Pets and Summons

Nosleinad

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Found the problem its not compatible with battle symphony i removed both battle symphony and holders add on and it worked

Edit does it draw an icon in the battle window beside the names? seems its calling for it but since i don't have that enabled to draw icons on the window could it cause this?

2nd Edit: Works with yanflys battle engine does not work with holders battlers / symph i cant tell what one is the issue

but its good work i will wait for updated version of this script in the future if you update it .
 Hello Vlue, how are you doing?

 So this (Awesome) script doesnt work with symphony and its holder add-on. If you are willing to make it compatible i can make some testes and use a backtrace script to sned you some logs.
 

Vlue

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I suppose that's enough people who want that. If you link the scripts I can look into it.
 

Kadafi

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Hey Vlue, I've tried it out in every battle system and it works perfectly but not the sprite. The sprite doesn't show after the actor added. Your script is similar to the Hime's Enemy Reinforcements. That scipt can show the enemy sprite after the works of the script. So, Can you make your scripts works like that? Thank you.
 

Nosleinad

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SpacemanFive

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Wow. I was just thinking about a script like this, and happened to see it when I came back to check on the forums. Thanks for the work, Vlue, this will be very useful!

I'm going to check is this is compatible with the other scripts I'll be using in some of my games. Hopefully there shouldn't be any problems, as it involves actors instead of custom-coded entities.
 
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Vlue

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Hey Vlue, I've tried it out in every battle system and it works perfectly but not the sprite. The sprite doesn't show after the actor added. Your script is similar to the Hime's Enemy Reinforcements. That scipt can show the enemy sprite after the works of the script. So, Can you make your scripts works like that? Thank you.
Updated the script, it should show summoned pets now in most situations. (Most being the two I tested)

Updated the script, works fine with those two scripts (for me at least, lets hope you!)
 
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Thanks you very much for your fast reply,it worked perfectly with the 1.3d...

But in the 1.4 version it gave me a error message... Good luck with your future projects and greetings from Argentina

Here is the used tag:

<MED_SUMMON 8, 4, 0>

 

Vlue

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Whooops, broke med and big summons on last update. Fixed it up now.
 

Meguido

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Hey

I like the idea of this script

unfortunately it's not working for me :S

Tested in a new fresh project with no script other than this one:

-Configured 2 skills like this:

   1 - <MED_SUMMON 2, 0, 2>

   2 - <MED_SUMMON 3, 0, 20> (yeah, just for testing purposes xD)

-Gave those 2 skills to the main actor

-When trying to summon using any of those 2 skills i get the animations playing and then this error:

Script 'Pets and Summons' line 190: NoMethosError ocurred.super: no superclass method 'screen_x' for #<Game_Pet:0xc8fd0fc>Am i doing something wrong or is this error in the script?

Thank you for your great work ^_^

**EDIT**

Perhaps is because Game_Pet is created based on Game_Actor (dunno if this is correct because i don't know the word that designate the function of doing 'class X < Y')

but making a search for 'def screen_x' it's a method of the class Game_CharacterBase but Game_Actor is 'derivated' (another try maybe this is correct? xD) from the class Game_BattlerBase. Dunno if it's that.

Sorry for my english --'
 
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Vlue

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I'm not sure why/how you are getting that error, as I'm not. But to be on the safe side, I updated the script on the pastebin. Hopefully that works for you.
 

SpacemanFive

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Does "MAX_PET" limit how many summons an actor can have, or does it limit how many they can use at once? I want to make sure I get this right so that I don't accidentally allow for swarm summoning.

There's also a couple of features I'm curious about.

  • What would it take to make an add-on which provides a status window (plus/minus ability to equip) for summons whose actors are not part of the party, without including them in the main party? (Although I could route this through Tsukihime's Party Manager script somehow.)
  • Would it be possible to have an option for each type of summon so that some can be set to use the summoned actor's level instead of the summoner's?
Both of these tie in to a function I'd like to include in some of my games, where some characters/classes can use pets which they can acquire and train.
 
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Meguido

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I'm not sure why/how you are getting that error, as I'm not. But to be on the safe side, I updated the script on the pastebin. Hopefully that works for you.
Thanks! but doesn't work neither :(

It's hard to explain *all* the config i did so i just made a demo with only your script and it's just only a matter of talking to the npc, enter the fight and trying any of the 2 skills... Maybe i'm mising something :S

Demo is attached

PetsTest.rar
 

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Vlue

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Does "MAX_PET" limit how many summons an actor can have, or does it limit how many they can use at once? I want to make sure I get this right so that I don't accidentally allow for swarm summoning.


There's also a couple of features I'm curious about.

  • What would it take to make an add-on which provides a status window (plus/minus ability to equip) for summons whose actors are not part of the party, without including them in the main party? (Although I could route this through Tsukihime's Party Manager script somehow.)
  • Would it be possible to have an option for each type of summon so that some can be set to use the summoned actor's level instead of the summoner's?
Both of these tie in to a function I'd like to include in some of my games, where some characters/classes can use pets which they can acquire and train.
MAX_PETS determines the number of pets one actor can have summoned at a time.


How would an actor summon a pet in battle when it's not in the party? Also...


I edited the pastebin, if you don't specify a level bonus (i.e just a s <SUMMON #, #> tag) then the pet will be summoned actor level. (I hope it works, it's late and i'm too tired to think of anything else)

Thanks! but doesn't work neither :(


It's hard to explain *all* the config i did so i just made a demo with only your script and it's just only a matter of talking to the npc, enter the fight and trying any of the 2 skills... Maybe i'm mising something :S


Demo is attached


PetsTest.rar
Well, damn. It was working for me because I had my Actor Sprites script in there which gave Game_Actor those methods... I didn't know they weren't included. Haha. Ah, the one case where it wasn't what other scripts you had installed, but what you didn't... any ways, updated the pastebin. The script works standalone now. Yay.
 

SpacemanFive

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MAX_PETS determines the number of pets one actor can have summoned at a time.

How would an actor summon a pet in battle when it's not in the party? Also...

I edited the pastebin, if you don't specify a level bonus (i.e just a s <SUMMON #, #> tag) then the pet will be summoned actor level. (I hope it works, it's late and i'm too tired to think of anything else)
Okay. I'll set the max_pets value to 1, since I intend characters to only be able to have one summon up per-character, barring any special exceptions.

We seem to have confused each other. I meant the actors that are used *as* the pets, not the ones doing the summoning. So the pets. How does it currently work for pets being in the party when not summoned? (In part, I wanted to know if it would work to use Hime's party manager script to organize the pets into a separate party or parties when not in use.)

I'll give the edit a try for you, see how it works with the separate levels. With the change, would it be possible to set a pet equal to summoner level by specifying a level bonus of 0 instead of leaving it blank?
 

Vlue

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Pets aren't kept in the party, they are desummoned after battle.


And yes, setting levle bonus to 0 instead of leaving it blank will have the pets be at summoner level.
 

SpacemanFive

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Pets aren't kept in the party, they are desummoned after battle.

And yes, setting levle bonus to 0 instead of leaving it blank will have the pets be at summoner level.
Okay, that's what I thought, thanks for clearing that up. So it should be possible for me to organize pets and summons into separate parties using the party manager script. Now I have to figure out how to manage the pets' gear (where applicable) while they're outside of the main party.

I thought that was the case. Thanks for adding that in. Now it should be possible for people to set up both fixed-level summons and levelable pets.
 

Meguido

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Well, damn. It was working for me because I had my Actor Sprites script in there which gave Game_Actor those methods... I didn't know they weren't included. Haha. Ah, the one case where it wasn't what other scripts you had installed, but what you didn't... any ways, updated the pastebin. The script works standalone now. Yay.
Haha nice. Well now it works sort of... xD

Updated the script with the new version, summoned in battle then all went ok until i won the battle with the summon in there... and i got this:

line 306: NoMethodError occurred.undefined method 'reset_actor_sprites' for #<Scene_Map:0xa7ce7b4>Looks like the game backs to the Map before executing that method when it should be executed in battle. Maybe the resetting should be made before the result 'screen' so the exp and gold are given to the party instead of giving it to the summon. Mainly because the summon get its level based on the character that summons him

Just in case you wanna test it out directly i updated the attached demo here:

PetsTest.rar
 

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Vlue

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'Resetting' has nothing to do with who gets the gold or exp, it just fixes the sprites after a summon change, and shouldn't be possible to be called after the battle was over. However, it happened so It's been fixed to not again.
 

Meguido

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Oh i see

Well it's working flawlesly now!! ^_^

Thank you very much

Can i make a request? If that so then i'd love to be able to have a way to make the summon retreat whenever i want. Being it a skill, a command, a desired moment during the fight (like for example when killing the last enemy so the one who get the exp is the summoner and not the summoned using MID_SUMMONs) just like the timer but based on other 'thing' instead of just a number of turns.

Dunno if that's possible but would be really cool :)
 

Sophien

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Hey there :D Very nice Script :D It is fantastic xD And i woud use it, if it works with Battle Symphony and the addon :D

But here an Idea :D

Maybe there should be 2 Scripts, or 2 in one like:
One as yours:
You can call them during the battle, Max 3 Pets (As Example)
And the new one:
You can call them outside, not during the battle, and maybe max 2 pets.
So if one Actor can summon 2 Wolfs outside, and 3 Cats during the Battle, you have 6 Actors then :D
I hope you know what i mean :D

And an Idea for my Idea xDD
Maybe you should have Summon Points.
You can Summon max 3 Pets.
And you have 5 Summon Points.
If you call a cat, you need one space and one Summon Point.
But if you want to summon an Bear,
You need one Space, but two Summon Points xD
So you can make Stronger Summons, but only few.
Or you can make weak Summons, but many of them.
 

And maybe, the player can increase or decrese the Summon Points or the Space for Pets during the Game with Script Calls :D

And should this work, you have with one Actor, a Summon Party :D That would be great :D
 

I hope you understand my bad english :D I come from germany xD
 

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