RMMV Encountered Error While Using SumRndmDde's Summon Core And Summon Battler Images Plugins With Yanfly's Plugins in RPG Maker MV.

Ultimecio777

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*Apologies For Reposting. This Was Originally On The Wrong Thread...Sorry About That.*

Ok, So I've Used RPG Maker MV For A While, And Decided To Buy Yanfly's Full Collection Of Plugins. I Also Found 2 Plugins Made By SumRndmDde, Which Is The Summon Core And Summon Battler Images Plugins. It Said It Couldn't Load The Battler Images I Wanted To Use, But I've Already Fixed That. When I Thought It Was Working Fine, I Attempted To Attack Using This Summon And Got This Long List Of Errors (Almost All Of Them Were Yanfly's Plugins):


View attachment 158450

I Don't Understand What "Maximum Call Stack Size Exceeded" Means. Can Anyone Tell Me What's Wrong?
Any Feedback Is Much Appreciated.
 

Andar

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either you have installed a plugin twice, or installed plugins in the wrong order, or installed plugins that are absolutely not compatible to each other.

Especially with yanfly's plugins the order of them is extremely important - have you checked if there is no plugin outside of the required order?
 

ATT_Turan

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I would strongly suggest you add plugins as you need them for your game. Start with anything that's broadly essential (e.g. Yanfly's Core Engine and Battle Core), then start designing and playtesting your game. Add a new plugin when you need it to do a new thing that you want to implement, and then immediately playtest again.
That will make it much easier to determine the point of failure if something goes wrong - if you just take dozens of Yanfly's plugins and shove them into your project all at once, your only point of reference is that it worked fine with zero plugins and now doesn't work with 50 of them.

As a minor thing, your posts will be much easier to understand if you use standard capitalization.
 

Rugman

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I know that SRD summon plugin is incompatible with yanfly’s animated sv plugin no matter what order your plugins are in. This may be a solution to that particular plugin incompatibility.
 

Ultimecio777

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Thank you guys for the support. I'll answer your replies in order:

Andar: I did place Yanfly's plugins in the right order and separated them by category and I did not install any plugins twice, however, the plugins probably were incompatible with each other.

ATT_Turan: I was actually thinking of starting a new project just to see what plugins worked with each other. That is a great idea. I will do that when I have spare time.
(Also, you're totally correct about my capitalization! I'm so used to typing the beginning letter every word with capitals that I've never noticed.)

Rugman: You are correct. They are Incompatible. I tried your solution, but when I used the skill to summon it, it wouldn't summon the actor. I didn't use Yanfly's animated sv plugin, but I used rexal's version. I turned rexal's version off, deleted the listed section of Yanfly's animated sv script, added it to the list, and tested it, but that's when it wouldn't summon the actor. I should also mention that I am using the steam version, and I don't know how to update RPG Maker on steam. I'm wondering if that is the issue.
 

Rugman

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If you downloaded MV anytime recently I believe you should be up to date. I don’t think there has been an update for a long time.

You can try making a summon skill without the plugin by using a common event to add an actor to the party. I’ve tried this but it also caused a bug for me. I believe it was also an issue with a yanfly plugin. Yanfly’s party system is what I think was the issue but I’m not sure. If that doesn’t work your probably better off abandoning the summon skill unless you can get someone to write a new script for you.
 

zelanius

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Hi, I recently started a project using both YEPs Animated SV Enemies and SRD's Summon Core, and it is throwing an error for me. I started searching the forum for an answer and stumbled upon here. I think fundamentally, SRD's Summon Core has some interactions with some SV function, causing the error, at least for me. If I do not have any SV related plugins, the Summon Core works perfectly fine.
 

Rugman

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You are correct. Summon core will not work with animated sv enemies.
 

zelanius

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It's really sad, as each plugin is awesome on it's own, and Summon Core makes things really convenient. I guess I just have to find a way to create summoned actors using Common Events. Driftwood did a really good tutorial a few months back...time to Youtube.
 

Rugman

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I tried making one with an event that added an actor during battle but it was also caused a bug with another yanfly plugin. If you figure out another way to do it successfully let me know.
 

zelanius

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I mostly followed Driftwood's tutorial here: , but it seems to need a whole slew of YEP plugin, so that might be compatible,

Changes from the Youtube videos are:
1. I added a custom requirement, which checks for if the actor is in the party using the below in the skill's notetag, since I have Skill Core.
<Custom Requirement>
if ($gameParty.members().indexOf($gameActors.actor(25))>1) {
value = false;
} else {
value = true;
}
</Custom Requirement>

2. I added a state which has an upkeep, so if the summoner runs out of MP, the summon starts losing HP per turn (and I fixed the skills to only Actor 1, so it makes it easier, although you can setup such that it give the summoner a state instead of the summon, I guess). I took the inspiration from the Mending tips and tricks in YEP's wiki: http://www.yanfly.moe/wiki/Mending_(MV_Plugin_Tips_&_Tricks). I also use this state to remove the summon at the end of the battle, or potentially vulnerable to "banishment" effect. Below example uses actor 1 as the summoner and actor 25 as the summoned. I also remove the "Remove at Battle End" since it prevents the Custom Victory/Defeat/Escape effect from happening.

<Custom Regenerate Effect>
var mpUpkeep = Math.ceil(10 - $gameActors.actor(1).mdf);
if ($gameActors.actor(1).isAlive() && $gameActors.actor(1).mp >= mpUpkeep) {
$gameActors.actor(1).gainMp(-mpUpkeep);
$gameActors.actor(1).startDamagePopup();
$gameActors.actor(1).clearResult();
} else {
var regen = -100;
user.gainHp(regen);
user.startDamagePopup();
user.clearResult();
}
</Custom Regenerate Effect>
<Custom Victory Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Victory Effect>
<Custom Escape Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Escape Effect>
<Custom Defeat Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Defeat Effect>
<Custom Remove Effect>
$gameActors.actor(25).startAnimation(56, false, 0);
$gameParty.removeActor(25);
</Custom Remove Effect>

3. In the common event, I added the following so that A. the summoned actor aligns to the summoner's level, B. they are summoned fully healed and C. an animation plays on the summoned actor:
A: added events "Change Party Member : Add Kieran (Initialize)", "Control Variables : #0009 Riley EXP = EXP of Riley", and "Change EXP : Kieran, + {Riley EXP}". This works by using initializing Actor 25's level (Kieran) back to level 1 (I set his Initial Level to 1), using variable #9 to store my Actor 1's EXP (Riley), and then adding the variable 9 to Actor 25's EXP (this works as both actors uses the same EXP growth).
B: added event "Recover All : Kieran" to recover the actor fully
C: $gameActors.actor(25).startAnimation(129, false, 0);
 

Rugman

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I remember what my issue was now. My game has reserve party members. 3 battle members with 3 in reserve. If I change the max battle members before the battle it brings in a reserve leaving no room for the summon. If I use the YEP plugin command to change the max party during battle it crashes the game when the summon is attacked.

If anyone reading this can think of a solution to this problem It’d be much appreciated.
 

zelanius

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I am not really sure how to resolve that, but if the issue is that you need to keep your max party members down to 3 when creating your party, maybe instead of YEP's Party System, you can use HimeWorks's Party Switching Scene? https://himeworks.com/2016/03/party-switching-scene/
 

Maldra

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Anyone know how to determine which actor used the skill and how to pull their level in as a variable? I'd like the summon to still be the same level as the user.
 

Rugman

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Check the script call list. It’s pinned on this forum.
 

Maldra

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I'm sooooo close to getting this where I want it to go.. I'm just having one issue: I want the summon to despawn when it dies, but it currently is not doing that. It seems that Custom Defeat Effect and Custom Remove Effect does not work for this purpose, unless I'm missing something... anyone have any ideas?
 

Rugman

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Are you using the script call $gameParty.removeActor(X)

I had the same issue with it working with the custom remove effect. What I did instead was use a troop event with the condition set to the actors hp = 0 along with Yanfly’s base troop events. It works that way.
 

41728280

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They can be used together, I have been using them, but there are some restrictions.
 

zelanius

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Also, if you are using Custom Defeat Effect on a state, you cannot have the state ends when the battle ends, as the state will be removed before the defeat effect kicks in.
 

Maldra

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Are you using the script call $gameParty.removeActor(X)

I had the same issue with it working with the custom remove effect. What I did instead was use a troop event with the condition set to the actors hp = 0 along with Yanfly’s base troop events. It works that way.
The only thing about that is I’m already using something for learning blue magic on those pages. It doesn’t seem to be instant, either from what I’ve noticed.

And yes, I am using that syntax
 

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