Dear Yanfly,
Ok, I know I'm being a pain but I have one more question about item synthesis.
I find it strange not to know what your are synthesizing (and I'm not very good with chosing mask names) so I've decided to show all the informations (I've put "false' in the section "mask unknown" of the plugin).
My problem now is that it is impossible to know if an item has already been synthesized once or not. Sure you can see how much you have in your inventory but if you, for example, sell the item, then there is nothing to tell you "you've synthed that before". It can be a problem if you want to complete 100% of the recipe. (Players must remember what they've crafted and it's not that easy when there are many items to craft).
Many of my test players (all of them actually) thought that it was bad not to know what you would get from crafting. Maybe I should try to get around it with the <Mask Name: x> notetag, but maybe you will have a solution for me ?
Sorry again to ask so much lately.
Ok, I know I'm being a pain but I have one more question about item synthesis.
I find it strange not to know what your are synthesizing (and I'm not very good with chosing mask names) so I've decided to show all the informations (I've put "false' in the section "mask unknown" of the plugin).
My problem now is that it is impossible to know if an item has already been synthesized once or not. Sure you can see how much you have in your inventory but if you, for example, sell the item, then there is nothing to tell you "you've synthed that before". It can be a problem if you want to complete 100% of the recipe. (Players must remember what they've crafted and it's not that easy when there are many items to craft).
Many of my test players (all of them actually) thought that it was bad not to know what you would get from crafting. Maybe I should try to get around it with the <Mask Name: x> notetag, but maybe you will have a solution for me ?
Sorry again to ask so much lately.
A good way to do it is to make the Mask Name equal to the name of the item itself. Unsynthed items will be in italic while synthed items will be in normal text.
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Hi, Yanfly.
i've discovered a bug with a plugin combo, and a plug in setting.
Script Name:
YEP_X_Subclass v.1.10 and YEP_SkillLearnSystem v.1.10
List of Scripts Used (with version):
Yep_ClassChangeCore v.1.11, YEP_X_Subclass v.1.10, YEP_SkillLearnSystem v.1.10
Bug Description:
Game Freezes when trying to learn a skill.
this happens only with the subclass plugin active, and the integration setting in the skill learn plugin set to true.
in my main game i got an error instead of the freezing, but in my dummy game it just froze.
Error Message:
Type Error
Cannot read property of '_actor' of undefined.
Additional Information
Link: https://dl.dropboxusercontent.com/u/60621831/Project1.7z
i've discovered a bug with a plugin combo, and a plug in setting.
Script Name:
YEP_X_Subclass v.1.10 and YEP_SkillLearnSystem v.1.10
List of Scripts Used (with version):
Yep_ClassChangeCore v.1.11, YEP_X_Subclass v.1.10, YEP_SkillLearnSystem v.1.10
Bug Description:
Game Freezes when trying to learn a skill.
this happens only with the subclass plugin active, and the integration setting in the skill learn plugin set to true.
in my main game i got an error instead of the freezing, but in my dummy game it just froze.
Error Message:
Type Error
Cannot read property of '_actor' of undefined.
Additional Information
Link: https://dl.dropboxusercontent.com/u/60621831/Project1.7z
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. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.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 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.
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:
- It makes the user 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.
- 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.
- 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.
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Plugin Name: Visual state effects (and animated sv enemies)
Bug Explanation: you can't disable the "overlay" state effect on enemies (by putting false in the plugin) if the animated sv enemies plugin is on.
Error Report: no error
Exact Steps on How to Replicate Bug:
- Open my sample project and start the game. Go to the monster to start the fight. Use the magic "étincelle" (100% chance of inflicting "mute").
- The enemy gets mute. You will see the mute icon and the mute overlay effect. But when you look at the visual effects plugin, you will see that the overlay for enemies is put to "false".
- Now disable the "animated sv enemies" and start again. Now it works, only the icon appears above the enemy, not the overlay effect. So I guess it's a compatibility problem between the two. Changing the order didn't seem to solve the problem.
- On another note : if you put the icon on enemies to false in the visual effects plugin (because you just want the overlay effect), the icon still appears unless you also put it to false in the "buff and states core" plugin (which also has that option). In other terms, there is no "override" of the visual effects plugin. I'm not sure this is voluntary (since it's not intuitive at all. You have to remember that this option exists in buff and states core, and choose false on both). The reverse is also correct : if you put it to false in buff and states and to true in the visual effects plugin, then the icons do not appear. In other terms the visual effects plugin seems to do nothing in the appearance or not of the icons, the decision only rests in the buff and states plugin.
Sample Project (REQUIRED): here
Bug Explanation: you can't disable the "overlay" state effect on enemies (by putting false in the plugin) if the animated sv enemies plugin is on.
Error Report: no error
Exact Steps on How to Replicate Bug:
- Open my sample project and start the game. Go to the monster to start the fight. Use the magic "étincelle" (100% chance of inflicting "mute").
- The enemy gets mute. You will see the mute icon and the mute overlay effect. But when you look at the visual effects plugin, you will see that the overlay for enemies is put to "false".
- Now disable the "animated sv enemies" and start again. Now it works, only the icon appears above the enemy, not the overlay effect. So I guess it's a compatibility problem between the two. Changing the order didn't seem to solve the problem.
- On another note : if you put the icon on enemies to false in the visual effects plugin (because you just want the overlay effect), the icon still appears unless you also put it to false in the "buff and states core" plugin (which also has that option). In other terms, there is no "override" of the visual effects plugin. I'm not sure this is voluntary (since it's not intuitive at all. You have to remember that this option exists in buff and states core, and choose false on both). The reverse is also correct : if you put it to false in buff and states and to true in the visual effects plugin, then the icons do not appear. In other terms the visual effects plugin seems to do nothing in the appearance or not of the icons, the decision only rests in the buff and states plugin.
Sample Project (REQUIRED): here
Thanks, I'll get this updated for the following plugin update (the upcoming Sunday).