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Thrashmaster

19
Posts
A member registered 28 days ago

Recent community posts

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

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

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

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

AH MY BAD on the defeated thing that was actually my fault. It was from a different plugin I had that labelled it wrongly. 

my only problem is that its not replacing my actor sprite with the new sprite. its just sort of placing him behind him. I think it has something to do with the visustella battlecore. Cause disabling that seemed to fix the replacement.  I don't really know what battlecore is doing though to mess with the actor substitution.

[Kadajah Summon] 4:26:56 AM - Plugin Parameters Loaded. Summon Settings: Array(1)

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:27:02 AM - Summon Command Selected.

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:27:03 AM - Summon Selection OK. Summoner: 1

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:27:03 AM - Pre-loading face for Actor 14

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:27:03 AM - addSummon Initiated. Unit: 14, Summoner: 1, Mode: Normal

Kadajah_BattleSummon.js:546 [Kadajah Summon] 4:27:03 AM - Actor 14 initializing as Summon Object

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:27:03 AM - Executing Substitution Mode

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:27:03 AM - Refreshing Party Sprites.

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:27:03 AM - Face loaded for . Refreshing status window.

[Kadajah Summon] 4:28:07 AM - Battle Ended. Clearing Summons.

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:28:07 AM - Clear All Summons Called.

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:28:07 AM - Game_Party removeSummon called for ID: 14

Kadajah_BattleSummon.js:546 [Kadajah Summon] 4:28:07 AM - Removed from _currentSummons list. Remaining:  []

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:28:07 AM - Reverting Substitution. Returning Actor 1 to index 0

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:28:07 AM - Refreshing Party Sprites.

Kadajah_BattleSummon.js:548 [Kadajah Summon] 4:28:07 AM - Refreshing Party Sprites.

So it starts up and lets me try to activate the summon BUT instead of transforming it just ends in defeat. If i put in a teammate and he transforms he just deletes himself out of existence and the summon does not spawn.

alright so i tested it out and turned the compat on and stuff but it just goes into the battle and nothing pops up.  I tried it without any plugins besides it on as well and yeah the battle ui doesnt appear and it just sort of sits at the start of the encounter when you jump in.

wow thank you so much yeah I'll test it out tonight youre awesome man 

actually you did fix the transformation aspect for me which is awesome thank you. The adding character still does the glitch but i just needed the transformation aspect. Thank you very much. 

Would it be possible to make it compatible with the time progress wait system?  If that part is too much I can make just use regular turn based :) 


I really appreciate the help you gave me though you're awesome :) 


 imgur .com /a/JKUkoU1

i posted an image since itchio will not let me do a captcha to actually post it in chat 


just you know type the standard https thing and imgur and that'll lead to it since itchio thinks im a robot

Alright so if i turn off visustella party system, and use the summons. it doesn't crash now. it does make double copies of my actor and then summon the actor lol, and it does not transform it just sort of overlays the new graphic ontop of the other

(1 edit)

to be honest i don't use discord either, but  basically the transform condition doesn't work with visustella party system. there isnt any error or anything it just doesnt happen basically. I think its with the way visustella handle's partys. I only need the transform command though. I found another summon plugin to help with the other ones. 

Thee is a plugin called MK summon by aeorys with a built in patch maybe it could give you some inspiration on how its handled?

if not its totally fine I can just give up on the transform aspect.  I dont really know how much work it'd be asking.

Thank you for the nice response :)  and the plugin is really cool! 


and for regular summons they will appear but they interfere with battlecore with this error: 

rmmz_managers.js:2080 TypeError: Cannot read property '_homeX' of undefined

    at Window_BattleLog.<computed> [as addMeleeReturnActionSet] (VisuMZ_1_BattleCore.js:24964)

    at Window_BattleLog.<computed>.autoMeleeSingleTargetActionSet (VisuMZ_1_BattleCore.js:24964)

    at Window_BattleLog.<computed>.<computed> [as createEffectActionSet] (VisuMZ_1_BattleCore.js:24964)

    at Window_BattleLog.<computed>.<computed> [as usePremadeActionSequence] (VisuMZ_1_BattleCore.js:24964)

    at Window_BattleLog.<computed>.<computed> [as startAction] (VisuMZ_1_BattleCore.js:24964)

    at Function.BattleManager.startAction (rmmz_managers.js:2796)

    at Function.BattleManager.<computed> [as startAction] (VisuMZ_1_BattleCore.js:24964)

    at Function.BattleManager.processTurn (VisuMZ_1_BattleCore.js:24964)

    at Function.BattleManager.updateTurn (rmmz_managers.js:2664)

    at Function.BattleManager.updatePhase (rmmz_managers.js:2399)

This appears to be incompatiable visustellas little plugin suite as far as i can tell.  Do you have a way to make it compatiable? It seems to like to bug out and just not doing anything. It'll play the animation if I set one but usually it won't summon or transform. Might be the way the party system or battle core handles things? im not too sure

alright :) 

does this worth in sideview?

there any videos of this in action?