New version (1.5) is out and I encourage you to give it a try, it should be improved in nearly every conceivable way and nearly bugfree, I did a lot of bugtesting and I made the vore system the most stable and non-glitchy it has ever been.
(I also hotfixed a bunch of bugs a little while later)
Chessa1
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Recent community posts
It's planned but it's just a lot of work rn to produce a full walk cycle for the full bellied variant of the sprites. I can do it but it will take time to get it for every predator so right now I'm just trying to make a bunch of animations etc...
With the 'submit' button, I've made a potion that puts your submit meter to full, so you can submit by using the 'Delectable Candle' in the next build. Some predators like farm animals or horses will require you to do this to get their vore scene to start and otherwise are non-aggressive.
Allow attacks to be more effective depending on if you're facing the enemy or not, so that positioning your direction matters more -- An example of this feature is available in FFT where at the end of your turn you would choose a direction for your character to face.
It would also be nice to be able to decide which direction a character spawns in, automatically they all face down.
Small bug it seems, or it might be on my end. I can't seem to make the common event in the map setup play on defeat -- Instead it auto gameovers me no matter what I do. Even if I completely disable defeat (So it'd reset me back to where I started the battle from), it still gives a gameover. The victory works fine.
Yuup. I just need to know the bare minimum of how to make characters talk during battle, like a speech box pop up and the battle pause for a minute while they talk back and forth
How would I make the characters talk when a certain turn passes? To talk when the boss enemy is killed? Etc.
None of this is clear
And it would be nice to be able to set a defeat event (An event that plays if you lose) for a specific map, and a victory event (An event that plays if you win)
I have the plugins, but are there any tutorials or examples of how to set them up properly to do stuff during battles? Basically, how do you do events in the middle of battles based on stuff like an enemy being dead or a certain turn? Very sorry if this is really simple, but I've tried to figure it out myself and I'm clueless.
To be specific, I want the character to slide towards an enemy and then move back into place (No animation change) when they use a specific attack for the map attack motion
And to be specific I plan to have multiple 'cutscenes' in the middle of battles, where the characters talk back and forth, and I'm just asking for help or tutorials on either of these two things, thank you!
A suggestion I have would be another mode, this one is like the shooting mode from Undertale but inversed, where you slash and destroy projectiles instead of shooting them.
Would be a completely new concept too and allow you to set it up like a beat-em-up slashing game.
Oh and if it's not in, the ability to destroy projectiles like in the shooting mode would be cool yeah, I see the shooting mode is there.
I had an idea to have some of my battlers be tanks, literally vehicles that are in the battle too, but with one tile, it would look very weird. So, what I suggest, is a 4 tile battler that's larger than the normal battlers, or something of the like. I dunno how hard this would be, but it would make the battles able to be much more intense! Thank you for reading synrec.
If you wanted to make this an add-on, I would buy it instantly.
Another idea for an improvement (This isn't a bug, tho) would be for us to be able to use face graphics in place of our character sprites in UI like the turn order or the formation setup. If you use tall sprites Rn they clip with the UI a bit, but this is easily solveable by swapping to face graphics for the ui, as an example.
An enemy dies and then they spawn this giant weird bar of gauges, it's not limited to enemies, though, it's actors too

O and the only reason it's a big deal for layering below or at least putting battles all at the front, is because rn corpses that spawn after a battle will be at the front and they'll go ontop of battlers if they walk on a corpses space, this could be fixed maybe by setting them at the back, but then you'd have the issue of new battlers being under, etc.
Absolutely yuup
TypeError: Cannot read property 'isDead' of undefined
at Window_Actor_Mini_Stat.Window_Base.hpColor (rpg_windows.js:473)
at Window_Actor_Mini_Stat.updateData (Synrec_TBS.js:13163)
at Window_Actor_Mini_Stat.update (Synrec_TBS.js:13101)
at rpg_scenes.js:262
at Array.forEach (<anonymous>)
at Scene_Map.Scene_Base.updateChildren (rpg_scenes.js:260)
at Scene_Map.Scene_Base.update (rpg_scenes.js:113)
at Scene_Map.Scene_Base.update (Moogle_X_EquipmentLearning.js:762)
at Scene_Map.update (rpg_scenes.js:596)
at Scene_Map.update (Synrec_TBS.js:13753)
SceneManager.catchException @ rpg_managers.js:1949
I should've posted this to start out, but I'm still learning my way around RPGM that's 100% my b.
Alright, one more! It can't be many more, Isdead seems to be undefined now too.
TypeError
Cannot read property 'isDead' of undefined.
These errors only pop up when you enter a battle, otherwise it's perfectly working so it's not a severe incompatibility or anything, and the turn order does initialize as do the characters, it's just that when the menu pops up normally, these errors occur.
I'd have given you both error codes the first time but only one error pops up in MV each time you crash, so I had no clue more was error'ing.
These suggestions may be more work than usual, but you could try to include a template version of every 'category' of skill you know is possible in the demos so we could look at them and alter them up to use in our games as a base to start from.
Another is to add the ability for characters to change character sprites based on a skill state, like, they get special attack animations rn as an optional thing, but unless there's some janky workaround I'm unaware of, there's no inbuilt way to make characters change appearance if they have a specific state, could be useful for stuff like a powered up state.
Another idea for an ability usecase would be a 'swap' state, so the caster puts a swap state on someone, if one of these two characters die, the other swaps to their spot instantly.
Or
Special teleportation, where a character can be moved to somewhere selected on the map somehow instead of a random place.
I dunno if this stuff is already included in the extensions or not however.

