Let me explain:Are you trying to make a summon of some kind? Or do you just mean you want an actor in your party that you can't change the equipment for? Or are you saying you randomly want pets to occasionally show up in battle and do something, but not to appear in your inventory? Or are you trying to do a "pet system" like PokeMon?
If all you want to do, is "prevent" being allowed to equip the pet, that's easy, since a pet would tectnically be a Actor, just don't give it the feature to equip certain types of equipment, that's all.Let me explain:
*Goes to pet shop*
*Buys a pet dragon*
*Equips the dragon pet from inventory*
*The pet fights together with you*
*The player wants a other pet*
*The player buys a cat pet*
*He unequips the dragon pet*
*Equips cat pet*
*Sells dragon pet back to pet shop*
...
P.S. I want that you can't add equipment to the pet. Such as "*Buys armor* *Equips the armor on the pet*.
Thanks. Am I supposed to make a class for each pet?OK, I get what you're after. I'll see if I can put together some screenshots to give you a hand, but in the meantime, here are some thoughts:
The default setting for items is that they will sell for half of their value. If you'd like a pet to cost the same amount that it sells for, then when you create the shop processing event, make sure, under the price heading, you specify the price to be half what its value is in the items tab of the database. For example, make the dragon pet have a price of 200, but when you actually put it in the shop, specify the price to actually be 100. That way, it will sell for 100 and only cost 100.
You'll need to create actors in the actors tab of the database for each pet. When you do, in the features section (over on the right), go to the equip tab and look for "Fix Equip." What this will do is make it so that any slot you select can't have its equipment changed, removed, or added to - effectively locking the slot down from being modified. You'll want to add fix equip for each slot.
Then you'll need to setup the actual items, so in your items database, in addition to the pricing thing I mentioned earlier, set the item type to normal (since key items can't be sold, I don't think), have the scope set to "The User," and set the occasion to "Only from the menu" (unless you want people to be able to add pets to their party in battle, as well, in which case you'd leave it at "always"). Change the "consume" option to "no." It probably won't need an animation or anything like that, so the only other thing to add is, under its effects, it will call a common event.
So over in your common events tab, create a common event for each pet. If you only want to be able to have one pet in your party at a time, then each pet's common event will remove all pets from your party, then add the corresponding one in. If you want to be able to use multiple pets at the same time, you can just have the event add the appropriate party member.
The way you're explaing things is confusing.I want pets to be sellable, example you buy a pet for 100 and if you don't want the pet anymore you can sell the pet again for 100 gold. Simple as that. Nothing happens when you sell it.
I want that you can carry as much pets as you want in your inventory, but you can only be equipped one pet at a time.
I'm kinda new, I need a step by step tutorial.
What if I want the pets to not level up at all?I would definitely give each pet a class, unless you basically want every pet to be totally identical. Class is where you'll setup the pet's HP, MP, attack, defense, magic attack, magic defense, agility, and (if you're using it), luck. They also won't have any special abilities except as defined by their class, so unless all you want each pet to do is a basic attack, you'll need to add those there. If you're intending for the pets to gain experience and level up, you can also set an XP curve there - if you'd rather just have the pets level up with the player, then you can add that to their common event with some variables.
You can set a lv cap for classes to be lv 1/whatever lv their starting lv is, then they wont lvWhat if I want the pets to not level up at all?
You meant for actors. By the way, the item icons don't have a cat sprite, and there's no way to change the item picture icons. What should I do?You can set a lv cap for classes to be lv 1, then they wont lv
Erm, can you make a item icon for me or find it?Correct, you can make it so the pets won't level via the actor tab - but you should still give them classes so that you can set their various stats, unless you want all pets to be the same except cosmetically.
You can create new icons using a photo manipulation program like PAINT.net or Photoshop. You'll basically be editing the IconSet picture in your Graphics/system folder. That's its own tutorial, though, but I'm sure someone else has already created it, so I'll see if I can't point you in the right direction.
Yea, Actors my bad, but like zevia mentioned, you'll still want to give each pet a class.You meant for actors. By the way, the item icons don't have a cat sprite, and there's no way to change the item picture icons. What should I do?
RPG Maker by default only detects/reads one iconset. However there "technically" Isn't a restriction on the length of a iconset, so what you'll need to do, is export it to a art program, make it longer, and just drag/add icons to it, then import it back into RPG Maker.I can't seem to be able to edit the "Graphics/System" picture "IconSet" in the Resource Manager.
