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

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.
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.
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 :)
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