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- Aug 3, 2022
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- RMMZ
This is awesome!!!You can now choose "Custom Equipment Slots" for Pets, e.g., Pets should be allowed to wear "Accessories" only
This is awesome!!!You can now choose "Custom Equipment Slots" for Pets, e.g., Pets should be allowed to wear "Accessories" only
That's how summoning with items works. An item is bound to exactly one Pet by using the Notetag <Summon: 1>What a beautiful plugin!
Is there any way to make an item summon only specific pets? I have elemental type actors and I want to make the player use a thunder orb to summon an electric type pet, so if the player wants to summon an electric type pet, they will need to the thunder orb to do so.
I guess there's some confusion in terminology here.Hmmm, so is it possible to, let's say have an item called a thunder amulet. Then, when in battle, the player can use the thunder amulet and select from a list of pets that I've defined for the thunder amulet to be able to summon (in my case, all thunder type pets the player has in their party). I'm able to assign a thunder amulet to summon a single thunder type pet the player has, but not able to select all thunder type pets in their party.
It could be very well that you two are explaining it to me very clearly, but I just missed it in which case, I apologize! I'm fairly new to RPG Maker in general.
I guess there's some confusion in terminology here.
In RPG Maker, "Items" are usable items such as potions, quest items, ... Objects to equip on actors are called "weapons" or "armors".
I suggest to
1. Go into Plugin Manager and set "Summoner can summon X if…" to "It is a member of the Party and traits enable the Pet"
2. Go to database -> armors, and create your thunder amulet
3. Here, you can put either <Allow Summons: 1, 2, 3> or <Add Summons: 1, 2, 3> as already described in post 123.
Any actor wearing this amulet now can select available pets from their skill list.
That's not supported in this plugin. This plugin does not add a new window where you can select something. What you can see in some screenshots is that it simply forges dummy skills and injects them at runtime. When binding a pet to a skill or item, then this pet is instantly summoned when using this skill or item.Oh amulet was a bad example on my part. Yeah, I mean items as in the initial category you mentioned. Like potions and stuff. I just haven’t decided on what to call my summoning item. But I do want it to where the player can select “items” in the battle menu, select the specific elemental item, then choose one of their elemental pets they have obtained. Not from an equipped or wearable piece. I tried making an item using <Summon:X> with X being the actor id of the pet I wanted to summon, and that worked as I was able to use the item to summon that pet. I couldn’t get it to work to where I could add multiple options of specific pets that the player could choose to summon with the item which is what I was wondering if it was possible. The instructions state that it’s possible with actors, classes, equipments, or states as ATT_Turan posted about, but was curious about items in the items category of the database.
Sorry for causing a mix up. Amulet was a bad example.
Pet X is available if
- it exists in the Party
- the summoner has the <Summons: 1, 2, 3, ...> tag somewhere on their inidividual, their class, their equipment, or their states notetag box. It's not required for the Pet to be in the Party
- both, rule 1 & 2 must apply
- Database Skills & Items only
Thanks for your feedback!This plugin is amazing! Thank you Aerosys for making it available and providing so many updates.
Just one question, I'm a bit confused on making the pets part of the main party. I want to only be able to ONLY summon the 3 other pets in my main party, but when adding the <Pet> tag all the pets register as reserve members with all the other monsters I've ever caught. Is there a better way to differentiate between my main party members and reserve members? Since the formation tab doesn't work on pets it makes it a bit confusing. Any suggestions on how I can best organize this? Not sure if I'm missing something.
Thank you!
Thanks for your feedback!
I see; I think this goes in the same direction as Nights of Azure, where you prepare a deck of 3-4 pets in advance, and during battle, you can choose only from this deck. Right now, there's no such feature implemented, but maybe I will add something like this in the future.
(function() {
const _isFormationChangeOk = Game_Actor.prototype.isFormationChangeOk;
Game_Actor.prototype.isFormationChangeOk = function() {
return _isFormationChangeOk.call(this) && this.index() > 0;
};
})();
this.setHome(Summoner X - 40, Summoner Y)
Okay.Scratch all this ^. It was VS Party System blocking it. I'm just gonna not use it and manually channge party size before battle when needed.
I rejected this request until now because this plugin has been originally designed to support multiple pets at the same time, and when you have pets A and B both belonging to summoner S, where should they be positioned? On the other hand, I can add another rule where the pet is positioned in front of their summoner but that will only work when the maximum number of pets is set to 1.When setting the SV Battler Position of the Pets in "Relocate: JS" , is there a variable we can use to reference the Summoner rather than using pure screen positioning?
I removed the feature of pets being active outside of battle. While I see some use cases, it increased the complexity too much. All pets are deactivated after battle.The Plugin Command to unsummon all pets doesnt seem to work outside of battle? Nor does force removing the Pet from the party so they aren't there at the beginning of the next battle. How would i sort that?
Id say don't bother then. That's too niche of a circumstance to design for.On the other hand, I can add another rule where the pet is positioned in front of their summoner but that will only work when the maximum number of pets is set to 1
This is what I'm not experiencing. I have that tiny guy summoned in one battle and he shows up where I set his home Point to be properly. But the next battle he is already in the party as t the start of the next battle, even after manually removing him from the party using plugin commands as well as doing the unsummon All command.All pets are deactivated after battle.