Pet Summon Plugin

● ARCHIVED · READ-ONLY
Started by Aerosys 273 posts Page 4 of 14 View original ↗
  1. Aerosys said:
    but when FOSSIL is the cause of problems here, then I have bad news for you. I will not write an extra compatibility patch to another compatibility patch, which FOSSIL actually is
    Oh for sure lol. I hardly expect anyone to make VS or FOSSIL compatibility a priority. Especialy sans-commision
  2. @Puppet Knight if you are sure FOSSIL is the cause, you might be backtrack
    with function, try to rule it out, or set a line of code in between to run it, and
    do nothing when MK_Summon is installed, as sometimes, you need to add
    some lines in FOSSIL to let other MZ/MV plugin work correctly or to remove
    errors :)
  3. Thank you so much for this plugin.
  4. A new update!

    - The Sprites of the Pets can now be relocated on the screen, e.g., Pets to be put in front of the Actors.
    - I tackled the wish to allow summoning Pets even when the Party is full. This setting is switched off by default because I'm still afraid of compatibility issues but can be easily switched on in the Plugin Manager ("Pets don't count into Party size")
    I tested with some free Visustella Plugins, and everything works fine so far.
    - Fixed an issue that caused problems with Visustella Skills & States Core. Other incompatibilities might be fixed as well.

    Happy testing!
  5. Didn't notice if this was the case before the last update, but I had to be sure to have your plugin set above Battle Core for the Pet to be added to the turn order (for STB at least) correctly.

    A quick functionality question, is it safe to assume the Retreat command would be created as the same skill type as the skill type set in the plugin parameters?

    NVM, dug in and checked to see for myself


    Also still getting the pet staying in battle, but also still working on it lol
  6. Puppet Knight said:
    Didn't notice if this was the case before the last update, but I had to be sure to have your plugin set above Battle Core for the Pet to be added to the turn order (for STB at least) correctly.
    Thanks for the into, maybe I can improve my code or, at least, show a warning in case of wrong plugin order.

    Puppet Knight said:
    A quick functionality question, is it safe to assume the Dismiss skill would be created as the same skill type as the skill type set in the plugin parameters?
    I have no plans to put the "Retreat" skill somewhere else because I don't know the benefit of it. For example, when you use the Turn Based Battle System, the player could let the Pet cast a skill while they also command the summoner to send back their Pet simultaneously. I think the Pet should have the Command to retreat.

    What I could do instead is make the "Retreat" optional because Pets can expire after x turns, or they disappear on knockout anyway.
  7. Aerosys said:
    I have no plans to put the "Retreat" skill somewhere else because I don't know the benefit of it. For example, when you use the Turn Based Battle System, the player could let the Pet cast a skill while they also command the summoner to send back their Pet simultaneously. I think the Pet should have the Command to retreat.

    What I could do instead is make the "Retreat" optional because Pets can expire after x turns, or they disappear on knockout anyway.
    Wasnt meant to be a request. I have only a single unifiying skill type in place during battle. Because the Retreat command defaults to the parameter selected skill type it dawned on me that might be whats preventing it from appearing from battle.

    Nothing for you to do on your end, I'm just going to create an additional plugin parameter for my project to make the Retreat command accessible for my use case ^_^.
  8. It's been a while, but I found some free time to work on this one. No new features, but I fixed some errors.

    With that, I decided to officially release this Plugin - for free and open source! This plugin is no rocket science, so it doesn't make much sense to paywall or obfuscate it. But that also means that I will not invest as much effort into maintenance as I would in other projects.

    Of course, you still can report errors and incompatibilities or tell your wishes about this Plugin - just keep that in mind.

    Other points from my wishlist will come... eventually.
  9. small side question, as it allows you to summon a pet into battle for x turn,
    and removed after battle.

    while you cannot make it dynamically, it is still possible on the eventing part.
    as you can set the max battlemembers (currently 4) to make it return to a
    gameVariables.value(x), than in the notetag or troop to make it +1 when summon,
    when expired or end battle, back to 4 or -1 during battle when pet leaves.

    automatically is always better, but there are at least work arounds.
    might play around later on, thank you for releasing, even though, I might not
    have any purpose/use for it in my current project, but it looks really cool though.
  10. ShadowDragon said:
    while you cannot make it dynamically, it is still possible on the eventing part.
    as you can set the max battlemembers (currently 4) to make it return to a
    gameVariables.value(x), than in the notetag or troop to make it +1 when summon,
    when expired or end battle, back to 4 or -1 during battle when pet leaves.
    Yeah, that's not the problem. The problem is that some menus and sprites build on the fact that this number is static, and then get confused when it changes from, e.g., 4 to 5. For example, I had to modify the core code to display a 5th or 6th Actor on the battlefield. And we all know the more changes a Plugin has, the more likely it becomes to work well with other Plugins.

    For example, this plugin http://www.yanfly.moe/wiki/Sideview_Battle_UI_VisuStella_MZ builds up its menus on battle start and then will not display a 5th Actor's UI.
  11. I didn't know about VS plugins, but for MV, is easy to add on your own, for MZ,
    maybe too, but it can mess with stuff around.

    which wasn't the side question, as that is more as a mini feature, and doesn't
    purpose the plugin feature. =)

    it can be much more complicated if you try to add it ^^, but there are workaround,
    you need to be creative, for MZ users, I dont know, but I think the same approach
    is possible as well, you just need to change that or override the function to read
    the variable instead, than you have more control over it, as it also affect on map.

    but I look forward to some project using this plugin :)
  12. In the case of actors summoned that aren't a part of the party, is it possible to control the level the Actor appears at? Or will they always appear as their starting level? Is it possible to scale summon level to actor level or average party level or something?
  13. ShadowDragon said:
    which wasn't the side question, as that is more as a mini feature, and doesn't
    purpose the plugin feature. =)
    Ah okay, then I got you wrong.

    Well, I made some attempts. However, it's still not a good idea, and it will likely confuse the game flow unless you don't have any other Plugin that does anything with party size, battle UI, etc... e.g., VS SaveCore reads the Party Size in the Loading Screen for the UI way before the Variable would have been loaded.

    So right now, I don't plan to bind maxBattlers on a Variable.

    RenKyoKrishna said:
    In the case of actors summoned that aren't a part of the party, is it possible to control the level the Actor appears at? Or will they always appear as their starting level? Is it possible to scale summon level to actor level or average party level or something?
    I use the common methods to add actors to the party, and their level is not reset.

    That sounds like a great suggestion! Right now, you can try to run a Common Event when a Pet is summoned (you can do that in the Plugin Manager), and then you can use Eventing to adjust Pet's levels.

    I would be happy if you share your experiences how well it works for you. Then I can add some tutorials on my site or extend my Plugin code if Eventing is not suitable enough.
  14. I'm getting an error as soon as I hit "Playtest"
    Console Error
    Uncaught TypeError: Cannot read property 'autoRemovalTiming' of null
    at isDataStates (MK_Summon.js:1466)
    at Function.DataManager.onLoad (MK_Summon.js:1472)
    at Function.DataManager.onXhrLoad (rmmz_managers.js:119)
    at XMLHttpRequest.xhr.onload (rmmz_managers.js:111)
    Couldn't find help online
  15. AlexPlayer3000 said:
    I'm getting an error as soon as I hit "Playtest"
    Console Error
    Uncaught TypeError: Cannot read property 'autoRemovalTiming' of null
    at isDataStates (MK_Summon.js:1466)
    at Function.DataManager.onLoad (MK_Summon.js:1472)
    at Function.DataManager.onXhrLoad (rmmz_managers.js:119)
    at XMLHttpRequest.xhr.onload (rmmz_managers.js:111)
    Couldn't find help online
    Thanks for your report!

    I quickly updated a new version. Can you try again, please?
  16. It now works, yeah, but (surely it has nothing to do with this) the summon doesn't appear after been selected, yet it still counts on the total summons limit.
    The skill appears and I select it, but there is no animation and nobody appears. Still the skill becomes grayed out
  17. AlexPlayer3000 said:
    It now works, yeah, but (surely it has nothing to do with this) the summon doesn't appear after been selected, yet it still counts on the total summons limit.
    The skill appears and I select it, but there is no animation and nobody appears. Still the skill becomes grayed out
    When you find out which other plugin(s) are conflicting with mine, I may find a way to make them compatible!
  18. The only other plugin I have is the RNGMaps_Core (and the various addons to it) and even disabling them does change nothing
  19. AlexPlayer3000 said:
    It now works, yeah, but (surely it has nothing to do with this) the summon doesn't appear after been selected, yet it still counts on the total summons limit.
    The skill appears and I select it, but there is no animation and nobody appears. Still the skill becomes grayed out
    Have you added the <Pet> Notetag to your Pet or its class? I noticed my quickstart document was lacking this step and I added it some minutes ago.

    1683624611985.png

    If the problem persists, I offer you to dm me with a download link of your game so I could check it out for you, when you feel comfortable about it.

    Because I was unable to reproduce your error so far.
  20. congrats on full release @Aerosys !