Wow, I was working with SRD's Summon Core plug in but couldn't get it to work (it doesn't seem too compatible with YanFly's...) so I'm so happy I stumbled upon this! I have a character in mind who summons ghosts/zombies/etc to fight for her, so this should prove really useful! So thank you 100000x!
Hi, great plugin! I'm trying to make a pokemon-ish game built around summoning, and this plugin is perfect for that. I'm just running into one problem though.
By default, when you summon an actor with this plugin, your turn is over and the enemy will attack before you get to use the summon. Is there a way to allow the player to command the summon immediately? I tried two different solutions, and both almost worked but not quite:
First I used Yanfly's Instant Cast plugin, and made all of the summon spells instant. This looked like it solved the problem (allowing me to command the newly summoned creature immediately) but occasionally the enemy got to attack first anyway (before I got to select a command for the summon). This NEVER happened during battle tests from the database, only in the actual game itself. Also, if I saved, quit, and reloaded the game, the problem would go away, and the instant-cast summon would work properly, but only for the first battle of the play session. After that it was a toss-up again. I think this must have something to do with some sort of information that persists on the summoned actor between battles, but I can't reliably reproduce this bug and I'm not sure what could cause it.
The second solution I tried was using Yanfly's STB battle system. This always allows me to command the newly summoned creature immediately, since it inserts the summoned actor into the turn order directly after the summoner. However, that also bypasses speed checks entirely. What I'd prefer is if the summoned creature has its agility evaluated like normal and inserted into the turn order in the appropriate place, rather than just below the summoner. This already happens at the start of each round, I just also need it to happen as the monster is summoned. Otherwise it can result in a slower summoned monster getting to attack a faster enemy first, and then getting hit back twice in a row, once from the faster enemy's first turn, and then again when the next round begins and the slow summoned monster is put into its rightful place in the turn order below the faster enemy.
Any ideas as to how to fix either of these problems? Or a simple fix/plugin option for letting the summoned actor act immediately?
Any suggestions would be hugely appreciated. Thanks for the great plugin!
Would it be possible if you could make this plugin use Yanflys Dragon Bones plugin ? I have a bunch of monsters I would like to summon. But right now I have to use the SV sprite sheet for them. It'd be way better if I could summon the Dragon Bones cause they are more animated and cooler. Just a thought.
Here is a picture how its setup through the actors tab. As you see your plugin would have to use the note tags for this to work. If
thats possible?
Thank you so much for this plugin ! It is amazing
I have an actor on 3.
Created a skill that calls up a common event and in the common event I have
-Plugin Command: $gameParty.LB_summonActor(3)
However, upon using the spell, nothing actually happens. Anyone knows what I did wrong?
All I want is to summon a creature using a spell which can fight and eventually die. I wanted to use the Summon Core from SRD, but the summoned creature gave me bugs when it died/got removed from the battle so I went for this plugin.
I have an actor on 3.
Created a skill that calls up a common event and in the common event I have
-Plugin Command: $gameParty.LB_summonActor(3)
However, upon using the spell, nothing actually happens. Anyone knows what I did wrong?
All I want is to summon a creature using a spell which can fight and eventually die. I wanted to use the Summon Core from SRD, but the summoned creature gave me bugs when it died/got removed from the battle so I went for this plugin.
I am using this to replace one actor with another form with different skills. Could someone help with changing it from all party members to just the caster?
// check if a Summon is already summoned
if (!this._LB_summon) {
// store the current party and battle members
this._LB_partyMembers = this.allMembers();
this._LB_battleMembers = this.battleMembers();
// remove all party members from the party
this.LB_removeActors(this._LB_partyMembers);
} else {
would I change the members to the actor's id that cast the summon?
I'm using this plugin but I have a little problem. The summon actor command works fine, at least if I summon an actor that is not added to the party (I mean, not in the battle party, but in the menu party). When the actor is added to the party and I try to summon, all the other members not in the current party appear.
Try to explain: the base party is actors 1, 2, 3 and 4. They cannot be changed and are always the ones that start the battle. There are 4 summonable characters (5, 6, 7 and 8), added to the party because I want to shows their status and equipment, but hidden in the menu and cannot be included in the main party, but just summoned.
When in battle, let's say 2 summon 6; now 1 2 3 and 4 disappear and 6 should appears, but instead 5 7 and 8 appear too and they don't disappear if I use return, but remain as main party members... Someone knows a way to fix it? @LadyBaskerville
Do we have a summon core plugin just like somerandomdude's but without it being obsolete yet? This one is cool and all but the ordinary summoning ability where you can call up a lot of creatures to the battlefield is much more meaningful to me.
Introduction
Summoning creatures that replace the party in battle is a feature in many RPGs. While it is possible to create a Summoning system purely with events, doing so can be quite cumbersome, especially with a large number of actors. This plugin is meant to reduce the eventing work for those of you who want to create a Summoning mechanic with single Summons that replace the entire party, similar to the Aeons in Final Fantasy X.
Features
The plugin includes plugin commands to summon actors and return the party, which can be used in a skill's Common Event, and provides multiple options to choose when Summons should be automatically healed and what happens when a Summon dies in battle. It also allows you to specify how EXP should be distributed at the end of battle and provides a simple notetag in order to diasable skills if a certain actor is dead.
How to use
Plugin Parameters
On Summon Death: Specify here what should happen when the Summon dies in battle. (return the party, run a common event, lose the battle)
Death Common Event: If a Common Event is called on Summon Death, enter the Common Event ID here. Usually, you will want to either revive the Summon or return the party somewhere in the Common Event.
Return On Battle End: Should the party return when the battle ends?
Summon Battle End Common Event: Enter the ID of a Common Event that should be called after a Summon ends a battle. Use this to e.g. reset map tints.
Heal Mode: When should Summons be healed automatically? (each time they are summoned, after each battle, never)
EXP Mode: How should EXP be distributed? (only party, only Summon that ends the battle, party and Summon that ends the battle, party and all Summons that took part in the battle)
Change Victory Aftermath (Yanfly): When using Yanfly's Victory Aftermath (and Aftermath Level Up), should the actors that appear on the EXP and Level Up screens be changed to reflect the EXP Mode? If true, Summons that gain EXP will appear first, then the party members that gain EXP, no matter who is on the screen when the battle ends. (If the EXP mode is set to "party" or "summon", only party members / the last Summon will be listed, respectively.)
Max EXP Items: When using Yanfly's Victory Aftermath is installed and the parameter above is set to true, up to how many actors can appear on the EXP screen? Use -1 to automatically set this to the maximum number of battle members (default). (Any more actors will still gain EXP - and appear on the Level Up screen if Aftermath Level Up is installed as well - they just won't be shown on the EXP screen.)
Plugin Commands
Use the plugin command
Code:
SummonActor n
to summon the actor with the ID n.
Use the plugin command
Code:
ReturnParty
to return the party members that were in the party before the summon.
Notetag:
You can automatically disable skills and items if an actor is dead (e.g. if you don't want to be able to summon a dead actor). Use the notetag
Code:
<Require Living Actor: n>
to only enable the skill / item if actor n is alive.
Script Calls:
$gameParty.LB_summonActor(n): This is the same as using the Plugin Command SummonActor n.
$gameParty.LB_return(): This is the same as using the Plugin Command ReturnParty.
$gameParty._LB_summonId: The actor ID of the current Summon. 0 if there is currently no Summon.
$gameParty._LB_summon: The current Summon (a Game_Actor). null if there is currently no Summon.
Demo
None yet, but if you would like one, let me know
Credit
- LadyBaskerville
Terms of Use
- You may use this plugin in both non-commercial and commercial projects.
- You may edit this plugin and redistribute your edits, but do not claim you wrote the original code.
- You may redistribute this plugin elsewhere. In that case, please link back to this plugin thread if possible.
Version 1.3.2
- Improved compatability with Yanfly's Victory Aftermath: Added two plugin parameters to adapt the Aftermath screens to the EXP mode.
Version 1.3.1
- Added compatability for Yanfly's Victory Aftermath and Aftermath Level Up.
Version 1.3.0
- Fixed script calls: made summon and summonId properties of Game_Party.
- Added Item notetag.
- Added Common Event to run after a Summon ends a battle.
- Fixed a small bug where actors would still execute their actions after the party was replaced by a Summon.
Version 1.2.0
- Added Skill notetag to require living actors.
- Allowed Summons to summon other Summons (replacing the current Summon)
Version 1.1.0
- Added EXP modes.
- Removed the Summons parameter as it is now obsolete - the plugin keeps track of all Summons that take part in a battle automatically.
Dumb question but how do you summon a creature without replacing the party like the other thread suggests? I've read through the posts but didn't see the edit mentioned.
I'm actually lost and I can't figure out, what's going on so I'm asking you for help. I have installed SRD_SummonCore.js plugin wich as you know, allows to summon an actor to battlefield. Summoning works fine, but, when the actor is beign unsummoned, game simply just crashes with following...
I swapped SRD's Summon plugin for LadyBaskerville's, which seems to work a little better. It was designed to summon creatures that replace the party, but someone in the plugin thread suggested an edit that makes so the party doesn't go away when summoning.
Less than 20 tiles remain in Inside_B that I need some kind of analogue of in my in custom Inside_B, and a whole 39 tiles that I didn't use and can thus make my own custom tiles or my own flavors of from other tile sheets.
Chapters advancing demonstration.
Main character roey will be revived after chapter 7, so the animations will be different after it
The title of the main characters will be ascended to celestial as well as wings and rings.
Introducing a new and exciting challenge mode!! Is our demo too easy? Did you get a rare pull and want to show off on stream? Please talk to the mysterious 2nd announcer who has 6 additional challenges PER ROUND! As a game developer, I struggled to complete some of the stage 2 challenges, so I hope you tactics fans have a blast!
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