So I think I found an easier way to make summons without plugins or any complicated stuff in RPG MAKER MZ using only one common event. I hope it helps.
I tried something similar but it just doesn't work in vanilla RPG Maker MZ. 1. The RPG Maker system always has a certain order it runs scripts. 1a. The Skill will notify the player through a MESSAGE what is going to happen. "You Summon X" 1b. The script will immediately run DAMAGE-TYPE (Heal or actual Damage) and will notify the player if damage or healing was done (Even if you leave this empty a DID NOT EFFECT TARGET, FAILED, message pops up) *And this RUINS the illusion.* 1c. AFTER THAT it starts running a Common event. The Common event should be played BEFORE 1b, but that's not possible. The OTHER problem is when you have multiple characters and/or multiple enemies. Lets say you Summon a character to damage/heal a specific enemy/character, like Enemy 3. _Last Target_ always targets character or enemy 1, I don't know why, maybe it's broken when used in Comment events. I was able to fix it with targeting enemies _(Not with simple JAVA SCRIPT though, the function people recommended BattleManager/ForceAction refuses to work in Common events)_ First I had to make a variable to use and have it be set to "Last Target Enemy Index" and in the Common event I had to add an *If THISVARIABLE
This is awesome bro. Well done
Great tutorial. I did something similar for a video but with less pizazz then yours. Hats off friend!
can i make it in mv version?
I tried something similar but it just doesn't work in vanilla RPG Maker MZ.
1. The RPG Maker system always has a certain order it runs scripts.
1a. The Skill will notify the player through a MESSAGE what is going to happen. "You Summon X"
1b. The script will immediately run DAMAGE-TYPE (Heal or actual Damage) and will notify the player if damage or healing was done (Even if you leave this empty a DID NOT EFFECT TARGET, FAILED, message pops up) *And this RUINS the illusion.*
1c. AFTER THAT it starts running a Common event. The Common event should be played BEFORE 1b, but that's not possible.
The OTHER problem is when you have multiple characters and/or multiple enemies. Lets say you Summon a character to damage/heal a specific enemy/character, like Enemy 3. _Last Target_ always targets character or enemy 1, I don't know why, maybe it's broken when used in Comment events.
I was able to fix it with targeting enemies _(Not with simple JAVA SCRIPT though, the function people recommended BattleManager/ForceAction refuses to work in Common events)_ First I had to make a variable to use and have it be set to "Last Target Enemy Index" and in the Common event I had to add an *If THISVARIABLE