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Summon Skill Issues

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Summon Skill Issues
  • Original author: krisdf
  • Original date: August 24, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/summon-skill-issues.67321/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

I have an issue with a summon spell that I've made. It works very similar to Aeon summons in FFX. What I want to do is to have it so when the summon uses his ultimate attack, the party is returned to the fight. The problem is that I have seven party members total and you can only have four battlers active at a time. So when the party is returned to the fight it brings back the wrong party members from before the summon was brought in. The first...

Archived First Post

I have an issue with a summon spell that I've made. It works very similar to Aeon summons in FFX. What I want to do is to have it so when the summon uses his ultimate attack, the party is returned to the fight. The problem is that I have seven party members total and you can only have four battlers active at a time. So when the party is returned to the fight it brings back the wrong party members from before the summon was brought in.

The first image is the common event I use for when the summon is cast, and the second image is the common event used for when the party needs to be returned (and of course each conditional branch has a switch pertaining to that party member).

Here's the note tag for the summon:

 

<setup action>


display action


wait: 40


hide battle hud


tint screen: dark, 180


camera focus: user, front center, 180


wait for focus


zoom: 120%, 30


motion chant: user


wait for motion


wait 60


motion wait: user


wait for motion


wait: 60


motion spell: user


wait for motion


wait 60


cast animation


wait for animation


opacity all actors: 0,60


reset zoom


</setup action>


<whole action>


</whole action>


<target action>


wait for camera


action animation


wait for animation


action common event


</target action>


<follow action>


</follow action>


<finish action>


tint screen: normal


wait for common event


wait: 60


opacity all actors: 255,300


show battle hud


</finish action>



Here's the note tag used for the summon's ultimate attack which should return the party when it's done:
 

<setup action>


immortal: targets, true


hide battle hud


tint screen: dark


perform action


motion guard: user


camera focus: user


zoom: 150%


wait for zoom


motion victory: user


wait: 59


</setup action>


<whole action>


</whole action>


<target action>


move user: all enemies, center, 20


camera focus: all enemies


se: Run


wait for movement


tint screen: normal


flash screen: white


opacity user: 0, 1


reset zoom


action animation


shake screen: 9, 9, 60


</target action>


<finish action>


wait for animation


action effect


action common event


face allies: forward


opacity all allies: 100%, 60


immortal: targets, false


death break


show battle hud


</finish action>



I hope I've provided enough information. Thanks for your time.

 


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Referenced Images / Attachments

amin summon common event.png
amin summon common event.png
amin summon return party.png
amin summon return party.png
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