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Thornmaster

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A member registered Dec 22, 2025 · View creator page →

Recent community posts

oh wow thank you! I'll make sure to test it out later :) you're so awesome man!

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ahhh i was hoping it wouldn't be too difficult :(.Yeah i was thinking something along that line as well. Like either using it would put all the other ones on a global CD or something. And it be like summoner specific.(just trying to give helpful idea hopefully) 

Would there be an easy way for you to include a short cooldown on when a specific summoner's summons die. Like if he replaces himself with a summon and it dies, he can't summon for a couple turns?

So far it seems to of fixed it. thanks :) 

Yeah it's still happening:(.

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The issue is still occuring on the save i was using.  also the summon only was avaliable after i did a battle where i attempted to summon and it failed and the next battle it was revived?) Very weird

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I'm having an occasional issue I can't seem to replicate. My summons basically all have the 1 time a battle option. Sometimes when I try to summon they just don't appear and just go on cooldown. It seems to usually happen if a summon previously died the last battle and i try to summon it in the next one. Here is the debug while it happened.  It seems to still think the summon is dead i think?

wow thank you so much, that was so fast! It seems to work fine so far thank you very much :) I appreciate it as always. and its going well hope youve been good 

Is there a way to make it so that when a summon replaces an actor and finishes the battle, that the actor that was replaced gets the exp the summon got? 


Like actor summons and replaces self with idk Demon, Demon kills enemies. But the exp all goes to demon. Is there a way to get it to go to the actor?

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thank you :) i just wanted to double check

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When you do a solo summon, do you keep the buffs from equipment your summoner had on or not because its a different actor?


also when the summons scale with your stats does that include the stats gained from equipment?


(i tested the scaling thing and im pretty sure they include the stats from the equipment, thats right?)

do you have any idea on when you might be finished with the next update? 

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 

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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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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)

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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

very excited to try this later :) 

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Thank you so much. It's working good now. (from my testing so far) 

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my bad it was  a conflict with an auto triggering skill that caused the issue. I fixed it. But i've run into a different bug. 


When i have a summon out like the little skeleton. and then i transform my actor into a "solo" mode transformation. and it dies, Instead of bringing the summon and the character back out, it just starts the defeat screen.


(this is a picture of when the solo mode is killed)


yeah i enabled atb mode. it is atb.  The main character 's bar just  stays full instead of filling up and acting. But the summon does his turns normally

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I'm using it to summon a different entity as well. Here let me 

So when i do that. The character's blue bar which is the atb gauge. Stays full and doesn't let him perform a turn anymore. When i summon something like this. (the summon does his turn fine but the character does not get to act anymore).

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no no im saying that when a character summons a summon with the plugin. They can no longer act. Im using the ATB. In the engine I use the 

Action mode 

SO like when the bar fills up the character who summoned  something, cant act. It seems to be a bug that happened with the update. 

(the bar fills up to do an action, BUT they can't take their turn for the whole game) Seems to be some issue 

Still using visustella battlecore if that affects something in that. 


(sorry im bad at explaining. (previous version did not have this issue) 

SO using the attack based wait command. When the character summons something he can no longer act. The bar will fill up/stay filled but only the other character or summon can move. If i Use the solo mode summon though the changed actor can still act. 

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thank you very much :) and its going well, hope its going good for you too

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Is there a way to disable leave command. like when i transform into another actor and then theres an option to transform back. Id like to only let them do it when their transformation dies. (the solo mode) 

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ITs alright kadajah thank you I went ahead and decided against it. (sorry it took me so long to respond) 

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actually putting it right above the plugin has forced two of them to work weirdly enough?  the skills one wont work but the amplify and throwing one will work so i should be able to just work with those( edit actually while it did fix that part i ended up breaking something else oh my game is truly heldtogether by duct tape)

lol im sorry , alright thank you i do have something that alters exp so probably not the best then 

Does this work fine with the visustella suite?

If its too much work to mess with, you can let me know, I can always save it for my next idea. But if you do wanna give it a shot yeah just let me know what part to get and where to email it too.

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So i gave it a test where i loaded it before visustella  and it worked but your plugin didnt work. Your summon command doesnt appear.(i forgot the default name since i called it transform)  So it seems like both of them want to use the same thing?   But yeah basicaly

before visustella the alchemy works but yours doesnt, after visustella, yours works but alchemy menu doesnt. 


it is dependent on the itemcore and battlecore idk if that helps but those are its dependencies

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so this is supposed to come up when is select the skill, but it does not with the plugin activated. this comes immediately after using the skill.


but with the plugin , this does not popup and it just uses the skill and no item menu


so i click alchemy test and then that menu is meant to popup but with the plugin it doesn't basically



Hey it's me again sorry to bother, but i was just wondering does this do anything strange to the menus? I was using visustella's Item Concotion Skills and a menu is supposed to popup when i select the skill and let me insert two items to make the skill happen. But with your plugin it seems to stop that and just make it go through automatically? I was testing it out today. 

does this work with visustella plugins?

I bought an asset pack for some art that says partially ai generated then edited by human artists. So do i need to tag that? I personally didnt do anyhting just bought the assets.

do you guys have any demos to test our one of the animated characters, I really wanna check how one would look in the project 

THank you so much you've been a lot of help and I'll be sure to let you know <3 

Seems to work fine so far, The turn cooldown works for sure havent touched the frame one yet but I imagine it works too.

Thank you :)  

thank you :)

Is there a way to add a cooldown for the transformations? Cause I can just resummon after every death