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Thrashmaster

38
Posts
1
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A member registered Dec 22, 2025

Recent community posts

(1 edit)

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

(3 edits)

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

(1 edit)

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).

(1 edit)

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. 

(1 edit)

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) 

(1 edit)

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

(1 edit)

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.

(1 edit)

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

(3 edits)


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

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?