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Is there a way to control what level the summons will Spawn as?

Ideally I'd just want it to be linked to the summoners level

Hey man, how's it going?

There's already a setting in the Summon presets called Stat Scaling, which was defined as a percentage and adjusted by how much of the character's stats would go to the summon. If you set it to 100%, it would be matched to the summoner. But this could be problematic if used alone, so I updated the plugin with a new option called Match Summoner Level, which summons the summon at the same level as the summoner, and can even be combined with Stat Scaling for better control. Please download version 4.5, and feel free to ask if you have any questions.

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The level part is working good but I seem to have a bug. When I use (solo) mode im getting this when the summon dies and it tries to  readd the actor. 

yeah it also appears to happen when a normal summon dies


(as always i appreciate the help thank you<3)

Hey bro, Good observation, the log was accurate in finding the problem. This: When an enemy delivers the killing blow to your summon (whether in solo or normal mode), the game registers that enemy as the current acting subject.

When the plugin notices the summon died, it tries to remove it from the field and checks `subject.actorId()`. Since enemies do not have actor IDs, the game crashes.

I added a safety lock to the version 4.5 file that checks if the subject is indeed an actor and if it has the property that the function is trying to access before crashing everything.

Could you download the version 4.5 file again and test if the solution was effective, please? Thank you for the message and all the support! Let me know if you need anything!

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The fix worked so it is no longer crashing, but  I am having one smallish issue. Every summons seems to drop the fps by a decent chunk. One during a fight is fine, 2 is like down to 60fps from 144 and then 3 or more just seems to park it at around 20. 


(they dont have to be at the same time either just in the battle) Sort of feels like if you left a bunch of parrallel proccesses running at the same time.

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I think this is a problem with two plugins working together. Basically, the health, mana, and tp bars can be drawn every second. When you increase the number of characters on screen, this workload increases. 

Even if you remove a character from the screen, if that character's data persists, the system can continue loading and processing that information. I made an update focused on this; just update the v4.5 file. This fix changes the bar update criteria and correctly clears the data when characters are removed. I hope this resolves the FPS drop.

Could you please download the file again and test it?

Good news, it does seem to work a lot better now. I went through about 8 summons before it slowed down to around 80 fps. So i'd say thats good enough. I will warn anyone who uses it though. You have to turn lighting effects for visustella in battle off. and the battle cursor/horror effects. They will conflict now. (not sure why it fights battle cursor).

Thank you for the assistance as always :)  The level thing is very helpful for what i wanted <3