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If you want to wait I'm sure someone will make summon animations available for the community.
If you have idea how, I would be willing to listen. :D I had buried this idea since I had no luck making it work, But being able to revive idea is nice.
Finally, you have the summon skill activate this common event. This is really the easy part. The tedium happens when trying to get rid of the actor after its duration runs out. This is how I did it.
First create a parallell event on the map (you'll need to do this on every map for every possible summon you might use there) which is switched by the Summon(Actor)On switch mentioned earlier. It should contain a conditional branch based on if that specific actor has the Summoned state. If it does, I believe you can leave it blank (it didn't give me any trouble in MV but if it does, just have it play a random SE). In the else branch, have it remove the actor and turn off the Summon(Actor)On Switch. This should prevent the summon from following you out of the battle screen.
Finally you'll need to create a battle event in each troop where a summon might be used (again one per summon) with the conditions Turn End and the span of Turn. Again, this is done with the conditional branch checking for the Summoned state in that particular actor, and done pretty much the same way with the state there option being blank and the else option removing the actor.
As I say, it's a bit tedius, but it's worked so far. Still, the plugin probably will make it easier and have more options.
Perhaps a bit late to help you, but Yanfly has a very versatile plugin called Buffs & States Core (link[yanfly.moe]) which comes with a <Custom Remove Effect> note tag block. I think you could use something like this in the state's note box, replacing 42 with the ID of your summoned actor: