in the parameters), a plugin conflict, or just an unrealistic scope of pets I'm including, but just wanted to rule out as many things as I can. It's not game-breaking as 5-10 seconds, while inconvenient for the player, surely won't ruin the experience.

    Just checking in case it's something on my end I can adjust easily or if I should just let it be.
  11. rhaw757 said:
    Anyone else have issues with the deck taking a while to open with lots of pets? I have about 120 available the player can add to their party and had just recently started testing it with all possible ones in the deck. Whenever I click to load the Deck with all 120, it takes a good 5-10 seconds after clicking the button before it opens the deck. I'm sure it's possible I've done something wrong (I've tweaked a few things with some custom code in the parameters), a plugin conflict, or just an unrealistic scope of pets I'm including, but just wanted to rule out as many things as I can. It's not game-breaking as 5-10 seconds, while inconvenient for the player, surely won't ruin the experience.

    Just checking in case it's something on my end I can adjust easily or if I should just let it be.
    I suggest looking for a preloader plugin that loads all pets' face and battler images.
  12. Good idea!

    Unfortunately I gave it a shot, using the Visustella CoreEngine image loader and also Synrec's Preloader to load both faces and battler images and neither seemed to fix it. The Menu Addon doesn't seem to have an issue. There is a brief second delay for that one, but the deck takes a good 5-10 seconds every time.
  13. Aerosys said:
    Patched the Summon Deck addon to support RPG Maker Core Script version 1.9!
    EDIT: Nevermind. I solved my issue.

    Btw, this might seem like a small/inconsequential request but, it seems the *only* way to escape the UI for the Summon Deck is to hit the escape button, right? Perhaps some sort of "Confirm" button with a positive indicator sound might help! Whenever I hit the ESC button to exit the summon deck scene, it makes the "boop" sound like I cancelled an action, even though it saved. But I'm wondering if I'm missing some obvious button or something to confirm? Or maybe an option in the plugin parameters I'm not setting right?

    And, as always, thanks for this amazing work! It's really such an important system implementation!

    Hi @Aerosys -- I have another question. Whenever I level up, with any sort of Auto add summons, I always get a "Player learned Summon X" for the summons I have added to my Deck. It happens only with those summons that are currently in deck, and happens on every level up. Any tips to remove that?

    Hi @Aerosys ! I noticed another error with the new update. Whenever the player is defeated (with only summons left), the battle is lost but it is no longer triggering the Game Over effect. When I remove the MK_Summon plugin, the game over works properly, but when the new version is included, the battle loss via the summoner death is no longer triggering Game Over. In the old version, the loss of a battle triggered Game Over like normal! PS -- after some testing, I discover this happens ONLY if there are still summons alive when the player is killed. If the summons are all defeated and the player dies, the Game Over triggers properly.
  14. Hi @Aerosys I think I found the culprit for the Game Over bug, or at least I tacked on a fix that seems to work..

    I changed this:

    Code:
    if ($gameParty.onlyPetsAlive()) {
        this.processDefeat();
        return true;
    }

    to this:

    Code:
    if ($gameParty.onlyPetsAlive()) {
        this.processDefeat();
        if (this._canLose) {
            this._phase = 'battleEnd';
        } else {
            SceneManager.goto(Scene_Gameover);
        }
        return true;
    }
  15. Aerosys said:
    Well, that could be anything?

    - Is your party already full?
    - Have you tried with all other plugins switched off?
    Sorry for the delay...
    No, I only have one hero in my team, and I'm testing the plugin with and without plugins.
    Without any other plugins, it works fine, but as soon as I add Yanfly plugins, it stops working.
  16. Shikaraptor said:
    Sorry for the delay...
    No, I only have one hero in my team, and I'm testing the plugin with and without plugins.
    Without any other plugins, it works fine, but as soon as I add Yanfly plugins, it stops working.
    Can you identify which YEP plugin(s) exactly don't work with mine?
  17. So, I must be doing something wrong. Everything works fine in test battles, but in the actual game the summon ability is there, but no skills. This is the same setup on one character and with only the one plugin active. Any ideas?
  18. Th3r4v3n said:
    So, I must be doing something wrong. Everything works fine in test battles, but in the actual game the summon ability is there, but no skills. This is the same setup on one character and with only the one plugin active. Any ideas?
    Does that actor know the summon skills And do they have access to the Skill Type you set for summoning?
  19. This is a crazy good plugin! How come I never came a across it?? So many possibilities.

    Another great Aerosys win :kaohi:
  20. Hi @Aerosys ! Quick question, when using the Menu Addon for your summoning system, I'm getting an error where the game is not properly reading the HP of the various units. So it'll usually defer to the lowest unit's health in the index, no matter which pet's screen I am on. Any ideas how I might fix this?

    Also, does the level syncing *only* occur when you head into battle? So when I'm in the Deck comparing stats, some of the summons display lower level than the summoner, despite syncing being on. But the sync happens once a battle starts only, right? There's no way to refresh the sync before that or during the Deck scene?