Thanks for that Yanfly, Will try when i get home. I had trouble with other eval types not using quotes as per this thread;
http://forums.rpgmakerweb.com/index.php?/topic/73510-yanfly-counter-control/#comment-692760
But this was not included in my bug report project. I will redo them all copying from the help file to make 100% sure. Thanks again
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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I apologize if this has already been discussed, I tried using a search in this topic and I cannot find anyone discussing this through this.
Plugin Name: Core Engine 1.23
Bug Explanation: When having the player actor set to a movement speed less than normal, the actors seem to shake/vibrate/jiggle/jitter whenever their movement coincides with the panning of the screen.
Create a Sample Project Reproducing the bug: I don't have a means of giving a download, but I can explain my reproduction. I created a brand new project and only included the Core Engine with default settings. I made a map that was 50x50 and just made it so that Page Up and Page Down would change the player's movement speed. Anything below 4 would induce the issue, 1 and 2 being the worst offenders. Best example would be a map with all grass and actors moving at 2 and just move to the edges to move the screen pan and it will cause the issue.
I have attached a sample project. The speed defaults at 2, just move around and you'll see the actors shaking. You can use Pg Up and Pg Down to change speed. Issue is speeds 1-3. I hope the attachment works and I apologize if it doesn't.
View attachment Game.zip
To assist with the troubleshooting, I have narrowed it down to the Game_Map block. I do not have much coding experience, so I cannot do much further, but if I comment out the whole Game_Map section, then things seem to work normally for me. -
I just want to report... It's maybe not a bug...
But if I teleport player on another map, directly on rgion_id supose to triger common_event' it's do nothing.
It's prefect for stair... But for hole whil player fall from stair to stair because of hole, it's a probleme.
Maybe adding an option on each regionid to chose if it's need to check backregionid after executing common even will be usefull.
A suppport for regiontag will be nice too.
For optimisation reason maybe adding a no repeat option will be nice, if player was on region 51, that will not repeat event as long as the player stay on region 51.
Hope it's the good place to make suggestion in same time then report what I think was a bug, I may be wrong. Don't be mad at me if that the case please. -
When I compile the game, not the dialogue window appears
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Hi Yanfly,
I removed the slanted quotation marks as suggested. I also tried copying from the help file, but I'm still getting an error. The error log is attached. You can reproduce this error in the sample project I upload by replacing the slanted quotation marks. Apologies for being so persistent, but I can't get it to work!
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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.
NOTE: Read this before submitting a bug report on this thread:
- I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
- I am not responsible for bugs created by plugins created by other makers. There will be no compatibility patches made between my plugins and non-YEP plugins. This is not because I disrespect other plugin makers. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind this is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins.
- I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
- I am not obligated to explain to you how to code in JavaScript. There are plenty places online to learn it but this thread is not that place.
- I am not obligated 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.
- I am not going to "fix" my plugins to work with the Exclude unused files feature that comes with RPG Maker MV. The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. Read about it here in detail.
ALL bug reports MUST follow these guidelines and use this template:
Plugin Name: (What is the name of the plugin?)
Do you have all the latest updates for the plugins in question? (Click here for all of the latest updates and install them. If you do not have the latest updates, I will ask you to remake the bug report)
Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)
Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)
Are you a coder who understands the problem in code as to why this bug is caused? If so, please leave the line(s) of code in question and your suggested fix for it. Otherwise, please proceed to the following steps. If you've provided a code fix, you may omit the rest of the steps. Thank you!
Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:
- 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.
- The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
- Install -only- the affected plugins. Do NOT copy/paste them over from your project's Plugin Manager. If you're using non-YEP plugins, do NOT include them. That said, I apologize that 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.
- Do -NOT- rename the plugins' filenames. They will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.
- Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
- Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.
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.)
Did you recreate the bug on the sample project? (If not, do so. 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.)
Upload the sample project and share the link (ABSOLUTELY REQUIRED):
- Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
- Upload it on a website like Mediafire.com or Dropbox. 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 somewhere else.
- Post the link here. If you do not include a sample project that meets these guidelines, the bug report will be invalid. There are NO exceptions.
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. If you cannot be bothered to learn how to troubleshoot, I'm afraid RPG Maker will be giving you a whole lot more stress later on.
- 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. If you are not serious about getting a bug fixed for your game, then I have no reason to be serious about getting it fixed for you. 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. - I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
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Plugin Name: Save Event Locations v1.04
Do you have all the latest updates for the plugins in question? Yes.
Plugin Parameter Changes: None, there are no parameters.
Bug Explanation: Upon either using the event note or the map note, the event's location is saved. Its direction, however, is not.
Are you a coder who understands the problem in code as to why this bug is caused? No, I'm sorry! :(
Create a Sample Project Reproducing the bug: https://www.dropbox.com/s/ert7c0zq7lxokeb/Project1.rar?dl=0 -
Plugin Name: Save Event Locations v1.04
Do you have all the latest updates for the plugins in question? Yes.
Plugin Parameter Changes: None, there are no parameters.
Bug Explanation: Upon either using the event note or the map note, the event's location is saved. Its direction, however, is not.
Are you a coder who understands the problem in code as to why this bug is caused? No, I'm sorry! :(
Create a Sample Project Reproducing the bug: https://www.dropbox.com/s/ert7c0zq7lxokeb/Project1.rar?dl=0
Thanks, I'll check it out!
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To assist with the troubleshooting, I have narrowed it down to the Game_Map block. I do not have much coding experience, so I cannot do much further, but if I comment out the whole Game_Map section, then things seem to work normally for me.
I'll have to take a look. -
YEP.124 - Move Route Core - RPG Maker MV
RPG Maker MV gives us a lot of various commands to use for our Move Routes. However, it still imposes a lot of limitations on the system for what else could still be potentially useful for move route commands. This plugin will provide additional methods to construct move routes for your events and allow you to streamline the move route creation process.
Plugin: http://yanfly.moe/2017/01/21/yep-124-move-route-core-rpg-maker-mv/ -
Plugin Name: Save Event Locations v1.04
Do you have all the latest updates for the plugins in question? Yes.
Plugin Parameter Changes: None, there are no parameters.
Bug Explanation: Upon either using the event note or the map note, the event's location is saved. Its direction, however, is not.
Are you a coder who understands the problem in code as to why this bug is caused? No, I'm sorry! :(
Create a Sample Project Reproducing the bug: https://www.dropbox.com/s/ert7c0zq7lxokeb/Project1.rar?dl=0
I'm afraid I'm going to have you to remake this sample project.
Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:
- 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.
- The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
- Install -only- the affected plugins. Do NOT copy/paste them over from your project's Plugin Manager. If you're using non-YEP plugins, do NOT include them. That said, I apologize that 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.
- Do -NOT- rename the plugins' filenames. They will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.
- Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
- Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.
Basically, if the project is deployed, I can't access it from the editor. - 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.
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Plugin Name: Animated Sideview Enemies v1.16
Do you have all the latest updates for the plugins in question? Yes.
Plugin Parameter Changes: None.
Bug Explanation: No matter which value I use in the <Sideview Height: x> notetag, doesn't seem to change the place where the animations are played. The status icon and overlay, and the hitbox for mouse click all adjust according to the value in the notetag, but the animations from the skills don't.
Are you a coder who understands the problem in code as to why this bug is caused? No, I'm sorry! :(
Create a Sample Project Reproducing the bug: https://www.dropbox.com/s/fgxci5h1jdgu759/Teste.rar?dl=0 -
I'm afraid I'm going to have you to remake this sample project.
Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:
- 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.
- The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
- Install -only- the affected plugins. Do NOT copy/paste them over from your project's Plugin Manager. If you're using non-YEP plugins, do NOT include them. That said, I apologize that 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.
- Do -NOT- rename the plugins' filenames. They will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.
- Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
- Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.
Basically, if the project is deployed, I can't access it from the editor.
My mistake, I've used RPG Maker Ace a lot but I'm fairly new to MV. Didn't know you couldn't reopen them once they were deployed. Re-uploaded, same link. Thank you :) - 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.
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Never mind. Someone else answered my question. :)
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Documentation error:
Line 193 of YEP_CommonEventMenu.js suggests you use the plugin command
AddCommonEventMenu 1 2 3 4 5
This does not work as intended and contradicts line 302. The example should be updated to read
AddCommonEventMenu 1, 2, 3, 4, 5
The web-page's version of the help text contains the same error.
Thanks for this plugin, it's coming in very handy! -
Plugin Name: Move Route Core
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: No Parameters to change
Bug Explanation: When repeating an event that makes a move repeat (for example, "up: 2") the movement is repeated more and more. As in, in the "up: 2" example the second time it is activated it would move up 4 instead of 2, the next 6, the next 8...
Are you a coder who understands the problem in code as to why this bug is caused? In lines 812-814, at the end of the moveRepeat function, where the movements are added to the route, since the route is not cleaned at every call of the added commands are duplicated if the event had been called before, and again and again. The only solution I can think of that wouldn't limit the uses of the plugin is forcing a cleaning of the routes at every event call.
Exact Steps on How to Replicate Bug: In any project: make an event that makes a move route with the "UP: x", "LEFT: x", "RIGHT: x", "DOWN: x", "UPPER LEFT: x", "UPPER RIGHT: x", "LOWER LEFT: x" or "LOWER RIGHT: x" script call commands. Activate the event and see it work as you wanted. Activate it again and see it... not.
Did you recreate the bug on the sample project? Yes
Upload the sample project and share the link: https://www.dropbox.com/s/mx0a82qir0u4gs5/MoveRouteCoreBug.rar?dl=0 -
Thanks, I'll get this fixed.
The new update did not fix all the issues with battleskills plugin. The old demo with the chest still should work, just update the YEP plugin.
1) The first command of say DecreaseActorBattleSlots 1 by 10 does nothing, you have to do the command twice for it to actually work. Using it third time, reverts the battle slots to normal.
2) It doesn't seem to actually decrease actor battle slots by values higher than 4, the by 10 acts as if it had only 4 removed. This combined with the first bug, makes it literally impossible to remove more than 4 skills from a character -
[Deleted] Figured it out. Mostly stupid errors on my part, but IMO it should be mentioned on the page that Item Core/Augments MUST be above Weapon Animations on the plugin list.
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Plugin Name: Item Synthesis
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: No Parameters to change
Bug Explanation: Recipes are not recognizing weapon or armor ingredients, only items/gold. Recipe's still load in the menu just not with weapon/armor requirements.
Are you a coder who understands the problem in code as to why this bug is caused? no
Exact Steps on How to Replicate Bug: Gather Items/Recipe, talk to Item Synth NPC, everything loads fine just not using(finding?) my weapon ingredient requirement.
Did you recreate the bug on the sample project? Yes
Upload the sample project and share the link: https://www.dropbox.com/s/ck27li0p6ojlnz9/SamplePro.rar?dl=0 -
Plugin Name: Battle A.I. Core
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: As in project. (Dynamic actions on, AI to 100% to ease testing)
Bug Explanation: Speed on attacks is incorrect, see below for more details.
Are you a coder who understands the problem in code as to why this bug is caused? ...kind of? I've got a starting point.
Exact Steps on How to Replicate Bug: Talk to ghost.
Did you recreate the bug on the sample project? Yes
Upload the sample project and share the link: As below.
Wow. Weird error here with AI core. I think I know what the issue is, but I'm going to have to make a sample project just to explain it properly.
https://drive.google.com/file/d/0Bz6xnh515Ab-bG52SEUzLXVHNXc/view?usp=sharing
To see the bug, talk to the ghost and start the battle. On the first turn, the bat will use "fast-attack", which has +999 speed, but he will not be faster than you for some reason and so use it after you attack. Next turn, the bat will use "slow-attack", and go first even though his agility is 5 compared to your 30ish.
That's the bug in a nutshell. Here's my digging:
Look at the enemy's AI:
<AI Priority>
Turn % 2 === 0: SKILL 4, highest MAT
Turn % 2 === 1: SKILL 3, highest MAT
Always: SKILL 1
</AI Priority>
Note that on turn 0, he's supposed to use slow attack. The fact that he uses "fast attack" instead implies the first turn is turn 1, right? Not unreasonable; a lot of RPGMaker stuff is one-indexed instead of zero-indexed.
Now go into plugin parameters and set "Dynamic actions" to false. Start the game again. You'll note he uses slow attack the first round instead. And that it indeed is slow. Everything works as intended. Huh?
Try inserting the code "console.log(this.item()); console.log(speed)" between lines 3242 and 3243 in YEP_BattleEngineCore, then turn "Dynamic Actions" back to true. You'll note the console says that the actor is planning to use slow attack. He uses fast attack instead for some reason.
I think that the "Turn number" increments after Battle AI core selections its proposed action and the actor combat order is determined, but before the abilities actually go off. Therefore, the enemy changes its mind the moment the turn starts, and FastAttack is given SlowAttack's speed rating and vice versa.
I have no idea how I would fix this. Are you going to try, or is this outside your scope of support?
It would be sad if this didn't get fixed because "Use skill K on turn A+B*X" is in an option in default RPGMaker MV. It would be sad to lose that functionality when "upgrading" to Battle AI core's dynamic actions system.
Thanks! -
[Deleted] Figured it out. Mostly stupid errors on my part, but IMO it should be mentioned on the page that Item Core/Augments MUST be above Weapon Animations on the plugin list.
Um...It is...Twice...(Or at the very least once on its page, but twice if you realized you should read instructions)
Once on Yanfly's Plug-In list at the very top in red letters, and a second time in every video where Yanfly says where to place it...
EDIT: Oh, it is also mentioned on every page in this thread in the troubleshooting section of the rules:
3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?