Pets can join your party, but don't appear in your inventory

Vilius

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NPCs can come in your party, you can change "NPC" with "Pet". But the pet doesn't appear in your inventory so you can't equip/remove it or sell it. Is this possible to do?
 

Zevia

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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?
 

Vilius

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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?
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*.
 
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Zoltor

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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*.
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.

By default, Actors can't equip anything, so you shouldn't even have to do anything.
 
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Zevia

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I'm still a little confused - you said you don't want the pet to be sellable, but then you mention selling it back to the pet shop. You also said you don't want it to appear in your inventory, but then your example suggests equipping the pet from your inventory. Do you mean you want to only be able to trade the pet in at designated pet shops for some kind of alternate currency? Or do you mean you only want to be able to have one pet at a time? When you're selling a pet back to the pet shop, what exactly do you want to happen?

You could perhaps setup an event with the shop processing scene where, after the shop processing, you have a series of conditional branches for each pet that would check to see what you just bought and add the appropriate actor into the inventory. You could make each pet a key item with a price of 0 and an occasion of never.

That is, something like:

Shop processing

If DragonPet is in inventory

Add party member "Dragon"

Else

Remove party member "Dragon"

If CatPet is in inventory

Add party member "Cat"

Else

Remove party member "Cat"

However, if you want to make it so that they can carry multiple pets with them and switch them out at any given time, then you could still do the key item method, but have the occasion as "Only from menu." Then, in the effects, have the item call a common event that removes all pet party members, then adds the one appropriate to the item that was just used. So if you use the DragonPet key item, it would call a common event that does something like:

Remove party member "Cat"

Remove party member "Dog"

Remove party member "Fish"

Add party member "Dragon"

If you want to make it so that a pet actor can't have his equipment changed, then under each pet's actor features, add [Fix Equip] to all possible equip slots.
 
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Vilius

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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.
 

Zevia

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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.

A screenshot for specifying the price to be 100, even though its value is actually 200 (and will thus sell for 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.

Screenshot for the actors tab with the fix equips added:

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.

Screenshot of the items tab:

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.

Screenshot for the common event:

 
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Vilius

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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.
Thanks. Am I supposed to make a class for each pet?
 

Zoltor

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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.
The way you're explaing things is confusing.

However if that's the case, you want special items that call common events(you probally don't want them to be a equipable items on your char though, unless there's only 1 non pet char ever in your party anyway.

The item will call a common event, that first has a condition branch that checks if a variable is +1, if it is, remove X pet from party, then add Y pet to party.

Then separate from the condition branch, but under it, you want to add 1 to a variable(the same variable that the condition branch beforehand is meant to check), and add the pet to party(this will happen if there Isn't already a pet in party.

If you want it to also remove the pet by clicking the item when that pet is in party, before the first condition branch, make another condition branch check if that specific Actor/(aka pet) is in party, if so -1 the variable, remove that Actor from party.
 
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Zevia

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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.
 

Vilius

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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.
What if I want the pets to not level up at all?
 

Zoltor

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What if I want the pets to not level up at all?
You can set a lv cap for classes to be lv 1/whatever lv their starting lv is, then they wont lv

Furthermore since It's clear each pet is gonna be stronger then the last(since you don't want them to lv), you can use static levels to indicate a pet is stronger then past pets. Just make the cap, whatever lv they start/join at. For example, pet joins at lv 50, with a lv cap of 50, this is clearly stronger then a lv 1 pet, with a lv 1 cap. It's just for show(you need to set up the actor stats/skills to reflect such), but it will indicate to a player, that the pet is stronger, without needing to compare stats.
 
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Vilius

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You can set a lv cap for classes to be lv 1, then they wont lv
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?
 

Zevia

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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.
 

Vilius

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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.
Erm, can you make a item icon for me or find it?

EDIT: I can't seem to be able to edit the IconSet in the Resource Manager.
 
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Zoltor

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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?
Yea, Actors my bad, but like zevia mentioned, you'll still want to give each pet a class.

I imagine there's a metric ton of free to use icons in the resource section of the forum, so you may want to check there.
 
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Vilius

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I can't seem to be able to edit the "Graphics/System" picture "IconSet" in the Resource Manager.
 
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Zoltor

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I can't seem to be able to edit the "Graphics/System" picture "IconSet" in the Resource Manager.
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.
 
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Zevia

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That's a link to a video tutorial on how to change the iconset. You're correct that you can't edit it directly via the resource manager - what you're going to do is export the IconSet from your graphics/systems folder so that you have a copy somewhere. You then open that copy in a photo manipulation program like PAINT.net or Photoshop, and you can change or add icons there. You then save the picture as IconSet.png, and import it back into your project.

What this will do is actually overwrite the default IconSet.

If, for any reason, you ever mess the IconSet up so bad that you can't get it to work right again, you can just create a new project, and import the IconSet from that one.

The only thing you need to know is that icons are in a 25x25 (I think) 24x24 grid layout - which is to say, in the actual picture file, the game recognizes every 24x24 pixel square as an "icon," so you need to fit any new icons into that particular space. So probably the easiest thing to do would be to find some free-to-use graphics, shrink them to an appropriate size (24x24 at the max), then paste them in.

Again, I'll see if I can put together some screenshots for you to perhaps show you how to make a cat icon - I added some screenshots to my earlier post about creating the pets, items, and common events.
 
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Vilius

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I'm really bad at making sprites. Could you find a cat item icon or make it yourself? I am REALLY BAD at making sprites.
 

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