Pet Summon Plugin

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Started by Aerosys 273 posts Page 7 of 14 View original ↗
  1. Aerosys said:
    You can now choose "Custom Equipment Slots" for Pets, e.g., Pets should be allowed to wear "Accessories" only
    This is awesome!!!
  2. What a beautiful plugin!

    Is there any way to make an item summon only specific pets? I have elemental type actors and I want to make the player use a thunder orb to summon an electric type pet, so if the player wants to summon an electric type pet, they will need to the thunder orb to do so.
  3. rhaw757 said:
    Is there any way to make an item summon only specific pets?
    From the instructions:
    1695404616553.png
  4. rhaw757 said:
    What a beautiful plugin!

    Is there any way to make an item summon only specific pets? I have elemental type actors and I want to make the player use a thunder orb to summon an electric type pet, so if the player wants to summon an electric type pet, they will need to the thunder orb to do so.
    That's how summoning with items works. An item is bound to exactly one Pet by using the Notetag <Summon: 1>

    If you want to bind summon abilities to equipment, you should check out the Notetag: <Add Summons: 1, 2, 3>
  5. Hmmm, so is it possible to, let's say have an item called a thunder amulet. Then, when in battle, the player can use the thunder amulet and select from a list of pets that I've defined for the thunder amulet to be able to summon (in my case, all thunder type pets the player has in their party). I'm able to assign a thunder amulet to summon a single thunder type pet the player has, but not able to select all thunder type pets in their party.

    It could be very well that you two are explaining it to me very clearly, but I just missed it in which case, I apologize! I'm fairly new to RPG Maker in general.
  6. rhaw757 said:
    Hmmm, so is it possible to, let's say have an item called a thunder amulet. Then, when in battle, the player can use the thunder amulet and select from a list of pets that I've defined for the thunder amulet to be able to summon (in my case, all thunder type pets the player has in their party). I'm able to assign a thunder amulet to summon a single thunder type pet the player has, but not able to select all thunder type pets in their party.

    It could be very well that you two are explaining it to me very clearly, but I just missed it in which case, I apologize! I'm fairly new to RPG Maker in general.
    I guess there's some confusion in terminology here.

    In RPG Maker, "Items" are usable items such as potions, quest items, ... Objects to equip on actors are called "weapons" or "armors".

    I suggest to
    1. Go into Plugin Manager and set "Summoner can summon X if…" to "It is a member of the Party and traits enable the Pet"
    2. Go to database -> armors, and create your thunder amulet
    3. Here, you can put either <Allow Summons: 1, 2, 3> or <Add Summons: 1, 2, 3> as already described in post 123.

    Any actor wearing this amulet now can select available pets from their skill list.
  7. Oh this sounds like such a fun plugin! I might need to play around with it.
  8. Aerosys said:
    I guess there's some confusion in terminology here.

    In RPG Maker, "Items" are usable items such as potions, quest items, ... Objects to equip on actors are called "weapons" or "armors".

    I suggest to
    1. Go into Plugin Manager and set "Summoner can summon X if…" to "It is a member of the Party and traits enable the Pet"
    2. Go to database -> armors, and create your thunder amulet
    3. Here, you can put either <Allow Summons: 1, 2, 3> or <Add Summons: 1, 2, 3> as already described in post 123.

    Any actor wearing this amulet now can select available pets from their skill list.

    Oh amulet was a bad example on my part. Yeah, I mean items as in the initial category you mentioned. Like potions and stuff. I just haven’t decided on what to call my summoning item. But I do want it to where the player can select “items” in the battle menu, select the specific elemental item, then choose one of their elemental pets they have obtained. Not from an equipped or wearable piece. I tried making an item using <Summon:X> with X being the actor id of the pet I wanted to summon, and that worked as I was able to use the item to summon that pet. I couldn’t get it to work to where I could add multiple options of specific pets that the player could choose to summon with the item which is what I was wondering if it was possible. The instructions state that it’s possible with actors, classes, equipments, or states as ATT_Turan posted about, but was curious about items in the items category of the database.

    Sorry for causing a mix up. Amulet was a bad example.
  9. rhaw757 said:
    Oh amulet was a bad example on my part. Yeah, I mean items as in the initial category you mentioned. Like potions and stuff. I just haven’t decided on what to call my summoning item. But I do want it to where the player can select “items” in the battle menu, select the specific elemental item, then choose one of their elemental pets they have obtained. Not from an equipped or wearable piece. I tried making an item using <Summon:X> with X being the actor id of the pet I wanted to summon, and that worked as I was able to use the item to summon that pet. I couldn’t get it to work to where I could add multiple options of specific pets that the player could choose to summon with the item which is what I was wondering if it was possible. The instructions state that it’s possible with actors, classes, equipments, or states as ATT_Turan posted about, but was curious about items in the items category of the database.

    Sorry for causing a mix up. Amulet was a bad example.
    That's not supported in this plugin. This plugin does not add a new window where you can select something. What you can see in some screenshots is that it simply forges dummy skills and injects them at runtime. When binding a pet to a skill or item, then this pet is instantly summoned when using this skill or item.

    So you would have to add multiple amulets, one for each pet, or you bind pets on weapons/armor. It's unlikely that new rules will be added anytime soon.
  10. Got it, that's what I was curious about. I can still work with what's there ultimately! It's a phenomenal plugin that you've done a beautiful job with.
  11. Small update available.

    As there was some confusion with the notetags, I decided to update the rules.

    If you upgrade to the newest version and use notetags, you may need to update them!

    The notetags <Add Summons> and <Allow Summons> are now combined into <Summons: 1, 2, 3, ...>. In the Plugin Manager, you can now choose from these 4 rules:

    Pet X is available if
    - it exists in the Party
    - the summoner has the <Summons: 1, 2, 3, ...> tag somewhere on their inidividual, their class, their equipment, or their states notetag box. It's not required for the Pet to be in the Party
    - both, rule 1 & 2 must apply
    - Database Skills & Items only

    Option 4 is independent of the others, so you can always put <Summon: X> to an ordinary Skill or Item in the Database. This hasn't been changed - I just added this option here.
  12. This plugin is amazing! Thank you Aerosys for making it available and providing so many updates.

    Just one question, I'm a bit confused on making the pets part of the main party. I want to only be able to ONLY summon the 3 other pets in my main party, but when adding the <Pet> tag all the pets register as reserve members with all the other monsters I've ever caught. Is there a better way to differentiate between my main party members and reserve members? Since the formation tab doesn't work on pets it makes it a bit confusing. Any suggestions on how I can best organize this? Not sure if I'm missing something.

    Thank you!
  13. Panforever said:
    This plugin is amazing! Thank you Aerosys for making it available and providing so many updates.

    Just one question, I'm a bit confused on making the pets part of the main party. I want to only be able to ONLY summon the 3 other pets in my main party, but when adding the <Pet> tag all the pets register as reserve members with all the other monsters I've ever caught. Is there a better way to differentiate between my main party members and reserve members? Since the formation tab doesn't work on pets it makes it a bit confusing. Any suggestions on how I can best organize this? Not sure if I'm missing something.

    Thank you!
    Thanks for your feedback!

    I see; I think this goes in the same direction as Nights of Azure, where you prepare a deck of 3-4 pets in advance, and during battle, you can choose only from this deck. Right now, there's no such feature implemented, but maybe I will add something like this in the future.
  14. Aerosys said:
    Thanks for your feedback!

    I see; I think this goes in the same direction as Nights of Azure, where you prepare a deck of 3-4 pets in advance, and during battle, you can choose only from this deck. Right now, there's no such feature implemented, but maybe I will add something like this in the future.

    Thank you for the quick reply and answer! No worries, I think I will try playing Nights of Azure. Will probably be a big help for brainstorming great ideas and coming up with my own logic. Thanks again! :)
  15. Yeah I downloaded the visustella party system and i can't use this plugin with visustella party system, the mk_summons takes priority over the party system though so ill probably get rid of the party system plugin, i just need an alternate plugin that allows for the first actor in the party to never change positions and never go into reserves
  16. @jedite1000 Okay!

    Code:
    (function() {
    
    const _isFormationChangeOk = Game_Actor.prototype.isFormationChangeOk;
    Game_Actor.prototype.isFormationChangeOk = function() {
      return _isFormationChangeOk.call(this) && this.index() > 0;
    };
    })();

    Give this plugin any name and put it to the bottom.
  17. SO coming back here after a while. For the life of me I can't get a Pet to summon using a skill.

    I have your plugin last to maximize its priority


    Originally the skill was greyed out and I realized it was because the party was at its limit so I chagnged the party size to 5 to make an empty slot available in the party :

    Summon not joining
    1699590845103.png

    Skill is now available!
    1699590929852.png

    However after selecting

    1699591021265.png

    Skill is no longer usable, and the Pet didn't join the party

    1699591042161.png

    Ran a script in console in the off chance they were just being drawn off screen (lol) but alas no

    1699591136800.png

    Note tag setup
    The Summon Skill:

    1699591161400.png


    The Pets Notetag
    1699591176591.png

    At a bit of a loss, especially cause this used to work for me just fine =(


    Scratch all this ^. It was VS Party System blocking it. I'm just gonna not use it and manually channge party size before battle when needed.
  18. Separate, actual question now.

    When setting the SV Battler Position of the Pets in "Relocate: JS" , is there a variable we can use to reference the Summoner rather than using pure screen positioning?

    For example, I want my pets to appear in front of their Summoners, so I'd want to just do something like:

    this.setHome(Summoner X - 40, Summoner Y)

    I assume something exists in the plugin since Relocate (Actor's Line) sets the Y position automatically, I just haven't been isolate it when I look.


    Thanks in advance!

    ADDITIONAL:


    The Plugin Command to unsummon all pets doesnt seem to work outside of battle? Nor does force removing the Pet from the party so they aren't there at the beginning of the next battle. How would i sort that?

    makes it all screwy like this

    1699596234622.png
  19. Puppet Knight said:
    Scratch all this ^. It was VS Party System blocking it. I'm just gonna not use it and manually channge party size before battle when needed.
    Okay.

    Puppet Knight said:
    When setting the SV Battler Position of the Pets in "Relocate: JS" , is there a variable we can use to reference the Summoner rather than using pure screen positioning?
    I rejected this request until now because this plugin has been originally designed to support multiple pets at the same time, and when you have pets A and B both belonging to summoner S, where should they be positioned? On the other hand, I can add another rule where the pet is positioned in front of their summoner but that will only work when the maximum number of pets is set to 1.

    Puppet Knight said:
    The Plugin Command to unsummon all pets doesnt seem to work outside of battle? Nor does force removing the Pet from the party so they aren't there at the beginning of the next battle. How would i sort that?
    I removed the feature of pets being active outside of battle. While I see some use cases, it increased the complexity too much. All pets are deactivated after battle.

    You can try to use the Auto Summon feature on e.g. a State to make a pet ready on battle start.
  20. Aerosys said:
    On the other hand, I can add another rule where the pet is positioned in front of their summoner but that will only work when the maximum number of pets is set to 1
    Id say don't bother then. That's too niche of a circumstance to design for.


    Aerosys said:
    All pets are deactivated after battle.
    This is what I'm not experiencing. I have that tiny guy summoned in one battle and he shows up where I set his home Point to be properly. But the next battle he is already in the party as t the start of the next battle, even after manually removing him from the party using plugin commands as well as doing the unsummon All command.