[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 230 of 309 View original ↗
  1. I have a very specific bug, I'm not sure if you can help, but I've got it narrowed down to only using your plugins and in the correct load order and it still happens.


    here goes.


    Plugin Name: Yep_Taunt, YEP_BattleAICore, YEP_AutoPassiveStates, YEP_X_SelectionControl, YEP_X_BattleSysCTB


    Bug Explanation: 


    When a taunt is in effect, on an actor that has an autopassive state, and that state has a custom react effect on it that has nested if statements, and that enemy was making use of BattleAICore, and the battle system is CTB, when the enemy attacks that actor, the next actor to act will see the CTB display messed up. This also caused massive lag in my own project, but doesn't seem to in the test project, so that might've been a plugin conflict.


    normal.PNG


    enemies.PNG


    These first two images show the CTB at the beginning of combat, and right as the enemies attack harold


    broken.PNG


    this last image shows the CTB display when it is Therese' turn, immediately following the two bats, note that the only hero on the display is harold.


    Error Report: N/A


    Exact Steps on How to Replicate Bug:

    • In order to duplicate the problem, you need the following nine plugins, in the given order:
    • plugins.PNG
    • Harold needs to be inflicted with a passive state that has a custom react effect on it, like the following

    • <Custom React Effect>
      if (value > 0 && this.isHpEffect() && this.isPhysical()) {
      if ((Math.random()*100) < 100){ // in the real state this is a % check to see if an attack is blocked or not
      value -= value;
      if (target._classId == 1) { // in the real state, this is a check to see if a state is active to call another function
      console.log('butts?')
      }
      }
      }
      </Custom React Effect>


      Notice the multiple if statements on the state. If the third one is taken out, this issue doesn't happen at all.

    • You also need to have selection control active, although nothing in the test project is actually using it

    • You need to have the enemies using the BattleAICore plugin to get their AI.

    • When the battle starts, inflict the taunt on harold.

    • When an enemy is forced to attack harold, the actor whose turn immediately follows will see the CTB display messed up as in the third picture above

    • if the taunt isn't active, this doesn't happen.

    • if the state only has two or fewer if conditions in it, it will also not happen

    • if selection control is not activated, it will not happen

    • if the monster that hit harold did so without using BattleAI (it managed avoid using any of the ai skills, and instead used the 'always attack' thing from the regular AI), the problem will also not happen

    Sample Project (REQUIRED): AI Issue


    In my own project, when the CTB display was messed up, the framerate of the entire game dropped to single digits, which fixed itself with the display was fixed (by selecting a skill). This framerate drop might be a plugin conflict, as I have a number of non yanfliy plugins, but I am confident that it wouldn't be an issue anymore if whatever is causing the CTB display to be messed up were corrected.
  2. Plugin Name: Animated Sideview Enemies


    Bug Explanation: This isn't an actual "bug", per say, but whenever the breathing effect occurs in enemies, a little annoying black line shows up, as shown below.


    It happens one to thrice every breathing cycle and only for a split second.


    I suppose the breathing effect stretches out the images, and therefore, creates a little rift in the screen.


    Note that the example picture was done in an image editing program because it was really hard to get a screencap of something that shows up for half a second.


    Is there something you can do to smooth this out?


    This problem was addressed here, and I saw that someone else was having the same issue.


    Exact Steps on How to Replicate Bug:

    1. Start up the game.
    2. Run around until you enter a battle.
    3. Watch in despair as the enemies show a black line above their image.

    Sample Project (REQUIRED): https://www.dropbox.com/s/ndskq1bpvgh3hm7/Yanfly%20SV%20Enemies%20Bug.zip?dl=0

    Yanfly Animated Sideview Enemies Error.png
  3. ramza said:
    I have a very specific bug, I'm not sure if you can help, but I've got it narrowed down to only using your plugins and in the correct load order and it still happens.


    here goes.


    Plugin Name: Yep_Taunt, YEP_BattleAICore, YEP_AutoPassiveStates, YEP_X_SelectionControl, YEP_X_BattleSysCTB


    Bug Explanation: 


    When a taunt is in effect, on an actor that has an autopassive state, and that state has a custom react effect on it that has nested if statements, and that enemy was making use of BattleAICore, and the battle system is CTB, when the enemy attacks that actor, the next actor to act will see the CTB display messed up. This also caused massive lag in my own project, but doesn't seem to in the test project, so that might've been a plugin conflict.


    View attachment 42535


    View attachment 42536


    These first two images show the CTB at the beginning of combat, and right as the enemies attack harold


    View attachment 42537


    this last image shows the CTB display when it is Therese' turn, immediately following the two bats, note that the only hero on the display is harold.


    Error Report: N/A


    Exact Steps on How to Replicate Bug:

    • In order to duplicate the problem, you need the following nine plugins, in the given order:
    • View attachment 42538
    • Harold needs to be inflicted with a passive state that has a custom react effect on it, like the following


    • <Custom React Effect>
      if (value > 0 && this.isHpEffect() && this.isPhysical()) {
      if ((Math.random()*100) < 100){ // in the real state this is a % check to see if an attack is blocked or not
      value -= value;
      if (target._classId == 1) { // in the real state, this is a check to see if a state is active to call another function
      console.log('butts?')
      }
      }
      }
      </Custom React Effect>


      Notice the multiple if statements on the state. If the third one is taken out, this issue doesn't happen at all.

    • You also need to have selection control active, although nothing in the test project is actually using it

    • You need to have the enemies using the BattleAICore plugin to get their AI.

    • When the battle starts, inflict the taunt on harold.

    • When an enemy is forced to attack harold, the actor whose turn immediately follows will see the CTB display messed up as in the third picture above

    • if the taunt isn't active, this doesn't happen.

    • if the state only has two or fewer if conditions in it, it will also not happen

    • if selection control is not activated, it will not happen

    • if the monster that hit harold did so without using BattleAI (it managed avoid using any of the ai skills, and instead used the 'always attack' thing from the regular AI), the problem will also not happen

    Sample Project (REQUIRED): AI Issue


    In my own project, when the CTB display was messed up, the framerate of the entire game dropped to single digits, which fixed itself with the display was fixed (by selecting a skill). This framerate drop might be a plugin conflict, as I have a number of non yanfliy plugins, but I am confident that it wouldn't be an issue anymore if whatever is causing the CTB display to be messed up were corrected.



    The issue happens regardless of the lunatic mode command. It's most likely unrelated. However, I do see the issue with the CTB display and will look into it.


    ---

    Dacuna said:
    Plugin Name: Animated Sideview Enemies


    Bug Explanation: This isn't an actual "bug", per say, but whenever the breathing effect occurs in enemies, a little annoying black line shows up, as shown below.


    It happens one to thrice every breathing cycle and only for a split second.


    I suppose the breathing effect stretches out the images, and therefore, creates a little rift in the screen.


    Note that the example picture was done in an image editing program because it was really hard to get a screencap of something that shows up for half a second.


    Is there something you can do to smooth this out?


    This problem was addressed here, and I saw that someone else was having the same issue.


    Exact Steps on How to Replicate Bug:

    1. Start up the game.
    2. Run around until you enter a battle.
    3. Watch in despair as the enemies show a black line above their image.

    Sample Project (REQUIRED): https://www.dropbox.com/s/ndskq1bpvgh3hm7/Yanfly%20SV%20Enemies%20Bug.zip?dl=0


    View attachment 42539



    This is a Pixi engine issue and not caused by my plugins.
  4. Yanfly said:
    This is a Pixi engine issue and not caused by my plugins.

    What does this means? 


    ...are we supposed to, uh, 'update' the pixi.js? 
  5. cekobico said:
    What does this means? 


    ...are we supposed to, uh, 'update' the pixi.js? 



    There is nothing you can do right now except to wait for the new release of MV 1.3.0 whenever that comes.
  6. Yanfly said:
    There is nothing you can do right now except to wait for the new release of MV 1.3.0 whenever that comes.

    Ouch. Oh well, thanks for confirming ^^
  7. I uhh, made an addon to your battle ai core plugin, to use TGR as a valid param, since TGR is otherwise completely ignored by the battle ai plugin.


    I was wondering if you'd put it up on your site :3

    View attachment YEP_X_BattleAITGRAddon.js
  8. ramza said:
    I uhh, made an addon to your battle ai core plugin, to use TGR as a valid param, since TGR is otherwise completely ignored by the battle ai plugin.


    I was wondering if you'd put it up on your site :3


    View attachment 42569



    I could link it to a thread. :)  If you create a thread and get it approved, I'll make it like to there.
  9. I don't think this is a "bug" per say, but it'd be nice to get some clarification on this issue:


    I believe there is some "incompatibility" issues when you alter the screens resolution (using your core program) and the status/equip core plugins. If your alter the resolution and ensure that the height is any less than 624, specific stats get cut off the on status/equip menus.
  10. Yanfly said:
    I could link it to a thread. :)  If you create a thread and get it approved, I'll make it like to there.

    And there we go.
  11. I liked your Magic Guard T&T video! With a bit of modification to that, you could probably create Safeguard as well!
  12. YEEART said:
    I don't think this is a "bug" per say, but it'd be nice to get some clarification on this issue:


    I believe there is some "incompatibility" issues when you alter the screens resolution (using your core program) and the status/equip core plugins. If your alter the resolution and ensure that the height is any less than 624, specific stats get cut off the on status/equip menus.

    All scenes modified by the plugins are not optimized for any resolution other than the default. 
  13. How does one submit documentation error reports?

    The extra enemy drops documentation suggests that conditional drops be in this format:

    Code:
    <Conditional Item x Drop>
    condition: +y%
    condition: -y%
    <Conditional Item x Drop>


    However, I tried that, and it didn't work. I opened up the code and saw:
     


    ...
    } else if (line.match(/<CONDITIONAL[ ](.*)[ ]DROP>/i)) {
    var evalMode = 'conditionalDrop';
    conditionalLines = [];
    } else if (line.match(/<\/CONDITIONAL[ ](.*)[ ]DROP>/i)) {
    ...



    which implies that the correct tags should be as follows:
     

    Code:
    <Conditional Item x Drop>
    condition: +y%
    condition: -y%
    </Conditional Item x Drop>

    I tried that and it worked immediately.

    Given that I know how to make it work so I don't need anything changed, and also given that it's more than likely a typo on Yanfly's part when writing the docs and doesn't require reproduction steps, the full "bug report" process seems unnecessary. Don't suppose there's an "express line" for documentation corrections?

    If not, whatever. Given that it works fine for me and I know the "real" notetags, I'm just fine. No offense to Yanfly (if I were in his position, I'm sure I'd do the same) but this exacting bug report process makes it hard to submit minor bugs or corrections. 
  14. Talonos said:
    No offense to Yanfly (if I were in his position, I'm sure I'd do the same) but this exacting bug report process makes it hard to submit minor bugs or corrections. 

    Despite how strict the guidelines is, we still have people uploading their Game.rpgproject only via attachments without the rest of the files lel


    I think it's meant to filter the people reporting bugs that doesn't exist in the first place. 
  15. I have a question for you Yanfly.  Is there a way to use your X_ClassBaseParameters plugin to level up custom stats and not just stats provided by the engine?  We are using custom stats to determine our base stats in our game and can find no suitable way to level up the stats.  If it helps, I am using Quasi's ParamsPlus plugin.  I linked it to this post.  Any insight you can provide would be awesome.  You make amazing plugins and myself and my team use quite a few of them.  Thank you for your time.


    Thanks again,


    Donavan
  16. YEEART said:
    I don't think this is a "bug" per say, but it'd be nice to get some clarification on this issue:


    I believe there is some "incompatibility" issues when you alter the screens resolution (using your core program) and the status/equip core plugins. If your alter the resolution and ensure that the height is any less than 624, specific stats get cut off the on status/equip menus.



    My policies for this is that you're in charge of your own game's screen real estate. If you intentionally shrink your game resolution to less than 624 in height, you must expect that your game will be "incompatible" with certain plugins. I will not accommodate for sizes smaller than the game's default size resolution. If you wish to have my plugins compatible with smaller screen sizes, I suggest you make a request on the request forum and find someone to pick up the job.


    ---

    Talonos said:
    How does one submit documentation error reports?

    The extra enemy drops documentation suggests that conditional drops be in this format:

    Code:
    <Conditional Item x Drop>
    condition: +y%
    condition: -y%
    <Conditional Item x Drop>


    However, I tried that, and it didn't work. I opened up the code and saw:
     



    ...
    } else if (line.match(/<CONDITIONAL[ ](.*)[ ]DROP>/i)) {
    var evalMode = 'conditionalDrop';
    conditionalLines = [];
    } else if (line.match(/<\/CONDITIONAL[ ](.*)[ ]DROP>/i)) {
    ...



    which implies that the correct tags should be as follows:
     

    Code:
    <Conditional Item x Drop>
    condition: +y%
    condition: -y%
    </Conditional Item x Drop>

    I tried that and it worked immediately.

    Given that I know how to make it work so I don't need anything changed, and also given that it's more than likely a typo on Yanfly's part when writing the docs and doesn't require reproduction steps, the full "bug report" process seems unnecessary. Don't suppose there's an "express line" for documentation corrections?

    If not, whatever. Given that it works fine for me and I know the "real" notetags, I'm just fine. No offense to Yanfly (if I were in his position, I'm sure I'd do the same) but this exacting bug report process makes it hard to submit minor bugs or corrections. 



    Thanks for the find! I had the documentation updated for the Help File already, but I'll get this updated for the plugin page as well.


    ---

    Forthright said:
    I have a question for you Yanfly.  Is there a way to use your X_ClassBaseParameters plugin to level up custom stats and not just stats provided by the engine?  We are using custom stats to determine our base stats in our game and can find no suitable way to level up the stats.  If it helps, I am using Quasi's ParamsPlus plugin.  I linked it to this post.  Any insight you can provide would be awesome.  You make amazing plugins and myself and my team use quite a few of them.  Thank you for your time.


    Thanks again,


    Donavan



    No. My plugins are made specifically for my works only and do not support the works of other plugin creators as stated from the front page:


    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.
  17. I'm really sorry if I'm at the wrong thread... I know this is for bugs and plug ins updates, but I don't know where to ask you this. 


    First thanks for everything Yanfly, I don't have words to describe how much you are helping my game :)


    Ok...


    I'm using the scripts item systhesis, item upgrade slots and item attachable augments.


    Here is what I wanted to do:


    You have a Sword 1 with 2 upgrade slots and 2 attachable augments.
    I lv up the Sword 1 to Sword 2, and it now has 4 upgrade slots and 3 attachable augments.
    Than lv up the Sword 2 to Sword 3, so it now has 6 upgrade slots and 4 attachable augments.


    Etc...


    I was going to do that using item systhesis: you take the Sword 1 mix it with an item so you upgrade the Sword 1 to lv 2. It makes the player loose the Sword 1 and get the Sword 2. The problem is that, in my game, the characters only have 1 weapon the hole game, wich means you have to upgrade it till the end of the game, so I cant unequip Sword 1 to create Sword 2 (because the RPG Maker MV does not let the character be without weapon).


    Is there a way to let my character without weapon, so I can upgrade the Sword 1 to Sword 2?


    Or is there a way to make Sword 1 gain more upgrade slots and more attachable augments? If so... I wanted the possibility to remove the upgrades, because the upgrades from Sword 1 can be useless for Sword 10, for example.


    Maybe you have an idea for me, so I can make it work...
  18. Hey, Yanfly, Just wanna say I've been a longtime follower of your work and I hope you keep doing your best at it.


    I found a bug in YEP_X_ActorPartySwitch that's very similar to what used to happened to YEP_X_ChangeBattleEquip some months or so ago.


    Plugin Name: YEP_X_ActorPartySwitch


    Bug Explanation: The switch command cannot be hidden in battle, even if disabled by default on the plugin settings or manually hidden via plugin command.


    Error Report: None


    Exact Steps on How to Replicate Bug:


    1.Start up the game


    2.Enter battle with the slime.


    3.By default, the actor party switching is both hidden and disabled, yet it's still in the battle menu.


    4(Optional).Talk to the bat and/or the orc to hide and disable and show and enable respectively. (For confirmation purposes that actor switching can't be hidden.)


    Sample Project (REQUIRED): https://www.mediafire.com/?b3bsor27pbnnfkf
  19. Yanfly said:

    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.






    To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


    ALL bug reports MUST follow these guidelines and use this template: 


    Plugin Name: (What is the name of the plugin?)


    Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


    Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


    Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


    Follow these Instructions. All steps MUST be followed or I will require you to redo it.


    1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


    NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


    NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


    WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




    If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

    1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
    2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
    3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



    Thank you for understanding.


    BASIC TROUBLE SHOOTING




    1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


    2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


    3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


    4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


    You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


    Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


    5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


    6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


    F.A.Q. ABOUT ATB AND CTB PLUGINS


    The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

    • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
    • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
    • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
    • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
    • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
    • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

    If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 


    TERMS OF USE



    Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.


     


    Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.


     


    I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.
  20. sol003 said:
    Hey, Yanfly, Just wanna say I've been a longtime follower of your work and I hope you keep doing your best at it.


    I found a bug in YEP_X_ActorPartySwitch that's very similar to what used to happened to YEP_X_ChangeBattleEquip some months or so ago.


    Plugin Name: YEP_X_ActorPartySwitch


    Bug Explanation: The switch command cannot be hidden in battle, even if disabled by default on the plugin settings or manually hidden via plugin command.


    Error Report: None


    Exact Steps on How to Replicate Bug:


    1.Start up the game


    2.Enter battle with the slime.


    3.By default, the actor party switching is both hidden and disabled, yet it's still in the battle menu.


    4(Optional).Talk to the bat and/or the orc to hide and disable and show and enable respectively. (For confirmation purposes that actor switching can't be hidden.)


    Sample Project (REQUIRED): https://www.mediafire.com/?b3bsor27pbnnfkf



    Nice find, I'll get this fixed. :)