RPG Maker MV

RPG Maker MV

Shadowblade Mar 31, 2021 @ 9:15am
Help with a summon like skill
I'm using Yanfly's Action Sequences to animate my skills, and I need help with this particular skill. Basically what happens, is when the user activates the Skill, a different SV Actor's Battler appears and charges forward, attack the target before disappearing.

To put it in simpler terms its basically like summon a Stand from JoJo.

Anyway to do this? I've got a rough idea of something I can do, which involves increasing the party size tempoarily mid battle to accomadate for the battler and the decreasing the party size back to its normal size. If that makes sense.

Is there an easier way of doing this?
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Showing 1-6 of 6 comments
Dusk_Army Mar 31, 2021 @ 12:13pm 
So, to be clear, the summoned character only sticks around for the duration of the attack, which happens when you use this skill, right?

If that's the case, the easiest way is just to have the skill run a Common Event that plays a battle animation of the character doing that. You'd have to grab their sprites and format them to go into the animations folder, then actually put the animation together in the editor, but I think that would achieve the effect you're looking for.
Shadowblade Mar 31, 2021 @ 5:25pm 
Originally posted by Dusk_Army:
So, to be clear, the summoned character only sticks around for the duration of the attack, which happens when you use this skill, right?

If that's the case, the easiest way is just to have the skill run a Common Event that plays a battle animation of the character doing that. You'd have to grab their sprites and format them to go into the animations folder, then actually put the animation together in the editor, but I think that would achieve the effect you're looking for.

I'll give that a shot.
Dusk_Army Apr 1, 2021 @ 12:45pm 
It just occurred to me that my suggestion probably won't work without a bit of modification, because the game will run the Common Event after any other attack animation. In other words, it will look something like this: Character steps forward -> Monster is hit with fireball animation -> character steps back -> Summon animation plays

I'm not quite sure how to modify it to make things works for you, but I hope you can find a solution.
Shadowblade Apr 1, 2021 @ 7:49pm 
Originally posted by Dusk_Army:
It just occurred to me that my suggestion probably won't work without a bit of modification, because the game will run the Common Event after any other attack animation. In other words, it will look something like this: Character steps forward -> Monster is hit with fireball animation -> character steps back -> Summon animation plays

I'm not quite sure how to modify it to make things works for you, but I hope you can find a solution.

I can use Yanfly's action sequences to play the Common Event before any of the actual skill is triggered.
Dusk_Army Apr 1, 2021 @ 8:15pm 
Originally posted by Shadowblade:
Originally posted by Dusk_Army:
It just occurred to me that my suggestion probably won't work without a bit of modification, because the game will run the Common Event after any other attack animation. In other words, it will look something like this: Character steps forward -> Monster is hit with fireball animation -> character steps back -> Summon animation plays

I'm not quite sure how to modify it to make things works for you, but I hope you can find a solution.

I can use Yanfly's action sequences to play the Common Event before any of the actual skill is triggered.
Nice. I've been working with minimal plugins to see what I can do with the stock engine (which has been going pretty well, I must say). But if you've got a bypass already from Yanfly, then all's well that ends well.
JohnDoeNews Apr 3, 2021 @ 2:49pm 
If you really want to summon a creature, that replaces your party for a while (accept for caster), you can just use a common event to:
- remove all other members from the party
- add summon to the party
- Disable all skills types for caster (You can use a state for this)
- Enable a new skill type for caster, with 1 skill in there: "Dismiss"

Now let the summon do attacks till their MP is empty. (Give them only skills that cost 20% or more MP)

When the caster casts dismiss:
- Remove summon from party
- Add all other members to party
- Disable new skill type with dismiss
- Enable the other skill types for this character

Should work like those summons in Final Fantasy X
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Date Posted: Mar 31, 2021 @ 9:15am
Posts: 6