Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Synrec

823
Posts
5
Topics
534
Followers
27
Following
A member registered Feb 15, 2017 · View creator page →

Creator of

Recent community posts

It is

In the future I'll see if I can get an old version for sample project but as it stands now, it is too easy to rip plugins from browser projects using default deployment 

Haven't tested with those fonts but I do remember getting a lot of trouble loading them in my own project.


You're free to test it out if anything 

What shows up in the console when the devtools opens up?

This has been resolved, pending steam upload. Thanks for notifying.

Try using the https://synrec.itch.io/rpg-maker-mz-preloader plugin I have here, it should be possible to load fonts into the game using that

I'll let them know that the uploaded English version is in Japanese

It will be, no worries 

Add SceneManager.pop() as a next script call or event better, use this script call instead:


this.closeMenu()

Some font sizes may be naturally smaller than others. You can just change the font size in the window style settings

The steam version should have the v1.4 soon, as for English descriptions, is your RPG Maker in English? It should have English and Japanese display options.

The script call: $gameTemp.closeMenu() will close the existing menu whilst $gameTemp.openMenu(identifier) will open the menu.

identifier is the Menu settings identifier from the plugin parameters and must be in quotation: " "

Hello, you should be able to setup item reward from the plugin by using the demo project as a reference? I haven't looked at this in a while so I'll need to review it.

It's designed to be compatible with each other as of the current version

Have you tried playing the video then running the text?

Deleted your other post. If you are going to be sharing plugins, please do so via discord or other private channel.

In your demo project:

  • You did not setup immortal state.
  • It looks like "Execute On Valid Input" is causing the double attack issue. Looks like I'll have to implement a force clear for it.
  • That is not how you add a state to the enemy. You can verify this by using default RPG Maker.
  • You did not show plugin configuration for Attack, Skill 1, in video.

Ok then please provide a video showing the following:

- The plugins loaded (Use with visustella enabled and not. I am not an employee of visustella so difference in state must be noted in video)

- The skills to be used in battle

- A battle

- Enemy battler with immortal state dying.

All must be present in single video as the issue is not replicable under the conditions stated in your original post.

No problem, all the best with your project!

You said the problem was with Visustella. Loading Visustella plugins from their sample project into timed attack demo showed no issue.


Using a project with full Visustella plugins also showed no issue.


Adding immortality showed no issue. Was not able to use timed attack to kill the enemy or hit through it.


There is no issue with Visustella. You very likely have incorrect plugin settings.


Please try creating a new skill and let me know if you have issues.

Using the sample project from Visustella with timed attack (Default settings, battle plugins loaded) does not replicate these issues. Please check your plugin settings.


I am not the owner of Visustella plugins nor am I responsible for their plugin obfuscation.

As for the double attacking, most I can do is try to remove the action apply function during action rewrite in which the plugin is currently under review.

You can also check if you have action sequences to apply action "apply" or such.

In the plugin, there is also a way to use common event to force a time attack skill as an alternative.

Sorry for any inconveniences.

(1 edit)

Looked at the code, the enemy ID is undefined which is what is causing the bug. From your setup, you have custom motions for enemy 1 and enemy 2 from the database. Do you have a battler object being added that is not a battler from database?


Edit: Checking on my end confirms the scene motions to be functional. What version of the main plugin and extension are you using?

Your video shows a sequence in which the player will move towards the enemy and perform an action, something from an action sequence I assume? You also have the enemy/actor using differing animations which I assume belong to different skills but this doesn't really matter since it looks like you have plugins which modify battle sequence actions.

Do you have enemy motions setup?

Are those the normal attack skill that you screenshot before for both enemy and actor?

Then can you provide a clip of what you mean when you say the attack hits twice with the skill, troop setup and plugins on display?

Please provide a screenshot of plugins in use or if actors are using states with additional attacks or action plus effects

Delete the file in the save folder for the preloader and reload the game with Bypass Load Confirm set to true.

If the file is created please let me know.

Are you using any other plugins?

Ok, please try disabling plugins one by one and see if the issue persists

Please screenshot the attack skill from your database

What plugins are you using?

And your skill in database?

Do you have any other plugins running that force loads audio? Once audio is loaded in the plugin, that's it. It doesn't request them again. I am using this in my own project and have just tested this in a blank MV project and this issue does not occur.

There is also no function in the preloader to constantly reload data. That's a built in RPG Maker resource loader function as is preloading the data to project cache.

None of the issues appear on my end. Please screenshot your settings for attack skill and plugin timed attack setup for such.

Sound should play on every character draw. Your SFX is likely too long

MV or MZ?

Delete the preload file from your project save folder

Thanks you, all the best with your project.

It is true that images take some time to load, I'm probably missing a ready check function somewhere.

Thanks for bringing it to my attention