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I believe I have finally solved the problem. The logs and their tests revealed that the plugin's workflow was correct; disabling BattleCore solved the problem, so it became clear that both plugins were modifying the same properties of the battle screen.

When comparing the behavior of the two plugins, the problem occurred because BattleCore alters the structure of where the actor sprites are stored on the battle screen (it uses specific containers instead of the standard _battleField of RPG Maker MZ).

In my plugin, the system tries to remove the old sprite by searching for it directly in _battleField. Since BattleCore moved this sprite to another location, the removal command fails silently, the old sprite (the summoner) remains on the screen, and the new sprite (the summon) is drawn over or under it, creating an overlap or visual glitch.

I updated the version by adding a check to clear the sprite from the BattleCore container if it is active, and in the tests I did here it worked correctly.

Could you download the new version and test it again? I'm optimistic that we've solved the problem this time!

Actually yeah the sprite is now being changed and  even the regular summon part works now!  the only problem is using an item now results in

rmmz_managers.js:2080 TypeError: BattleManager.actor(...).setLastBattleItem is not a function 

at Scene_Battle.onItemOk (Kadajah_BattleSummon.js:1554)

    at Window_BattleItem.Window_Selectable.callHandler (rmmz_windows.js:1042)

    at Window_BattleItem.Window_Selectable.callOkHandler (rmmz_windows.js:1283)

    at Window_BattleItem.Window_Selectable.processOk (rmmz_windows.js:1276)

    at Window_BattleItem.Window_Selectable.processHandling (rmmz_windows.js:1155)

    at Window_BattleItem.Window_Selectable.update (rmmz_windows.js:1120)

    at Window_BattleItem.Window_Selectable.<computed> [as update] (VisuMZ_1_ItemsEquipsCore.js:3938)

    at WindowLayer.update (rmmz_core.js:4287)

    at Scene_Battle.Scene_Base.updateChildren (rmmz_scenes.js:129)

    at Scene_Battle.Scene_Base.update (rmmz_scenes.js:52)


so the replacement and summon issue is fixed but i think its messing with the logic on the item calls.


also when the transformed summon dies, is it supposed to end in defeat or is the summon meant to die and the actor come back out? cause in my case it ended in defeat at that point

Deleted 14 days ago

New Version:

Security review for item usage.
Death condition: if the summon dies in transformation mode, the summoning character returns to the party.
Could you please test it again?

I just tested it and its working yeah! and the items are fixed too thank you so much.  If i find any issues later I'll let you know but so far it seems to be working fine!:D

Great, I'm glad you resolved it. Feel free to contact me if you need anything else!

gave you a 5 star rating :) cause you were super helpful