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Summon System Plugin for RPG Maker MZ  

Summoning System Key Features
  • This PLUGIN will allow you to call a character into battle; for this you must first define this character as a summon using a note tag in their profile. (We will call this character "summon" from now)
  • Summon will temporarily remove its summoner and take their place.
  • Summons can have a turn limit; when the limit reaches 0, they will be "unsummoned" and the summoner will return to their place.
  • Summons can also use a specific ability when their turn limit reaches 0.   We call this ability "Final Attack", which is also configured via note tags.
  • It also allows you to add a command called "banish" to each summon. This command allows you to remove the summon from the battlefield.
  • Additionally, the plugin also allows you to display animations when [this occurs]: "summon," "unsummon," "summon death," and "victory."
  • As well as the ability to call common events when a summon begins to be summoned + ends to be summoned, begins to be unsummoned + ends to be unsummoned
  • We also added the ability for a summon to immediately cast a spell upon being summoned. 

Rules for summoning also apply:

  1. Summons can only be called if their profiles contain either the <summon> or <large_summon> note tag.
  2. A standard/Regular <summon> occupies the summoner’s slot upon being called. The system allows up to four active summons at a time by default.
  3. Regular <summon> cannot be summoned while a <large_summon> is present on the field.
  4. A <large_summon> occupies all available party slots in battle and cannot be summoned if any <summon> is already present.
  5. Each summon can only be called once per battle.
  6. The Escape command is disabled while a summon is present on the battlefield.
  7. Summons that are "dead" cannot be called again.
  8. The Banish command must be properly configured, with both its AP and MP costs set to 0.
  9. <final_attack:X>will always redirect the experience he would obtain by killing an enemy/enemies to its summoner.
  10. <instant_attack:X>Will call a summon and this will use the assigned skill in the same turn it was summoned. Can be combined with <unsummon_after> to be unsummoned in the same turn after its instant attack.
  11. Every summon MUST use either <turn_limit:X> or <no_turn_limit>.



 Plugin Parameters:

Summon/Unsummon Animations & Sounds   
Common Event triggers (6 phases)   
Exhaustion messages & warnings   
Large/small summon conflict messages   
Timer display position/size  

 Notetags:

Actors: 
<summon>          - Uses one battle slot.
<large_summon>    - Uses all party battle slot's.
<turn_limit:3>    - After 3 turns will be unsummoned.
<no_turn_limit>   - No turn limit for summons.
<final_attack:12> - Uses Skill ID 12.
<instant_attack:25>-Summon casts Skill ID 25 when called.  
<exp_redirection> - Redirects Exp to its summoner after a killing blow
Skills: 
<summonCall:5>    - Calls character ID 5
<unsummon_after>  - summon is retreat after he cast the skill.



Credits and Stuff:

In case you're wondering where you can get more battlers, 

along with that fantastic Minotaur i used in the video.




Changelog:

  •      v1.0 - Initial release
  •      v1.1 - Turn limit fix and some Optimization.
  •      v1.2 - <exp_redirection> NoteTag Added.
                       Unfinished/Pending Actions will be cleaned for the summon.
  •      v1.3 - <no_turn_limit> : Unlimited turns for summons, very cool.
                      <instant_attack:X> :Attack right after summon gets summoned.                          <unsummon_after> : Allows any skill to retreat the user.                                            Note Tags Added.   



Check the devlog or the plugin changelog for details.


Terms of Use

  1.  This plugin can be used in any project, commercial/personal 
  2. You cannot edit the code directly, unless you buy an open version.
  3. The Plugin Filename must be kept in order to work.
  4. You are ALLOWED to redistribute this Plugin (attribution required).


*If requests or patches are released in the future, you’ll need to re-download to get the latest working version.


Updated 1 day ago
StatusReleased
CategoryGame mod
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorActumAventinus
Tagsplugin, RPG Maker, RPG Maker MZ, rpg-maker-plugin, summon, summon-system

Download

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Click download now to get access to the following files:

Summo_system_Demo [v1.3] 92 MB
Summon_System_RMMZ [v1.3] 72 kB
Summon_System_RMMZ [v1.2] 72 kB
Summon_System_RMMZ_open [v1.3] 77 kB
if you pay $10 USD or more
Summon_System_RMMZ_open [v1.2] 70 kB
if you pay $10 USD or more

Development log

Comments

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(+1)

Sup , Actum Aventicus! Hope all is well! Im about to test the summonable characters again, but would you happen to know if they can heal by inns or healing gates?

(1 edit)

They work as regular characters.
They can totally be healed/recovered or even carry some equipment. 

Have Fun!

(+1)

So my team mate was testing out version 1.3 of the summon_system plugin and has encountered the following issues:

  • Even when incapacitated. The summonable actor does not heal at an inn nor at a healing point / healing checkpoint / heal pad
  • The summon incapacitated message did not complete across the screen. It was cut off.
  • After the summon incap message. The summonable actor skill costed the summoner MP usage.
  • There are few instances of the summonable actor staying in battle after incapacitation allowing for team mates to revive that summonable actor. There are also instances of that summonable actor switched back to the summoner as they are at a low hp threshold (could be at 30 to as low as 10hp)
  • It would be a nice suggestion to have a summonable actor menu to access their stats and heal or revive them with an item when off battle.
  • Similarly, during battle, it would be convenient to be able to heal and revive a summonable actor that has been switched back to its summoner while in battle.
  • On a slightly different note, when the summonable actor is switched back to the summoner during battle, I notice that the ‘Summon Actor’ button under ‘Special’ is gone. Should it be that way or should it be visible without being able to be selected by the player?
  • Summon , unsummon, and victory unsummon animations are not working.
  • Banish command option does not appear in the battle commands.
  • When the party with a summonable actor escapes. The summonable actor replaces the summoner on the main menu screen and automatically appears instead of the summoner during the next battle. 
(4 edits) (+1)

Did you test the plugin in a clean/blank project? 

Try the demo.


Ill be checking the issues as soon as i can.  


There are some "issues" that are not such. Eg. summons can only be "called/summoned" once per battle. (check the plugin page)


I appreciate your feedback.

(+1)

So I managed to copy the version 1.3 demo plugin onto the game project. The summoning & unsummoning animations  work! 

(+1)

the banish or retreat & summon commands were a database categorization error. I set it to user instead of enemy

Hi, I like the plugin. But whenever I use Summon (the command is called Invoke in my game), the animation plays, all the actors disappear, then on the next turn, the summon's sprite doesn't show up and the battle ends with the party apparently defeated... I also have a Skill type called Invoke with an ID of 4. Also, even with no summon, when I have the plugin loaded, during victory screens, the actors disappears.

(+1)

hello.

for what i read: You using both<large_summon>and <summon> notetag.
When you call a summon as supposed, all allies are vanished, then nothing happens?. 

Did you already check the skill notetag?
it should contain something like this :

<summon_Call:15> (will call summon ID 15)

You should also check for the actor you are calling, it should have the summon notetag. 

my notetags:
1. Actor 8 ( the summoner): has no notetag
2. Actor 9 (the summon): has the notetags:<summon><turn_limit:3><final_attack:151><exp_redirection>
3. Invoke Skill (the summon skill): has the notetag: <summonCall:9>
4. Flee (the "escape" command): none
5.  Skill 151: <summonCall:9>

(1 edit)

Do you have any other plugin that could also re write the battle system? Perhaps a compatibility problem.
Try deactivating those plugins or using a new blank project. 


I see no issues in my end. IT should work as usual. 


Do you need a demo project?

I see, you're right it might be plugin incompatibilities. I'm currently using VS STB battle system. But in terms of notetags, am I correct in all of those?

(1 edit)

Yes, your tags are correct. 

I apologize, sometimes plugins are not compatible because they overwrite same functions.  


(+1)

Just asking, does it work with  front view or only side view?
and how does use enemy battlers instead?

(3 edits)

It should also work for front view battle.

To use enemy graphics or different types of battlers you must create characters that has those sprites. 

Summoned characters are actors from "Actors" tab in the database.  You should configure them in this tab, adding custom graphics or whatever you wants. 

(+1)

i see, thanks!

(+1)

Thank you again for building this plugin! 

The following I spotted that may need patches:

  • Small Delays in summoning and retreating
  • Retreating the summon but the summon’s moveset does not disappear 
  • When the battle ends with summon in party. Summoner does not gain experience

Good news is when the summon retreats before the  battle ends. The summoner gains experience

(1 edit) (+1)

Retreating the summon but the summon’s moveset does not disappear. 

Have you already checked if the summoner has the same Skill type as the summon?. You should use a specific skill type for summons, so their skills will could only be used by them. (or him)


1. 
Create a skill  type called "Summon Skill"

2. Create a skill that has the skill type you created "Summon Skill"

3. Assign the skill type "Summon Skill" command to a summon. 

4. You should add a skill that belongs to that specific skill type to your summon. "Summon Skill". 

(1 edit) (+1)

The  moveset issue is fixed. Thanks! The problem was that the summon should come with special or magic skill moves. it didn’t have a magic or special skill assigned 

(+1)

Can you check again?. See if everything goes right.

(4 edits) (+1)

Great job on adding the redirection of the experience option to the summoner! Thank you so much! I am still investigating anything else but will let you know immediately in case of bugs and/or error messages.

I wonder if everyone, including the summon, could gain the experience, too?  If possible.

Also to note. I saw an enemy attack the summon while it was retreating.  I think it may be related to the small delays in summoning and retreating.  I see it takes time to switch from playable character to summon and the other way around.

Again. Thank you so much for building this plugin! The summoning style you built is like final fantasy 8 and final fantasy 10 summoning. Absolutely amazing! 

(4 edits) (+1)

Thank you mate. I always appreciate some feedback.  The enemy attacking our summon while retreating sounds like a bug. Ill patch ASAP.


And yes, at first this plugin was personal use only, i was trying to do something similar to FF8 Summon system and skill linking, but after a few months i realize that i should share instead.  

Ps. im finishing a "summon" menu just like FF8 "GF" menu. (learning skills by earning PH) 

(+1)

My pleasure! Sounds exciting! Looking forward to seeing that! It would also be cool to add a summon menu to show the available summons