I know that summoning plugins already exist, but I had an idea that I thought seemed cool that as far as I know cannot be accomplished with the existing plugins that are around. I was thinking in a multi-character party, what if some or all of the Summoners allies spend their round assisting in the summoning, rather then attacking, and what if the game could detect them doing that and cause a more powerful creature to be summoned to assist based upon the number of allies that assist you and their trust level in the summoner.
The latter is likely simple enough to code it, replacing the assist summons command with a higher tiered variation as the relationships develop in game, but the hard part seems to be getting the summoning event to recognize whose assisting and what level of assist they are using.
If you use the enemy levels plugin, for example, assist tier 1 might increase the level by 0 if only one ally assists, by 1 if two or three allies assist, and by 2 if four allies assist, so at the lowest level, each supporter can add only a half a level, but as you build your relationship, and get tier 2, and beyond, then the level value increases to 1 each, then 2, then 3, then 4, all the way up to whatever rank you feel like taking it too. For me, my max party size will likely be five, so I'll likely stop at +5 each if such a javascript existed.
I don't know JavaScripts very well, but I think this might be possible, so figured I would suggest it here.
Edit - I am considering using a shield slot item to change how defend works, to turn that into a summoning assist. Not every class uses shields, but regardless of your class I'll likely still gave that shield slot, with the classes that do not get shields only able to equip special tokens to change how their defend works without getting any stat boosts.
This means that if you want to have a tanky shield user, you cannot have your whole party doing summon assist because you'll likely want your shield user having his shield. I thought I should clarify that I suspect that altering the defend command might be the best way to accomplish this, though I am no expert.
Summoning Plugin Suggestion (MV)
● ARCHIVED · READ-ONLY
-
-
Sound fearsible with current plugins. The summoner inflict a self state that last 2 rounds (Sumoning time) and every time an ally use the skill x the count in the passive is +1. When the state is removed the sumoning happens based in the number of count.
With a couple of plugins, some eval and events that looks possible. Altought a simple expansion to the Summoning plugin is easier and less messy to handle.
My game has summoning, but only outside battle (It's a ritual). So it's not useful to me, but would be a nice mechanic in games based on summoning. -
Sound fearsible with current plugins. The summoner inflict a self state that last 2 rounds (Sumoning time) and every time an ally use the skill x the count in the passive is +1. When the state is removed the sumoning happens based in the number of count.
With a couple of plugins, some eval and events that looks possible. Altought a simple expansion to the Summoning plugin is easier and less messy to handle.
My game has summoning, but only outside battle (It's a ritual). So it's not useful to me, but would be a nice mechanic in games based on summoning.
Well, what I want to do is to give the summoner priority to act ahead of everyone else while summoning, and I want the summoning to complete at the end of the same round, giving only one round to use those moves.
I have SumRndmDude's Summoning JavaScript, are you talking about a different one? If it is possible to accomplish what I am after without a JS, then can you give me some pointers, because no one I know online who works with MV knew how to do it and I was advised to come post about it here. -
It might also be possible to mesh the summon plugin with another plugin that allows party members to combine their skills / perform "combo" attacks. There are probably a few different ones but this looks relevant:
https://forums.rpgmakerweb.com/index.php?threads/jays-dual-tech-system-version-1-1-2b.47765/ -
It might also be possible to mesh the summon plugin with another plugin that allows party members to combine their skills / perform "combo" attacks. There are probably a few different ones but this looks relevant:
https://forums.rpgmakerweb.com/index.php?threads/jays-dual-tech-system-version-1-1-2b.47765/
That script looks interesting, but it's not really what I am after, because it creates combos based on two specific people being in the party, and while it does consume mp or tp from both participants, it only consumes the turn of the one using the move. So yeah, that wont really work, but it's a good mechanic that I will probably try to incorporate anyway, just not for the purpose stated in this thread.