Pets and Summons

Nosleinad

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Hello VLue, i just tested your script with symphony and holder, but i am getting this weird pose crash (used a backtrace script for more convenience)

 

Meguido

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Well it's not compatible with ATB or atleast not with MOG's ATB so maybe it's not compatible with Fomar's neither

After some testing it's not compatible with animated battlers neither (tested with Jet's and Galv's)

So maybe that's one of your problems too @Nosleinad
 
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Vlue

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Looking into Symphony compat already, if there's another you need compat before then you can link it here and I can take a look when I have a chance.
 

tiagoms

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Aceita sugestões para melhoria do script?

Accepts suggestions for improving the script? (ideas)
 

Vlue

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@Nosleinad Works fin with Symphony's but maybe not Holders, I'd need it linked.


@Sophien I don't understand how it would mess with the party script, but can't test it right now. (Get an error trying to get the script that says the user has had too many hits on their public dropbox.) So remind me later!


@tiagoms I do accept suggestions! But I don't always do them. (Depends on difficulty)


@Meguido The demo doesn't exist any more! And I don't want to go to all the trouble of setting up the battlers just to test when I can just ask you for a blank project with some examples for me to test! (Or just mention the error, I might be able to fix it just by looking)
 

tiagoms

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I created a "manual" for the perfecting this skill.
Just at the moment, it's all in pt_BR (Portuguese Brazil).

I will ask someone to translate (my english is very bad)
But if you want, I can pass for you in Portuguese.
 

Vlue

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I don't speak Portuguese, so it'd be hard :(
 

Sophien

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I sent you the Script :D
 

Nosleinad

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@Tiago My native language is portuguese, so i can check the manual for you and translate it

@Vlue Yeah the crash happens when i use the official symphony holder add-on. Here's the link to it: 

https://github.com/suppayami/Battle-Symphony/blob/master/add-on/holder-battler.rb

    I suppose the crash is a matter of not recognizing which pose the summoned holder sprite should be at the momment its summoned.
 

tiagoms

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Vlue

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I sent you the Script :D
Put this patch below both scripts and summons should summon again when you use Party Manager
class Game_Party def pets pet = [] self.pets_battle_members.each do |actor| pet += actor.pets end pet.compact end def temp_replace_actor(actor, array) if SUMMON_MESSAGES[array[0]] SceneManager.scene.log_window.add_text(SUMMON_MESSAGES[array[0]]) SceneManager.scene.log_window.wait SceneManager.scene.status_window.refresh end $game_actors.set_pet(array[0],Game_Pet.new(array[0],array[1],actor.level + array[2],actor.actor_id)) @battle_members_array[actor.index] = array[0] SceneManager.scene.reset_actor_sprites end def restore_actor(pet, actor_id) @battle_members_array[pet.index] = actor_id SceneManager.scene.reset_actor_sprites end def temp_replace_party(actor, arrays) @actors_sideline = @battle_members_array.clone @battle_members_array = [0]*max_battle_members arrays.each do |array| $game_actors.set_pet(array[0],Game_Pet.new(array[0],array[1],actor.level + array[2],actor.actor_id)) add_actor(array[0]) end SceneManager.scene.reset_actor_sprites end def restore_party return false unless @actors_sideline @battle_members_array = @actors_sideline.clone @actors_sideline = nil SceneManager.scene.reset_actor_sprites return true end def on_battle_end restore_party super endend
@Tiago My native language is portuguese, so i can check the manual for you and translate it

@Vlue Yeah the crash happens when i use the official symphony holder add-on. Here's the link to it: 

https://github.com/suppayami/Battle-Symphony/blob/master/add-on/holder-battler.rb

    I suppose the crash is a matter of not recognizing which pose the summoned holder sprite should be at the momment its summoned.
It was trying to do.. stuff, meh. This should fix it and allow you to summon:

class Sprite_Battler alias bes_hb_correct_change_pose2 correct_change_pose def correct_change_pose return unless @battler bes_hb_correct_change_pose2 endend
In both cases, may have to update the pet script too. Especially if you say some sort of index error.

There's a new compatibility mode that fixes invisible sprites (probably for multiple scripts), can find the link in OP up there.
 

Otaku

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I will use this in my project!

:guffaw:
 

Sophien

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At first if i take the stand alone version and use it in a new opend project to test it, i wonder why the enemys attack in the corner top left (without Battle Symphony)... the animation is shown in the corner xD Dont know why :D

And if i use the Battle Symphony, in the new project, i see only the half from the character (I see the full character with the compat version :D )
But if i summon the pet, the pet stand by the Actor who summon the pet. And if the actor attacks, the pet goes with the actor to the enemy (But not attack)
If the pet has the turn and attacks, the pet stand there and dont move. It is only shown the animation at the enemy :D Is that your intention? :D

But maybe you can make a demo with your script + Battle Symphony + the Addon for Battle Symphony + Party Menu? :D
And sry for the question :D Where is the diefferent between the stand alone version and the compat version? :D

And if i summon the the same Actor again, i have 3 Actors in Battle, but only 2 Graphics xD I have only one Graphic for 2 (the same) summoned actors (Pets)

Sry for all the questions etc. :D

Edit: 7.6.2014 ...From Germany :D
 
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RedDragon142

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I know that this is probably a stupid mistake of mine (I'm still new to RPG Maker) but here it goes.

So I can't make the Summon work, I created a skill and assigned it to an actor and I'm testing it on the Battle Test.

What I wrote on the skill notes is in the spoiler, but when I use the skill nothing happens, the actor I assigned doesn't join the pary (yes I created a 2nd actor on the actors tab)

Here's the skill:

 
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Sophien

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You need a scope ^^ Take the user as example :D

And i wrote this in the note box <SUMMON 2,0,0>
 
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RedDragon142

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Oh ok, I see where I failed... Damn I feel bad now... You are right about the scope, the thing is that the 1st time I chose "The User" but then it crashed, I probably typed something on the script by mistake when copy pasting, now it works. Thanks a lot for poiting my silly mistake :)
 

Sophien

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Youre welcome :D
 

Nosleinad

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@Vlue thanks a lot for fixing it to work with Holders. I will not ask for more compabilities here as i saw errors coming from my Fomar ATB and Cidiomar Rows for symphony, so it would be a SOOOO custom request lol.

  IThanks again for this fixm i hope it will help other ~battle sprite displayers~ users. ;)
 

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