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- Apr 23, 2019
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- Primarily Uses
- RMMZ
Pet Summon Plugin

Fox sprite by Hidden One
Inspired by the JRPG "Nights of Azure," I spent a few hours making a Plugin to make it more intuitive to collect and summon pets. Looking forward to some feedback and suggestions!
Features
Quickstart

You need a Skill Type that is exclusively used for the Summon Commands. It can have any name, e.g., "Summon." Adding this Skill Type by, e.g., Traits, Equipment, States, etc., promotes an Actor to become a Summoner with Summon abilities.
You may seal this Skill Type by using, e.g., States to control whether an Actor temporarily cannot summon Servants.
Notetags
Notetags are explained in the Plugin's help section.
FAQ
Wishlist

Fox sprite by Hidden One
Inspired by the JRPG "Nights of Azure," I spent a few hours making a Plugin to make it more intuitive to collect and summon pets. Looking forward to some feedback and suggestions!
Features
- Any Actor from the Database can be converted into a Pet by using Note Tags. A Pet can be added to and removed from the Party just like any other Actor. Pets are not ready when the battle starts - they must be summoned first.
- Therefore, all your Pets are visible and manageable on the menus (if you wish)
- The Plugin will automatically add Dummy Skills to summon Pets (as seen in the screenshot) (if you wish)
- You have multiple options to define who can summon which Pets
- By default, any Actor with access to a dedicated Summon Skill Type can summon every Pet the Party owns.
- Alternatively, you may use Notetags to manage who can summon whom at which time. As you can put these note tags on Actors, Classes, Equipment, States, Skills, & Items, it makes it fairly easy and flexible to create, e.g., Summoner Classes that can summon only subsets of Pets.
- Alternatively, you may disable the automatic addition of Summon Skills through the Plugin, define individual Skills or Items in the Database, and use the <Summon: x> Notetag.
- Pets can retreat on command when it is their turn.
- When a Pet is knocked out, it automatically disappears from the battle.
- You can set how many turns a Pet stays active until it expires (optional).
- Once summoned, every Pet is affected with a "summoned" State. Using 3rd Party Plugins that display the remaining State turns, you can display how long a Pet stays active until it expires.
- Animations when
- a Pet is summoned
- a Pet disappears
- a Pet is knocked out
- You can call Common Events when
- a Pet is summoned
- a Pet disappears
- a Pet is knocked out
- With the <Auto Summon> Notetag, you can prepare a Pet for the battle, i.e., the Pet will be ready on battle start. You can use this Notetag on Actors, Classes, Equips, & States. E.g., you can make a special Accessory or Skill that applies such State on a Pet to prepare this Pet before the battle starts.
- Pets may not use Items (optional).
- Pets may not be equipped (optional).
- When all Actors are knocked out, and Pets are the only active battlers, the battle is treated as a defeat (optional).
- Pets cannot be swapped in the "Formation" menu.
- You can limit how many Pets can be active simultaneously (optional).
Quickstart

You need a Skill Type that is exclusively used for the Summon Commands. It can have any name, e.g., "Summon." Adding this Skill Type by, e.g., Traits, Equipment, States, etc., promotes an Actor to become a Summoner with Summon abilities.
You may seal this Skill Type by using, e.g., States to control whether an Actor temporarily cannot summon Servants.
The Default Setting
By default, once an Actor has access to the dedicated Skill Type, the Plugin will automatically add a Skill for each Pet the Party owns, so you don't need to define Skills in the Database.
You may use Notetags such as <Summon: x> and <Add Summons: 1, 2, 3> as described below to enable other features.
Using Notetags
Alternatively, you may configure in the Plugin Manager that an Actor, their Class, any Equipment, or any applied State must have the <Allow Summons> or <Add Summons> Notetag applied so they can summon particular Pets. This makes it more flexible for you to, e.g., define "Summoner Classes."
<Allow Summons: 1, 2, 3> or <Allow Summons: *> enables the summon of the given Pets, but the Pets must be included in the Party.
<Add Summons: 1, 2, 3> or <Add Summons: *> enables the summon of the given Pets regardless of their existence in the Party.
You may use Notetags like <Summon: x> as described below to enable other features.
Using custom Skills or Items in the Database
When you don't like the automatic addition of Summon Skills through the Plugin, you may create your own Skills or Items in the Database and add the <Summon: x> Notetag.
Those Skills can have any Skill Type, e.g., "Magic", "Special", "Necromancy", or "Beast Mastery".
Once the Actor has at least one Skill to summon Pet X, the Plugin will not auto-add a Dummy Skill to summon X to avoid unnecessarily duplicated Summon Commands.
Tip
You can mix any of the options described above.
By default, once an Actor has access to the dedicated Skill Type, the Plugin will automatically add a Skill for each Pet the Party owns, so you don't need to define Skills in the Database.
You may use Notetags such as <Summon: x> and <Add Summons: 1, 2, 3> as described below to enable other features.
Using Notetags
Alternatively, you may configure in the Plugin Manager that an Actor, their Class, any Equipment, or any applied State must have the <Allow Summons> or <Add Summons> Notetag applied so they can summon particular Pets. This makes it more flexible for you to, e.g., define "Summoner Classes."
<Allow Summons: 1, 2, 3> or <Allow Summons: *> enables the summon of the given Pets, but the Pets must be included in the Party.
<Add Summons: 1, 2, 3> or <Add Summons: *> enables the summon of the given Pets regardless of their existence in the Party.
You may use Notetags like <Summon: x> as described below to enable other features.
Using custom Skills or Items in the Database
When you don't like the automatic addition of Summon Skills through the Plugin, you may create your own Skills or Items in the Database and add the <Summon: x> Notetag.
Those Skills can have any Skill Type, e.g., "Magic", "Special", "Necromancy", or "Beast Mastery".
Once the Actor has at least one Skill to summon Pet X, the Plugin will not auto-add a Dummy Skill to summon X to avoid unnecessarily duplicated Summon Commands.
Tip
You can mix any of the options described above.
Notetags
Notetags are explained in the Plugin's help section.
FAQ
> How to define an Actor to be a Pet
Add the <Pet> Notetag to the Actor or the Actor's Class.
> How to add a Pet to the Party
Add this Pet the same way you add an Actor to the Party.
> I cannot see Skills to summon Pets
Please ensure that
> The Summon Skill for Pet X is disabled
Summons are disabled when the Party is maxed out, or the Pet is already summoned.
> I don't want Pets to appear on the Menus
If you prefer that the player be unable to manage their Pets, it's recommended to use the Notetags <Add Summon> or <Summon> as those tags bypass the rule that the Pet must exist in the Party.
Add the <Pet> Notetag to the Actor or the Actor's Class.
> How to add a Pet to the Party
Add this Pet the same way you add an Actor to the Party.
> I cannot see Skills to summon Pets
Please ensure that
- Your Actor has access to the dedicated Summon Skill Type
- Your Pets have the <Pet> Notetag
- Your Pet is included in the Party
> The Summon Skill for Pet X is disabled
Summons are disabled when the Party is maxed out, or the Pet is already summoned.
> I don't want Pets to appear on the Menus
If you prefer that the player be unable to manage their Pets, it's recommended to use the Notetags <Add Summon> or <Summon> as those tags bypass the rule that the Pet must exist in the Party.
Wishlist
- Right now, you cannot summon Pets when your Party is full (usually 4 members). At this time, I cannot promise whether I will implement any exceptional rules for Pets (e.g., 4 Actors + x Pets on the battlefield).
- To summon "Great Creatures" that substitute the entire Party until it expires or is knocked out.
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