Pet Summon Plugin

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Started by Aerosys 273 posts Page 9 of 14 View original ↗
  1. Puppet Knight said:
    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.

    View attachment 291639

    Anyone know a way to avoid that?
    Code:
    if (Graphics.drawThreeDots()) {
      dont()
    }

    I have zero idea
  2. when I tell you I almost started to copy and paste xD

    Passed that issue. I had a question regarding Z indexes for the Pets.

    Is there a script call that comes to mind of how to alter this? Issue I'm running into is that because of my party's configurations, sometimes the Pet ends up drawn on top of another actor. I know that obviously the Z indexes go in order of the party/appearance.


    Is there a way to update this post summon?






    EDIT:

    Got this sorted out through digging and trial and error:

    BEFORE:

    1705163529802.png


    Method I'm using is based on the Pets party member index. But can be simplified based on Actor ID if folks so choose:

    Change Pet Z Index
    // Assuming a 4 member party // Party Member 5 var partyMemberIndex = 4; // Get the actor ID of the party member at index 4 var actorId = $gameParty.members()[partyMemberIndex].actorId(); // Get the corresponding game actor var actor = $gameActors.actor(actorId); // Get the sprite associated with the actor in battle var actorSprite = BattleManager._spriteset._actorSprites.find(sprite => sprite._battler === actor); // Now, actorSprite contains the sprite parent of the party member at index 4 in battle // Make it changeable actorSprite.parent.sortableChildren = true; // Change to desired index. Default = 0, so reduce or increase by the amount needed. actorSprite.zIndex = -2; }


    AFTER:

    1705163485728.png

    HOLD OFF TRYING THIS. TESTING A BIT STILL in COMMON EVENTs. Works fine through console though

    Without the if it works fine. Just make sure there is in fact a party member in the index you're calling.

    If using this in ann Actionn Sequennce, Summon Pet, add a Wait of at least 1, and then use the relayer script
  3. Looking at your code, you could shortcut like this:

    Code:
    for (let actor of $gameParty.battleMembers().filter(actor => actor.isPet())) {
      const actorSprite = BattleManager._spriteset._actorSprites.find(sprite => sprite._battler === actor);
      actorSprite.parent.sortableChildren = true;
      actorSprite.zIndex = -2;
    }

    Now you don't need to worry about which index is which actor, etc.
  4. Aerosys said:
    Looking at your code, you could shortcut like this:

    Code:
    for (let actor of $gameParty.battleMembers().filter(actor => actor.isPet())) {
      const actorSprite = BattleManager._spriteset._actorSprites.find(sprite => sprite._battler === actor);
      actorSprite.parent.sortableChildren = true;
      actorSprite.zIndex = -2;
    }

    Now you don't need to worry about which index is which actor, etc.


    I considered a similar route. But that would only solve for single Summon situations. If more than one is on the field you'd still need to specify which index you're focused on
  5. 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?
    Hi guys, having the same issue. Even running just the demo provided, the items stays blocked. Using MV at my tests.

    Any ideas?

    By the way, this plugin is just amazing!!
  6. Aerosys said:
    I found a potential conflict in my code and will try to fix it. Stay tuned!
    Hello. Did you ever fix this?

    Edit: I was ultimately unable to fix the problem with the pet not being summoned with the new version of the plugin. I tried it disabling every battle-related plugin, one by one, but no luck. That being said, I am here to report the game crashes when attempting to summon a pet, with YEP_InstantCast installed. It isn't a big plugin to me, but since it might be to others, I figured I should report.

    image.png
  7. Descubrí que existen otros plugins de Yanflys que me han causado inconvenientes a la hora de complementarlos con las invocaciones de mascotas, los cuales son:

    I discovered that there are other Yanflys plugins that have caused me problems when it comes to complementing them with pet summons, which are:

    *YEP_SKILLCORE
    *YEP_BATTLEENGINECORE

    El problema de estos dos que he visto es que al usar una habilidad, objeto o uso de la invocación no aparecen personas o mascotas por lo que es muy frustrante al combinar plugins (no sé si tienen ya reporté esta incompatibilidad antes) (no hablo español)
    pd: me gusta tu trabajo con lo que has hecho, has revivido un complemento que estaba incompleto

    aquí está mi lista de plugins

    The problem with these two that I have seen is that when using a skill, object or use of the invocation, people or pets do not appear, so it is very frustrating when combining plugins (I don't know if they have already reported this incompatibility before)

    ps: I like your work with what you have done, you have revived a complement that was incomplete

    here is my plugin list
    1710220929324.png
  8. Hi there.

    Is your plugin compatible with VS plugins?
  9. Siul said:
    Hi there.

    Is your plugin compatible with VS plugins?
    I tested it with some of the free ones, but I don't guarantee compatibility.
  10. I started working on 2 major addons for this plugin.

    The Deck Addon (Link) and the Menu Addon (Link)! They are both listed on the first post along with some other plugins that I made and work well with the Summon system.

    By default, every summoner can summon any pet that the party owns at this point in time. The Deck addon makes the player build a deck first that ultimately defines the pets the summoner can choose from in battle.

    1713684115394.png

    The Menu addon upgrades how your pets are displayed in the menu! Instead of showing pets the same as your actors, the main menu moves them into a fresh new screen.

    1713684509588.png
  11. Absolutely love and am super excited for these Add-ons!

    That deck add on is going to 100% be used for my summoner class at some point. Just have to figure out a clean way to integrate it.

    Great update @Aerosys !

    One thing I will say, is to potentially update the name for Scene_Deck to be something more specific. With there being card related plugins out there already, I can see these being a potential conflict.

    Maybe Scene_PetsDeck?
  12. This is an amazing addition, thank you! Is it possible to arrange the pet order in Menu Addon plugin? I use the auto battle for summoned monsters where the player sends out two pets at the start of battle, but I haven't found a way to allow the player control over which two pets are sent out to start the battle while also having separate menus for regular party members and pets.
  13. Puppet Knight said:
    One thing I will say, is to potentially update the name for Scene_Deck to be something more specific. With there being card related plugins out there already, I can see these being a potential conflict.

    Maybe Scene_PetsDeck?
    Alright, comes with next update!

    rhaw757 said:
    This is an amazing addition, thank you! Is it possible to arrange the pet order in Menu Addon plugin? I use the auto battle for summoned monsters where the player sends out two pets at the start of battle, but I haven't found a way to allow the player control over which two pets are sent out to start the battle while also having separate menus for regular party members and pets.
    First of all, I'm happy that you are using the Auto Summon feature!

    Yes, that's absolutely understandable. I will see what would be a good way to handle this.
  14. Hey hey,

    Have you ever heard about any conflicts with Akea Animated Battle System? It seems like summons just don't join the field properly for some reason.

    Disregard for now, got it working, likely user error on my part
  15. Hello! This plugin is so awesome! Thank you for making it! :D

    I was just wondering if there's an option to use the front-view battle system instead of the side-view one. Or if it's possible to use static pet pictures in battles instead of the animated ones in front of the enemies.

    EDIT: I just tested the front-view battle system by setting it in the default System 1 tab settings of the database in RPG Maker MZ and it seems to be working, but I would like to know if it's possible to show larger static pictures for the summoned pets in battles in front of the enemies (similar to the very first 2D Pokémon games in which battles are very minimalistic with only 2 static images on the battle field in front of each other, 1 image for the ally Pokémon and 1 image for the enemy Pokémon).
  16. I suggest to look for plugins that alter the frontview's design and customize them so only pets' portraits are stretched.

    If there's none available I can look for what I can do.
  17. Aerosys said:
    I suggest to look for plugins that alter the frontview's design and customize them so only pets' portraits are stretched.

    If there's none available I can look for what I can do.

    Ok thank you for the reply! I'll try to find a way for that.

    Also, I was wondering why the summoned pets don't get any experience after battles. I don't want to sync the summoner nor the party level with the pets. So I would like to see pets gain experience as normal actors after any battle. Is that possible?
  18. Makeratore said:
    So I would like to see pets gain experience as normal actors after any battle.
    Seconding this feature request if doable
  19. Makeratore said:
    Also, I was wondering why the summoned pets don't get any experience after battles. I don't want to sync the summoner nor the party level with the pets. So I would like to see pets gain experience as normal actors after any battle. Is that possible?
    Oh, that's not supposed to happen; I made no code line in my plugin that prevents pets from getting exp. I will check after work whether there's an error in my code and notify you when I find something.

    Alternatively, I once made EXP potions precisely for this reason, so that could be worth the look: https://forums.rpgmakerweb.com/index.php?threads/exp-potions-item-restrictions.165864/