I mostly followed Driftwood's tutorial here:
, but it seems to need a whole slew of YEP plugin, so that might be compatible,
Changes from the Youtube videos are:
1. I added a custom requirement, which checks for if the actor is in the party using the below in the skill's notetag, since I have Skill Core.
<Custom Requirement>
if ($gameParty.members().indexOf($gameActors.actor(25))>1) {
value = false;
} else {
value = true;
}
</Custom Requirement>
2. I added a state which has an upkeep, so if the summoner runs out of MP, the summon starts losing HP per turn (and I fixed the skills to only Actor 1, so it makes it easier, although you can setup such that it give the summoner a state instead of the summon, I guess). I took the inspiration from the Mending tips and tricks in YEP's wiki:
http://www.yanfly.moe/wiki/Mending_(MV_Plugin_Tips_&_Tricks). I also use this state to remove the summon at the end of the battle, or potentially vulnerable to "banishment" effect. Below example uses actor 1 as the summoner and actor 25 as the summoned. I also remove the "Remove at Battle End" since it prevents the Custom Victory/Defeat/Escape effect from happening.
<Custom Regenerate Effect>
var mpUpkeep = Math.ceil(10 - $gameActors.actor(1).mdf);
if ($gameActors.actor(1).isAlive() && $gameActors.actor(1).mp >= mpUpkeep) {
$gameActors.actor(1).gainMp(-mpUpkeep);
$gameActors.actor(1).startDamagePopup();
$gameActors.actor(1).clearResult();
} else {
var regen = -100;
user.gainHp(regen);
user.startDamagePopup();
user.clearResult();
}
</Custom Regenerate Effect>
<Custom Victory Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Victory Effect>
<Custom Escape Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Escape Effect>
<Custom Defeat Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Defeat Effect>
<Custom Remove Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Remove Effect>
3. In the common event, I added the following so that A. the summoned actor aligns to the summoner's level, B. they are summoned fully healed and C. an animation plays on the summoned actor:
A: added events "Change Party Member : Add Kieran (Initialize)", "Control Variables : #0009 Riley EXP = EXP of Riley", and "Change EXP : Kieran, + {Riley EXP}". This works by using initializing Actor 25's level (Kieran) back to level 1 (I set his Initial Level to 1), using variable #9 to store my Actor 1's EXP (Riley), and then adding the variable 9 to Actor 25's EXP (this works as both actors uses the same EXP growth).
B: added event "Recover All : Kieran" to recover the actor fully
C: $gameActors.actor(25).startAnimation(129, false, 0);