RPG Maker MV

RPG Maker MV

Mannu Oct 26, 2015 @ 4:29pm
Summoning in battle
Is there any plugins for Summoning things in battle? Or other ways to do that? :) Or too early?
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Showing 1-7 of 7 comments
Ruffle Oct 27, 2015 @ 12:36am 
You can make summons with the default animations in the editor. I'm pretty sure that any tutorial on making these animations for VX ACE would help with MV.

If you want to wait I'm sure someone will make summon animations available for the community.
solidfact42 May 13, 2017 @ 10:19pm 
I'd like to lend my support to anyone attempting to make a plugin specially for summons. In the meantime, however, I've figured out a way to gain a bare-bones summoning skill using the available options. It's kind of tedius, but it is possible, and I'll outline it if you are interested.
Mannu May 13, 2017 @ 10:56pm 
Originally posted by solidfact42:
I'd like to lend my support to anyone attempting to make a plugin specially for summons. In the meantime, however, I've figured out a way to gain a bare-bones summoning skill using the available options. It's kind of tedius, but it is possible, and I'll outline it if you are interested.

If you have idea how, I would be willing to listen. :D I had buried this idea since I had no luck making it work, But being able to revive idea is nice.
Caethyril May 14, 2017 @ 8:08am 
I haven't tried it out, but maybe take a look at SumRndmDde's Summon Core plugin: http://sumrndm.site/?s=summon&submit=Search =)
solidfact42 May 17, 2017 @ 11:08pm 
Presuming this plugin works, it's probably the easier method. Nevertheless, I'll outline what I did. First off (of course) create the actor you wish to summon. Then create a state called Summoned (or whatever you wish to call it) which lasts as long as you want the summoned creature to last (might need to make several if you have some summons that last longer than others). Next, create a common event which adds the actor to the party and then gives that particular actor the Summoned state (you'll have to make one of these for each summon you make). Finally, also have the common event turn on a switch which I tend to call Summon(Actor)On.

Finally, you have the summon skill activate this common event. This is really the easy part. The tedium happens when trying to get rid of the actor after its duration runs out. This is how I did it.

First create a parallell event on the map (you'll need to do this on every map for every possible summon you might use there) which is switched by the Summon(Actor)On switch mentioned earlier. It should contain a conditional branch based on if that specific actor has the Summoned state. If it does, I believe you can leave it blank (it didn't give me any trouble in MV but if it does, just have it play a random SE). In the else branch, have it remove the actor and turn off the Summon(Actor)On Switch. This should prevent the summon from following you out of the battle screen.

Finally you'll need to create a battle event in each troop where a summon might be used (again one per summon) with the conditions Turn End and the span of Turn. Again, this is done with the conditional branch checking for the Summoned state in that particular actor, and done pretty much the same way with the state there option being blank and the else option removing the actor.

As I say, it's a bit tedius, but it's worked so far. Still, the plugin probably will make it easier and have more options.
Caethyril May 18, 2017 @ 1:30am 
Always good to have alternatives! ^_^
Originally posted by solidfact42:
The tedium happens when trying to get rid of the actor after its duration runs out.
Perhaps a bit late to help you, but Yanfly has a very versatile plugin called Buffs & States Core (link[yanfly.moe]) which comes with a <Custom Remove Effect> note tag block. I think you could use something like this in the state's note box, replacing 42 with the ID of your summoned actor:
<Custom Remove Effect> $gameParty.removeActor(42) </Custom Remove Effect>
Finally you'll need to create a battle event in each troop
Yanfly has a plugin to help with this, too (though I think it'd be unnecessary in this case were you to use the Buffs & States thing). Base Troop Events lets you specify a troop from which battle events will be copied to all other troops: http://yanfly.moe/2015/10/18/yep-15-base-troop-events/ =)
solidfact42 May 18, 2017 @ 7:45pm 
Oh, thank you for directing me to those. These might just be good for use in transformations (similar process to what I've outlined, but those could make the process a little easier). As to the SumRndmDde plugin, I gave that a try. It's a goodie and works well for me. Provides quite a few more options that my method doesn't.
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Date Posted: Oct 26, 2015 @ 4:29pm
Posts: 7