Pet Summon Plugin

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Started by Aerosys 273 posts Page 8 of 14 View original ↗
  1. This is to say, Idk what I'm doing wrong otherwise here.
  2. Hey game devs,

    This update 1.3.4 comes with a small but useful set of features:

    - Custom JS hooks have been added when a Pet appears, retreats, or is knocked out
    - Game devs may now call pet.summoner() to get the summoner who has originally summoned this pet
    - "Relocating a Pet in front of their Summoner" has been added to the Tips section of this plugin's article (https://aerosys.blog/pet-summon#31-tips)

    Fixes:
    - It's been fixed that Pets stay inactive in some cases

    Don't hesitate to report problems regardless of whether you think it's the plugin's fault or not.

    Happy game-making!
  3. Aerosys said:
    Game devs may now call pet.summoner() to get the summoner who has originally summoned this pet

    WOOOOOOOOOOT!
  4. So I've made sure to set up stuff properly, skill type, notetags, even tried with this plugin being the only one in the project, and it just doesn't do anything when I cast the summon skill. I made sure to not require the pet to be in the party on the plugin parameters.
    The Sample project works just fine, so doesn't seem to be an issue with my MV
    Help, please D:
  5. Phantasmagoric said:
    So I've made sure to set up stuff properly, skill type, notetags, even tried with this plugin being the only one in the project, and it just doesn't do anything when I cast the summon skill. I made sure to not require the pet to be in the party on the plugin parameters.
    The Sample project works just fine, so doesn't seem to be an issue with my MV
    Help, please D:


    Could you share your plugin list (screenshot your plugin manager)
  6. @Puppet Knight, This person already wrote in another thread that they already set up a fresh new project with the summon plugin being the only plugin.

    @Phantasmagoric, I sent you a private message because I want to look into your project. Either your primary project or the fresh new one.

    Phantasmagoric said:
    it just doesn't do anything when I cast the summon skill
    Did I get this right; you can cast the skill, but nothing happens? Sounds like a bug in my code then. Anyway, if the summon skill is just greyed out, then probably because your party is full.

    You maybe want to check out the Plugin Parameter "Exceed Party Limit?" which allows you to summon a 5th actor even when your party is maxed out.


    EDIT:
    Uploaded a hotfix for MV users!
  7. I've tried the update and it fixed my issue with pets not getting a turn when using TPB/ATB battle systems on MZ. Thank you for this great plugin and the updates, you've saved an idea I've been wanting to implement!
  8. Hello! For some reason, whenever I have this plugin enabled, any and all items are grayed out and are unusable. Any idea what a fix might be? Other than this issue, this plugin has been almost 100% perfect for my needs!
  9. mynameisumbreon said:
    Hello! For some reason, whenever I have this plugin enabled, any and all items are grayed out and are unusable. Any idea what a fix might be? Other than this issue, this plugin has been almost 100% perfect for my needs!
    It works for me. Can you please verify that you have the newest versions of both VS and mine (1.3.5) plugins?
  10. Aerosys said:
    It works for me. Can you please verify that you have the newest versions of both VS and mine (1.3.5) plugins?
    I did make sure to update each plugin and test them individually. From my testing between my own projects and having a friend test on his project, the problem seems to be coming from the pet summon plugin. I tested it with multiple projects, new and old, using exclusively the pet summon plugin, and I was still having the grayed out items issue with every project. I have tried reinstalling rpg maker mz, updating my coresystem, verifying files through steam, nothing seems to work.
  11. Hey, this plugin has been a tremendous help for me! It's very well done and flexible. Just out of curiosity, is there a way to limit pets "per summoner" rather than universally? My current plan for what I want to do is have a very similar mechanic to Pokemon except the human characters battle alongside their pets (or rather, battle behind them) and each party member that the player can recruit will have their own pets unique to them. Then, when the player enters battle alongside their human party members, they can each summon their own pets that will battle in front of them. Ideally, the player can have up to 4 human party members at a time and each will send out their own pet at the start of battle. Here is an image to kind of show what I'm talking about:

    SummonBattle.png

    The player's main human party members are behind and they've each summoned a pet to battle. Except the summoned pets in this image are all the player's pets. I'm trying to find a way to where, for example, Actor 2, can still summon their own pet after Actor 1 (player's character) has summoned their one allowed pet. The way it is now, the player could just skip summoning for the other actors and just summon four of their own pets after a few turns, but I'm trying to limit each to only having one summoned at a time.

    Also, is there a way to swap summoned pets? So if Actor 3 wanted to swap out her fox for another one of her pets?
  12. rhaw757 said:
    Hey, this plugin has been a tremendous help for me! It's very well done and flexible. Just out of curiosity, is there a way to limit pets "per summoner" rather than universally? My current plan for what I want to do is have a very similar mechanic to Pokemon except the human characters battle alongside their pets (or rather, battle behind them) and each party member that the player can recruit will have their own pets unique to them. Then, when the player enters battle alongside their human party members, they can each summon their own pets that will battle in front of them. Ideally, the player can have up to 4 human party members at a time and each will send out their own pet at the start of battle. Here is an image to kind of show what I'm talking about:
    Hmm, right now, it's not possible. The whole plugin is designed in a way that there's no 1:1 binding between an actor and their pet(s). Once a pet is there, it's there globally. Maybe in a next iteration of this plugin, if a next iteration will ever come.

    rhaw757 said:
    Also, is there a way to swap summoned pets? So if Actor 3 wanted to swap out her fox for another one of her pets?
    Nope, that would require me to implement a selection where the player can pick only from active pets, and this would be too expensive for such a small plugin.
  13. Aerosys said:
    Hmm, right now, it's not possible. The whole plugin is designed in a way that there's no 1:1 binding between an actor and their pet(s). Once a pet is there, it's there globally. Maybe in a next iteration of this plugin, if a next iteration will ever come.


    Nope, that would require me to implement a selection where the player can pick only from active pets, and this would be too expensive for such a small plugin.
    That makes sense and is totally understandable! It's a magnificent plugin. Another two things I've noticed that I want to make sure I'm not doing something wrong with:

    1) When a pet is defeated and leaves the battlefield, the player is able to summon them again the next turn, essentially allowing the player to keep summoning pets endlessly and never lose if they wanted to. Was there a way to disallow summoning dead units?

    2) When multiple actors have summoning abilities, when attempting to summon a pet in the same turn, there's nothing stopping them from accidentally choosing to summon the same pet as the previous actor. It allows the input but does nothing when their turn actually comes and ends up skipping their turn.
  14. rhaw757 said:
    1) When a pet is defeated and leaves the battlefield, the player is able to summon them again the next turn, essentially allowing the player to keep summoning pets endlessly and never lose if they wanted to. Was there a way to disallow summoning dead units?
    Well, it's part of the plugin that pets are auto-revived and healed, but you could add custom rules by adding a new tiny plugin with any name:

    Code:
    (function() {
    
    const alias_canSummon = Game_Actor.prototype.canSummon
    Game_Actor.prototype.canSummon = function(petId) {
      return $gameActors.actor(petId)
        && !$gameActors.actor(petId).isDeathStateAffected()
        && alias_canSummon.call(this, petId);
    }
    })()
    Put this plugin below MK_Summon. This will turn off summoning dead pets. I haven't tested it, though.

    rhaw757 said:
    2) When multiple actors have summoning abilities, when attempting to summon a pet in the same turn, there's nothing stopping them from accidentally choosing to summon the same pet as the previous actor. It allows the input but does nothing when their turn actually comes and ends up skipping their turn.
    Yes, that's true for turn-based battle systems, and unfortunately, it's very unlikely that I will find a suitable solution soon.
  15. Hey, Aerosys. Before anything else, thank you for the amazing plugin, and for free. It is crazy. You are too kind.

    So, I have been playing with your plugin since yesterday, but I am yet to be able to make it work. My goal is to have the solo MC summon temporary pets by using items. First, I tried implementing the plugin/system to my current project, but after hours of no success, I gave up for the day, because my project has dozens of plugins and I was convinced the problem lied in some funky interaction between your plugin with one or more of the plugins I previously installed.

    But, your plugin is just too cute, and it is essentially perfect for a pseudo-Persona/Stand system I had in mind for the mechanics of my game's main character. I have tried pretty much every other summoning plugin, such as SRD's Summon Core, LadyBaskerville's and so on. Still, yours offers the most features while being the simplest to implement (in theory, heh).

    Today, I started my project from scratch, and I added only a few plugins. At first, I tried making the summoning work with only Yep_CoreEngine and your plugin installed, but I am still failing to summon anything. Surely I am doing something very wrong, so before I give up on summoning mechanics altogether and rebrand the MC of my game, I figured I should ask for help.

    Below are screenshots showing up how I set up stuff on the dabatase, as I tried summoning both with items and skills, but nothing worked. I also linked screenshots of the plugin parameters. Perhaps there is something I am overlooking. Please keep in mind that I tried many alternative ways of setting things up. For example, in your blog, you state that:

    "When you decide in the previous step to use Notetags to control which Pets can be summoned, you can put this Notetag to the Actor themselves, their Class, any Equipment, or any State."

    I tried all of that. I tried adding the notetags to the Actor and the Class both, and so on. I also tried, say, <Summon: 0002> instead of <Summon: 2>, but no luck. I am only saying this because the screenshots won't show every single attempt I made. Anyways, the screnshots:

    image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB image hosted at ImgBB
  16. @DrBuni In the Plugin Manager, the Skill Type must be the Skill ID as a number, not the name.

    There's also a sample project that you can download.
  17. Thank you, Aerosys. I am now able to summon a pet. However, I had to disable the DreamX_Sideviewframes plugin, because otherwise the game crashes when I try to summon the pet.

    image hosted at ImgBB
  18. DrBuni said:
    Thank you, Aerosys. I am now able to summon a pet. However, I had to disable the DreamX_Sideviewframes plugin, because otherwise the game crashes when I try to summon the pet.

    image hosted at ImgBB
    I found a potential conflict in my code and will try to fix it. Stay tuned!
  19. Aerosys said:
    I found a potential conflict in my code and will try to fix it. Stay tuned!
    Thank you so much!
  20. Having a weird graphical thing. Not sure if its plugin centric. Anytime I summon a pet usinng a skill I get 3 loading dots after it appears.

    1705075932861.png

    Anyone know a way to avoid that?