Okay, let's solve this here. I'm the type who doesn't give up easily, so if you're willing to try a few things, let's try to fix it! Both my plugin and VisuMZ_BattleCore actively modify the same RPG MAKER classes. Without proper code handling, they will conflict in some places.
I tried to work around this using your log and the main classes I could observe. I added another file for download on the product page; it has your name.
Could you download it and test it, please? It has some layers of modification to create and remove Game_party properties to try to avoid direct conflict with VisuMZ_BattleCore.
Viewing post in Kadajah's Battle Summon System for RPG Maker MZ comments
Let's try another approach.
I made a series of improvements and added some parameters to control character sprite positioning and character HUD resizing, changed some classes to minimize conflicts with other plugins, and performed tests including VisuMZ_0_CoreEngine.
Please download the new version of the plugin, take a look at the updates in the documentation and the video on the page that shows the expected behavior of the plugin, and perform some tests. Perhaps adjusting the positioning can solve your problem.
Thank you for your patience and for the opportunity to contribute to your project.
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 :)
Thanks for the feedback! I'm glad it worked!
I made a version of the plugin that intercepts the standard turn-based system actions and adapts them for summoning. I added a parameter to the plugin settings to enable this function and use the standard RPG MAKER turn behavior, either Active or Wait.
I uploaded it as a separate file (Kadajah_BattleSummon(TPB) because I haven't had time to properly test it before releasing it as a version update.
Could you test if it meets your needs? I will be conducting tests to release it as an update to the current version as soon as possible.
First of all, I would like to apologize. The version had a critical error that was preventing the timer from starting to count down; this was affecting the ATB system.
Second, I swear to myself again that I will not post anything without exhaustively testing it first. I performed the tests today and found the errors that were preventing the system from working.
I prepared a new version (this time tested), which is operational and "seems" stable. Please download it again and perform some tests; I hope that this time your problem is solved.
This is a bit frustrating, but we won't give up. I tried to reproduce the behavior you described, but I couldn't. Analyzing the code, I couldn't find a specific cause that might be creating this problem.
I created a new version! (I'm sorry!),
I added a layer of protection over the battle state to prevent defeat related to summoning and a detailed chain of logs, which can be accessed via the console (f8).
Please download the new version, the file is already updated, and do some tests. If any errors occur, copy the console log and share it here, so we know exactly what's happening.
Some tests can be followed here: