'Summons' are discrete sections of computer code, stored as functions that can be executed when the conditions for their execution are met by user input. Ultimately they are stored as binary digits. Methods for such functions include the playing of an associated audio media file, and the seamless display of a short or extended visualisation. In rare cases, this visualisation is somewhat random, in that a user cannot control which 'move' a 'summon' executes in the battle environment.
Most often a user executes a 'summon' script to deplete the 'hit points' of rival entities, as is generally the object of the battle environment. Damage is determined programmatically, with the most basic formula being a multiplication based on the 'magic' statistic of the summoning character's current status, interacted with a small random element. On the other side, the magic defence of the opposition entity enters the equation on the negative side of the ledger. Final damage is therefore, in this basic case: ([damage parameter] x [user magic stat] x [randomisation]) - [enemy magic defence stat]
Sometimes, during the execution of the 'summon' function, additional opportunities for user input exist. A good example is in the 1999 smash title, Final Fantasy VIII. If a user has unlocked the 'boost' skill for their 'Guardian Force' (summon), they can hold the Select key and tap the Square button when prompted. But beware! In this game, pressing Square at inappropriate moments can cause an additional damage parameter counter to reset, negating the user's effort!
Man I'm no fun.
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