Pet Summon Plugin

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Started by Aerosys 273 posts Page 14 of 14 View original ↗
  1. 1766590307022.png
    Hi @Aerosys !
    First, I would like to thank you for this amazing plug in ! Very nicely done & easy to use ! It almost have everything I want for my game :)

    I just found something strange, which have been already seen by @orgint, when my character is leveling up, each time it will pop the "Summon X learned !" for each Pet in the party. I checked a little bit in your code (I'm not a coder at all, so my understanding of it is quite llimited), nonetheless I didn't find anything about said message during the leveling of our character.

    If I remove the Pet form the active Party (but still existing in reserve), the message "Summon X learned !" does not pop up during leveling up.

    It seems that the DummySkill is being read by the core script as a newly learned skill when leveling up.
    Would you have the possibility to check on it ?
    No rush and no obligation of course, but it woud be greatly appreciated !

    Anyway, many thanks again for this plug in, and I wish you a wonderful christmas time and all the best to you and your family.

    Regards,
    Antorsg
  2. orgint said:
    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?
    Should be fixed, please download the latest versions of the summon plugin and menu addon:

    (right-click, save as...)


    orgint said:
    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?

    The level syncing takes place when you summon a pet. However, all my plugin does is to call the RPG Maker's default methods to change an actor's level, so you can easily replicate it the way you prefer, for example, using this script call:

    Code:
    $gameParty.members()
      .filter(actor => actor.isPet())
      .forEach(actor => actor.changeLevel($gameParty.leader().level))

    Antorsg said:
    I just found something strange, which have been already seen by @orgint, when my character is leveling up, each time it will pop the "Summon X learned !" for each Pet in the party. I checked a little bit in your code (I'm not a coder at all, so my understanding of it is quite llimited), nonetheless I didn't find anything about said message during the leveling of our character.
    I don't know exactly why it happened, but I tuned my code so it suppresses "skill learned"-messages for summon skills. Please get the latest version and try again!
  3. Hello Aerosys,

    Tried it with the 1.4.5 version, and it seems to work perfectly ! Thank you for the quick feedback :)
    If I found other odd behavior or bug I will let you know !

    Thanks again for these amazing plug in you developped for us,
    Have a wonderful day !
    Antorsg
  4. Hi! I'm new to RPG Maker but I can already tell that this is an amazing plugin! Extraordinarily robust and clearly full of love and passion. I skimmed through the thread because I'm at work so forgive me if this is ask and answered, but I'm trying to make a consumable item with the <Summon: X> notetag. The summoning part itself works, but for some reason the item refuses to be consumed even with consumable set to on. A workaround I made was to make the item trigger a common event that did the summoning, but that made the summon appear a bit too late than I wanted it to. Is there a workaround for this? Thanks a lot, and banger plugin :D

    Edit: AHA I made it work by forcing the action! Screenshot 2026-01-05 172150.png
  5. I have a question about how something is worded on the website for this plugin: 1767760337184.png
    I want to give the player a choice on whether to prep a summon from a slew of options before combat. So my plan is to have any choice add a state that auto-summons a specific summon when the next battle starts, and removes it on battle end.

    My question is whether that's how I can use it on the states notetag? Just put <Auto Summon: X> and whenever that state is on my actor, X summon will be summoned the second battle starts?

    Thanks!
  6. The Auto Summon is used without a number reference, it's simply <Auto Summon>.

    The most game devs usually make a piece of equipment having <Auto Summon> that only pets can wear and exists only once in the game so the player can decide which pet should wear it.

    Edit:
    So Auto Summon is put to pets, not the summoners. A state that affects a human actor to auto-summon a pet is not supported.
  7. hey hey, so im just curious after reading through this thread

    1. has anyone found out how to make dead summons inaccessible? it would be nice to have it like in pokemon where you would have to use a revive or just taking them to a center

    2. is there a way to have the summons take over for the summoner? like have them swap so the summon is active in their place?

    also i dont know if yanflys still having inconsistency issues or not
  8. DingusGaming45 said:
    1. has anyone found out how to make dead summons inaccessible? it would be nice to have it like in pokemon where you would have to use a revive or just taking them to a center
    That's not supported. Not because it would be technically impossible, but more likely because I spent a lot of my free time in Guild Wars 2 back then, when I designed this plugin and its rules. "Ohh noo, my friend died.. anyway, I can summon again once the 30 seconds timer ends".

    But I can add a switch in my plugin so pets are not auto-healed and cannot be summoned until revived by the player.

    DingusGaming45 said:
    2. is there a way to have the summons take over for the summoner? like have them swap so the summon is active in their place?
    Will not happen anytime soon, I regret.
  9. Hello again, is there a way to make this compatible with yanflys MainMenuManager? I'm trying to figure out how to write the command but I'm having issues.

    Can anyone help?
  10. Version 1.5.0 uploaded!

    This version introduces another community suggestion that heavily affects your gameplay!

    DingusGaming45 said:
    has anyone found out how to make dead summons inaccessible? it would be nice to have it like in pokemon where you would have to use a revive or just taking them to a center
    This is now supported by setting a new plugin parameter in the plugin manager.

    Pets that are knocked out can no longer be summoned until revived. The game will display this fact to the user by an alternative help window message and by displaying the death state icon in the skill selection:

    1776158040904.png


    DingusGaming45 said:
    Hello again, is there a way to make this compatible with yanflys MainMenuManager? I'm trying to figure out how to write the command but I'm having issues.

    Can anyone help?
    Sorry I somehow missed your message.

    In the field where you bind the action for the pet menu command, type this:

    Code:
    this.commandPets.bind(this)

    To go to the Summon Deck menu, type this:

    Code:
    this.commandSummonDeck.bind(this)
  11. Sorry for the late response but thank you for the update!

    Keep up the good work