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@mangogamr ^ that is the fix for the issue you were seeing!
Limitations; Have to disable/enable every loading(map change). Slots doesn't matter as long as its left of your main weapon. Equipped magic weapons left of your summoning weapons sometimes(inconsistent) stops auto-summoning. Town / Dummies auto-summon seems fine even with magic weapons, but not in dungeon/caves(inconsistent).
Thanks again for a great mod Rose! ~ hope this helps someone
my issue is using the crystal dragon (takes 2 slots) and if i have an odd number of slots it will keep spamming the summon trying to fill the single slot
i think theres a few other summons that use 2 slots as well
Tested the new update with Ruby shields(+vulture staff) ~cant get it to work ( same setup as Frost Piercer )
It works flawlessly with Frost Piercer(+vulture staff)
Edit: After testing FP + RS instead however, it works. (kinda, since they same summon slots)
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[1.7] Adds support for staffs with their own summon count (Slime Canister, Frost Piercer). For these to work as expected, they need to casted after your main summoning staff (placed to the left of it) [slot, slot, slot, slot, frost piercer, main staff]
You can also now set a keybind to toggle the max amount of summons via staffs with their own limits (default is 1, thanks @MoreQueueQueue)
[v1.6]: No more animations! When autosummoning, the staff animation doesn't play anymore. This means you can use items like the Frost Piercer passively (but not with another staff, yet!)