[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 263 of 309 View original ↗
  1. Well, sadly it will affect your paralax as well since you have to put the paralax images in the Picture folder.
  2. kovak said:
    Well, sadly it will affect your paralax as well since you have to put the paralax images in the Picture folder.

    That's okay because there won't be too many of them. There's like 1400 files (not including custom ones) in the doodads folder and keeping track of what I used (to make the game file size as small as possible) would be a nightmare.


    Hopefully there's some way to fix this. It really is much easier than parallax mapping.
  3. Waterguy said:
    @Yanfly


    Plugin Name: YEP_BattleStatusWindow


    Bug Explanation: On Frontview, when you make the Actor sprites be visible, they do not flash when the battle animation does.


    It is curious because BattleEngineCore has this same function and when it is by itself there is no such problem... but if you use both, BattleStatusWindows overpowers BattleEngineCore and the character does not flash anymore (changing the order does not change it either).


    Error Report: No error message, on console or otherwise.


    Exact Steps on How to Replicate Bug: Set to show actor battlers in frontview battle. Create an animation that causes character to flash (it is hard to see with mv's pre-made animations). Make it show on the actor somehow. The flash will not happen, but the rest of the animation will.


    Sample Project (REQUIRED): All I added to the project was the plugin - set to show actors in frontview battle, creating an animation that all it does is flash the character, and made standard attack use this animation.


    https://www.dropbox.com/s/987gxfhclda5f7s/FlashTest.rar?dl=0



    Please lower the file size.


    ---

    Screedle said:
    Sorry for just asking another question, but, does anybody know how, at roughly 5:10 of this video (weapon unleash plugin), Yanfly was able to get the text at the top of the screen to say 'The Brave Blade lets out a howl!' at the top of the screen? I've read through all the documentation but I just can't find out how it was done, and looking at the sample project didn't give any examples of weapon unleashes...



    Ah, that's just the text that appears in the skill itself. In the skill tab of the database, under Message, it will say something like (User Name) [attacks!]. Underneath that, insert the line you want to display. :)


    ---

    Ser Gob said:
    That's okay because there won't be too many of them. There's like 1400 files (not including custom ones) in the doodads folder and keeping track of what I used (to make the game file size as small as possible) would be a nightmare.


    Hopefully there's some way to fix this. It really is much easier than parallax mapping.



    Unfortunately, this is something you'll have to individually manage yourself. That said, all of the doodads I've included in my pack only total up to 8MB. You can decide if it's worth your time to drop it lower than 8MB of filesize for your deployment.
  4. @Yanfly sorry, forgot there is not RTP in this version of RM and sent the whole project. This time I removed everything but the essentials as far as I could remember.


    Plugin Name: YEP_BattleStatusWindow


    Bug Explanation: On Frontview, when you make the Actor sprites be visible, they do not flash when the battle animation does.


    It is curious because BattleEngineCore has this same function and when it is by itself there is no such problem... but if you use both, BattleStatusWindows overpowers BattleEngineCore and the character does not flash anymore (changing the order does not change it either).


    Error Report: No error message, on console or otherwise.


    Exact Steps on How to Replicate Bug: Set to show actor battlers in frontview battle. Create an animation that causes character to flash (it is hard to see with mv's pre-made animations). Make it show on the actor somehow. The flash will not happen, but the rest of the animation will.


    Sample Project (REQUIRED): All I added to the project was the plugin - set to show actors in frontview battle, creating an animation that all it does is flash the character, and made standard attack use this animation.


    https://www.dropbox.com/s/987gxfhclda5f7s/FlashTest.rar?dl=0
  5. Waterguy said:
    @Yanfly sorry, forgot there is not RTP in this version of RM and sent the whole project. This time I removed everything but the essentials as far as I could remember.


    Plugin Name: YEP_BattleStatusWindow


    Bug Explanation: On Frontview, when you make the Actor sprites be visible, they do not flash when the battle animation does.


    It is curious because BattleEngineCore has this same function and when it is by itself there is no such problem... but if you use both, BattleStatusWindows overpowers BattleEngineCore and the character does not flash anymore (changing the order does not change it either).


    Error Report: No error message, on console or otherwise.


    Exact Steps on How to Replicate Bug: Set to show actor battlers in frontview battle. Create an animation that causes character to flash (it is hard to see with mv's pre-made animations). Make it show on the actor somehow. The flash will not happen, but the rest of the animation will.


    Sample Project (REQUIRED): All I added to the project was the plugin - set to show actors in frontview battle, creating an animation that all it does is flash the character, and made standard attack use this animation.


    https://www.dropbox.com/s/987gxfhclda5f7s/FlashTest.rar?dl=0



    Thanks. I'll get it checked out.
  6. Ah, that's just the text that appears in the skill itself. In the skill tab of the database, under Message, it will say something like (User Name) [attacks!]. Underneath that, insert the line you want to display.



    Oh. I... wow. I feel so stupid now. I had no idea that putting a message in the second line would cause it to display like that. I've been using your plugins for six months now and had no idea...


    Thanks for the help, it works perfectly now :)
  7. Hi Yanfli
    I have a question, i hope u can help me
    i want to know how make a skill like a "synchrony hability" or a "combination atack", i dont know if u have a video about it (i cant find it), so, i hope u can help me with thah.
    Thanks and sorry for my band english, im latinoamericano :D
    Example:
  8. Sorry but this thread is for reporting bugs to yanfly's plugins.


    If you want to know how to make a particular effect, you could always ask in the tutorials section of the forum, or head over to yanfly's website.  According to his latest videos on his youtube channel, tips and tricks suggestions and requests can be left on yanfly's patreon.  They go through them on a regular basis, and the best one(s) will be chosen to receive a video tutorial on his channel.  There may even be a video you can check to see if the effect you're looking for has already been covered.  You may even be able to find one or two videos in combination to recreate the desired effect :)
  9. Hello Yanfly, here a bug I report with 2 of your great plugins!


    Plugin Name: YEP_RowFormation & YEP_BuffsStatesCore 


    Bug Explanation: If I use the Row Formation plugin to give a Passive state to some Actor in a Active Row, the notetag from BuffstatesCore plugin seem to not work ex: <Custom Apply Effect>,  <Custom Remove Effect> doesn't trigger even if the requierement are done in battle.


    Error Report: I dont have any report error from this bug.


    Exact Steps on How to Replicate Bug: Just start the build I sent and you will see in battle that nothing Apply to the Actor when he go in Row 1 or Leave this one. State ID 35 used in this case.


    Sample Project (REQUIRED): https://docs.google.com/uc?export=download&confirm=CRcO&id=0B4NXa6PZrIS_aF92OXcxM3NYcEk
  10. @Val: I don't think it's a bug. Normally, the requierement to have state while in row is to be in that specific row. Passive state won't work custom apply effect and same should goes for the row state, which I assume are working the same way.


    Of course, I might be incorrect...
  11. Nanaya said:
    @Val: I don't think it's a bug. Normally, the requierement to have state while in row is to be in that specific row. Passive state won't work custom apply effect and same should goes for the row state, which I assume are working the same way.


    Of course, I might be incorrect...



    I think it's a compatibility bug because some of the BuffstateCore work with the Row State (like TurnStart and other) so I don't know why the other notetag from BuffState are not working with the Row Plugin. Thanks for your time and investigate :)
  12. Yanfly Common Event Menu file for download does not appear available for download.
  13. your grid free doodads dont work on macbooks due to the fact that the mac binds keys to the computer settings, thus activating doodads is impossible.
  14. Val said:
    Hello Yanfly, here a bug I report with 2 of your great plugins!


    Plugin Name: YEP_RowFormation & YEP_BuffsStatesCore 


    Bug Explanation: If I use the Row Formation plugin to give a Passive state to some Actor in a Active Row, the notetag from BuffstatesCore plugin seem to not work ex: <Custom Apply Effect>,  <Custom Remove Effect> doesn't trigger even if the requierement are done in battle.


    Error Report: I dont have any report error from this bug.


    Exact Steps on How to Replicate Bug: Just start the build I sent and you will see in battle that nothing Apply to the Actor when he go in Row 1 or Leave this one. State ID 35 used in this case.


    Sample Project (REQUIRED): https://docs.google.com/uc?export=download&confirm=CRcO&id=0B4NXa6PZrIS_aF92OXcxM3NYcEk



    I'm going to have to back @Nanaya on this. I can't exactly check right now, but I do not believe that Passive Row States technically "apply" or "remove" during battle. However, I may be wrong on this. I guess we'll see what Yanfly says.

    Skurge said:
    Yanfly Common Event Menu file for download does not appear available for download.



    @YanflyThe DropBox link does appear dead...


    @Skurge But the mirror link is not.
  15. Yanfly said:

    THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, 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. If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


    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 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.



    A new rule post, for a new page...
  16. Hikitsune-Red said:
    @YanflyThe DropBox link does appear dead...


    @Skurge But the mirror link is not.

    Thanks for the alternative- I wasn't sure why I was getting broken links but it does seems the dropbox is empty.


    Using this plugin now- I'm stuck on one issue.


    When using the common event menu and leaving it- it brings you to the game, how can I command the common event menu to revert back to the normal menu?
  17. Think I may have found a bug with Button Common Events, as I've tried it with other Plugin Commands and it didn't affect them.

    Plugin Name: Button Common Events


    Bug Explanation: Adding a Wait frame any time after the Plugin Command "TriggerButton OK" in Common Events will prevent the plugin command from executing on button press.


    Error Report: None


    Exact Steps on How to Replicate Bug: Press 1 on the keyboard to try and interact with the NPC, and it will not work. Pressing 2 will trigger an exact copy of the common event without the wait frame in order to show you how it's supposed to work.


    Sample Project (REQUIRED): https://www.dropbox.com/s/trla0z31zbxpz7l/_bugreport.zip?dl=0

    The wait frame is kind of essential for what I'm trying to do because adding a variable = 0 after the Trigger Button Plugin Command will not let me trigger conditional branches that require variable = 1, even though the variable is set to = 1 before the plugin command is issued. Adding a wait frame between the variable and plugin command does not resolve this issue because the variable will immediately go back to 0 once the plugin command is issued.

    EDIT: For the record, while it's not in the bug report, it looks like show choices and message window also breaks the plugin command. However, managing variables and gold don't seem to affect it. It's also possible the variable operations placed after the plugin command are being triggered before the command itself, which would explain why I'm having my predicament even without the wait frame.
  18. Bug report!


    Plugin Name: YEP.111 Icon Balloons


    Bug Explanation: The file "EmptyBalloon" will count as an "unused file" when excluding these; could be problematic for encrypt games.


    Error Report: The error is simple, the EmptyBalloon could not be found.


    Exact Steps on How to Replicate Bug: When doing a plugin command (f.ex: ShowIconBalloon 28 to 31 on Event 4, Wait) in a game (not the editors testgame), the EmptyBalloon will either not be shown (for me it lead to the game being stuck in the NPCs dialog during a encrypted version and in a non-encrypted version I get an error saying that "EmptyBalloon" was not found.


    Sample Project (REQUIRED): http://www.mediafire.com/file/38cehn9lc88lby1/EmptyBalloon+%28Exclude+unused+files%29.rar


    I plan on having a game that has encrypted files (images), I don't know how to add a encrypted version of the EmptyBalloon.png with a password into my game..


    It makes this plugin unusable for games that want to encrypt their images~


    It does work for games that have their pictures not encrypted, but it's still neccessary to manually add EmptyBalloon into the system folder afterwards.


    (Which is what I'm doing now)


    I hope this counts as a bug! If not, then I'm sorry..


    I'm still reporting it! I feel that it's something the plugin is missing.


    Edit:


    I'm sorry if the game was no help at all, since all it's really doing is missing a file obviously..


    That's why I added (Exclude unused files) into the name, to point it out that it was made with that option.
  19. Val said:
    Hello Yanfly, here a bug I report with 2 of your great plugins!


    Plugin Name: YEP_RowFormation & YEP_BuffsStatesCore 


    Bug Explanation: If I use the Row Formation plugin to give a Passive state to some Actor in a Active Row, the notetag from BuffstatesCore plugin seem to not work ex: <Custom Apply Effect>,  <Custom Remove Effect> doesn't trigger even if the requierement are done in battle.


    Error Report: I dont have any report error from this bug.


    Exact Steps on How to Replicate Bug: Just start the build I sent and you will see in battle that nothing Apply to the Actor when he go in Row 1 or Leave this one. State ID 35 used in this case.


    Sample Project (REQUIRED): https://docs.google.com/uc?export=download&confirm=CRcO&id=0B4NXa6PZrIS_aF92OXcxM3NYcEk



    Passives do not trigger apply and remove effects.


    ---

    Vassim74 said:
    Think I may have found a bug with Button Common Events, as I've tried it with other Plugin Commands and it didn't affect them.

    Plugin Name: Button Common Events


    Bug Explanation: Adding a Wait frame any time after the Plugin Command "TriggerButton OK" in Common Events will prevent the plugin command from executing on button press.


    Error Report: None


    Exact Steps on How to Replicate Bug: Press 1 on the keyboard to try and interact with the NPC, and it will not work. Pressing 2 will trigger an exact copy of the common event without the wait frame in order to show you how it's supposed to work.


    Sample Project (REQUIRED): https://www.dropbox.com/s/trla0z31zbxpz7l/_bugreport.zip?dl=0

    The wait frame is kind of essential for what I'm trying to do because adding a variable = 0 after the Trigger Button Plugin Command will not let me trigger conditional branches that require variable = 1, even though the variable is set to = 1 before the plugin command is issued. Adding a wait frame between the variable and plugin command does not resolve this issue because the variable will immediately go back to 0 once the plugin command is issued.

    EDIT: For the record, while it's not in the bug report, it looks like show choices and message window also breaks the plugin command. However, managing variables and gold don't seem to affect it. It's also possible the variable operations placed after the plugin command are being triggered before the command itself, which would explain why I'm having my predicament even without the wait frame.



    This isn't a bug, but rather, something caused by MV itself. While an event is running, you cannot trigger other events (ie you cannot talk to them). Therefore, while the OK Trigger is occurring, if you have a wait, an event is still running, thus, blocking you from being able to talk to the NPC.


    ---

    Hitzuki Key said:
    Bug report!


    Plugin Name: YEP.111 Icon Balloons


    Bug Explanation: The file "EmptyBalloon" will count as an "unused file" when excluding these; could be problematic for encrypt games.


    Error Report: The error is simple, the EmptyBalloon could not be found.


    Exact Steps on How to Replicate Bug: When doing a plugin command (f.ex: ShowIconBalloon 28 to 31 on Event 4, Wait) in a game (not the editors testgame), the EmptyBalloon will either not be shown (for me it lead to the game being stuck in the NPCs dialog during a encrypted version and in a non-encrypted version I get an error saying that "EmptyBalloon" was not found.


    Sample Project (REQUIRED): http://www.mediafire.com/file/38cehn9lc88lby1/EmptyBalloon+%28Exclude+unused+files%29.rar


    I plan on having a game that has encrypted files (images), I don't know how to add a encrypted version of the EmptyBalloon.png with a password into my game..


    It makes this plugin unusable for games that want to encrypt their images~


    It does work for games that have their pictures not encrypted, but it's still neccessary to manually add EmptyBalloon into the system folder afterwards.


    (Which is what I'm doing now)


    I hope this counts as a bug! If not, then I'm sorry..


    I'm still reporting it! I feel that it's something the plugin is missing.


    Edit:


    I'm sorry if the game was no help at all, since all it's really doing is missing a file obviously..


    That's why I added (Exclude unused files) into the name, to point it out that it was made with that option.



    Do you mean when you check "Exclude Unsued Files"?


    If anything, add this into the js file at line 22


    * @require 1
    * @dir img/system/
    * @type file




    Hope that helps!
  20. Excuse me, If my report will be against the rules, I’m so sorry.





    Plugin Name: Skill Cost Items


    Bug Explanation: Open Skill window in menu will be Error.


    Error Report: Cannot read property 'skillItemCost' of null


    Exact Steps on How to Replicate Bug: I use a plugin is jay_dualtechs, I just watch it in Tips & Tricks, But put jay_dualtechs plugin on the YEP_SkillCore and YEP_SkillCostItems will do not display Jay’s plugin (And the plugin almost can’t use), But put this plugin under your plugins, Open Skill menu will be error in game.











    How can I do to cancel this error?


    Or I just can’t use Jay’s plugin?





    Thank you of read this report.


    *I’m Taiwanese So my English is very poor. Sorry again.