How to fix error of Combination Between SRD_SummonCore & VE_ThrowableObject ?

ray_stride07

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Hello friends I have a question so I use a plugin called SRD_SummonCore & VE_ThrowableObject.

I made skill like this to my enemy.

Barrage: Fires a barrage of bullets repeatedly.

Barrage.PNG

This is the notetags skill :

<throw object: before>
image: picture 'RifleBullet'
speed: 400
start: 0, 0
</throw object>

<setup action>
display action
immortal: targets, true
wait: 30
</setup action>

<target action>
perform action
motion attack: user

wait 7
throw: targets, before
wait for throw
se: M4a1s, 100, 100, 0
action animation
wait for animation
action effect

wait 6
throw: targets, before
wait for throw
se: M4a1s, 100, 100, 0
action animation
wait for animation
action effect

wait 5
throw: targets, before
wait for throw
se: M4a1s, 100, 100, 0
action animation
wait for animation
action effect

wait 4
throw: targets, before
wait for throw
se: M4a1s, 100, 100, 0
action animation
wait for animation
action effect

wait 3
throw: targets, before
wait for throw
se: M4a1s, 100, 100, 0
action animation
wait for animation
action effect

wait 2
throw: targets, before
wait for throw
se: M4a1s, 100, 100, 0
action animation
wait for animation
action effect

wait 1
throw: targets, before
wait for throw
se: M4a1s, 100, 100, 0
action animation
wait for animation
action effect
</target action>

<Finish Action>
immortal: targets, false
clear battle log
perform finish
wait for movement
show battle hud
</Finish Action>

I encountered an error when my enemy used a skill called Barrage to my summoned actor. The error message is like this :

SummonCore.PNG

Well, I don't know how to fix it. Have any of you ever experienced the same thing and how you guys fix this error ?

Thank You so much if you guys wanna help me :D
 

ATT_Turan

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Whenever you post code, you should use the CODE tags (the </> on the edit bar). Otherwise, indentations and characters inside brackets can get lost in the forum's code (there's nothing here that was affected, but it's a good habit).

I'm confused by the error. You say it happened when an enemy used the skill targeting a summoned actor? But I don't see anything in the error trace that would reference the target, or how that would matter.

The actual error is because the battle log window is currently set to null, and the throwing plugin is trying to display to it.

I see you have a clear battle log command at the bottom of your action sequence, so you aren't intentionally disabling the battle log with any of your plugins?
 

ray_stride07

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Whenever you post code, you should use the CODE tags (the </> on the edit bar). Otherwise, indentations and characters inside brackets can get lost in the forum's code (there's nothing here that was affected, but it's a good habit).

I'm confused by the error. You say it happened when an enemy used the skill targeting a summoned actor? But I don't see anything in the error trace that would reference the target, or how that would matter.

The actual error is because the battle log window is currently set to null, and the throwing plugin is trying to display to it.

I see you have a clear battle log command at the bottom of your action sequence, so you aren't intentionally disabling the battle log with any of your plugins?

Yep, the error comes when enemy named Dexter Shotman use skill "Barrage" on my summoned actor. Barrage fired 7 projectile bullet. The error come when the projectile almost finish to be thrown.

Oh yeah, about part "clear battle log" i just copied it because i think if i dont used it,
it wouldn't make the skill name disappear.

About the plugins, there are the plugins that i use :

1p.PNG

2p.PNG

3p.PNG
 
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ShadowDragon

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is the ALOE_Plugin order from github or from my spoiler?
as from my spoiler, it is the updated version.

also, some of the plugins are a bit out of order, (not YEPs plugin).

but other plugins, try to order them by category, like throwAble object below
the BEC plugin of YEP and the patch right under it.

as it can conflict if lower if not above them.

as I categorize the plugin and the type of plugin, I get low to no errors at all.
if you place battle plugins on the bottom, it can cause issues, so place them
in the battle related section for best compability.
 

ATT_Turan

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Like ShadowDragon said, double check the order, then make sure you're starting a new play test and not a save game or battle test from the editor.

I don't really know what else to say, based on the error trace it's happening because you have a null battle log window, there isn't anything there that indicates it has to do with a summoned actor target (or the target at all).

And you're sure it doesn't have any problem when it targets a normal actor?

If you still have issues, we might have to get into setting break points in the plugin code.
 

ray_stride07

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@ShadowDragon ALOE_Plugin order is from your spoiler. I think there are no problems when it targeting into normal actor. Also, i have followed the procedure shown by VE_ThrowableObjects_BECPatch. The result is no bugs in basic attacks.

@ATT_Turan Today i am doing research about when it error and i make it into this video and some photos :

1. Error 1 : I think this is happens when the enemy uses the barage skill which fires 7 projectiles. An error occurs when the enemy is still shooting the summoned actor even though the summoned is dead (out of HP), this is because it is still completing the action sequence process.





2. Error 2: When 1 enemy use skill that has jump movement to damage my summoned actor


AnotherError.PNG


3. Bug : Somehow when the summoned actor die and getting summoned again this happen.


Capsdature.PNG

Oh yeah, btw this is my summon skill if you guys wanna check if there are something wrong that cause bug & errors :

I named it Engine Force : Called Battle Robot Strider.

Notetags :

<throw object: before>

image: icon 244

speed: 50

arc: 300

spin: 20

start: 16, 0

</throw object>



<setup action>

display action

immortal: targets, true

wait: 30

</setup action>



<target action>

perform action

wait 5

throw: targets, before

wait for throw

se: Neon, 100, 100, 0

action animation

wait for animation

action effect

</target action>



<Summon>

Actor ID: 11

Level: actor.level

Turns: -1

<End Summon>

EngineForce.PNG
 
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