Plugin Name: States Categories
Do you have all the latest updates for the plugins in question? Yes, V1.05
Plugin Parameter Changes: None.
Error(s): None.
Bug Explanation: The lunatic notetag to make Custom State Category Removal doesn't have any effects.
Are you a coder who understands the problem in code as to why this bug is caused? Yes. It is a documentation error:
the right notetag should be <Custom Remove State Category: text>, instead of
<Custom Remove State: category name>.
Do you have all the latest updates for the plugins in question? Yes, V1.05
Plugin Parameter Changes: None.
Error(s): None.
Bug Explanation: The lunatic notetag to make Custom State Category Removal doesn't have any effects.
Are you a coder who understands the problem in code as to why this bug is caused? Yes. It is a documentation error:
the right notetag should be <Custom Remove State Category: text>, instead of
<Custom Remove State: category name>.
Thanks, I'll get this fixed.
Hi Yanfly, I think you forgot to update the NewGame+ to 1.01 because after I'm download it, the plugins keeps at 1.00 and the link is directed to NewGame+ page.
Thanks, fixed.
Plugin Name: Selection Control, CTB
Plugin Parameters Changed: Battle Engine Core, dtb -> ctb system
Issue Description:
Since the 2/26/17 update, enemies now attempt to use actions that should be prevented by selection control restrictions when using the CTB battle system. See new project file attached below.
In the attached example, the slime enemy frequently attempts to use an action whose custom select condition should fail. The action is displayed, along with the casting animation, but then nothing actually happens after that.
https://www.mediafire.com/?5ieehh3j5nhwdy3
Plugin Parameters Changed: Battle Engine Core, dtb -> ctb system
Issue Description:
Since the 2/26/17 update, enemies now attempt to use actions that should be prevented by selection control restrictions when using the CTB battle system. See new project file attached below.
In the attached example, the slime enemy frequently attempts to use an action whose custom select condition should fail. The action is displayed, along with the casting animation, but then nothing actually happens after that.
https://www.mediafire.com/?5ieehh3j5nhwdy3
CTB is no longer supported. Please look in the bug report post for the reason.
Plugin: Animated Sideview Enemies (V 1.17) (Default settings)
Bug: During skills that perform multiples but not simultaned hits such as "X randoms enemies" animated enemies don't perform the 'dying' motion when their life is low and instead continue to make the 'walking' motion. Similary, a guarding or dying animated enemy stop his guarding/dying motion after being hit to perform a 'walking' motion until all others hits have been performed.
Project: http://www.mediafire.com/file/e9ji7eyb371viep/Debug.zip
Try a battle (battle 1 is a classic one, in battle 2 enemies always guard and in battle 3 everyone is low health), and check how heroes and Marsha's doppelgangers react to the 'Ultimate blow' special skill.
Bug: During skills that perform multiples but not simultaned hits such as "X randoms enemies" animated enemies don't perform the 'dying' motion when their life is low and instead continue to make the 'walking' motion. Similary, a guarding or dying animated enemy stop his guarding/dying motion after being hit to perform a 'walking' motion until all others hits have been performed.
Project: http://www.mediafire.com/file/e9ji7eyb371viep/Debug.zip
Try a battle (battle 1 is a classic one, in battle 2 enemies always guard and in battle 3 everyone is low health), and check how heroes and Marsha's doppelgangers react to the 'Ultimate blow' special skill.
I'll have to take a look at this. This doesn't seem like a bug though, but rather, how you have to deal with "immortal" battlers.
Problem with 2 plugins since 2/26/17 update
Plugin Name: YEP_X_BattleSysATB (v1.25) & YEP_X_VisualHpGauge (V1.06)
Issue Description:
Since the 2/26/17 update, turning these plugins on will prevent the game from starting at all. It worked fine before it.
I get the error message:
"TypeError: undefined is not a function"
Plugin Name: YEP_X_BattleSysATB (v1.25) & YEP_X_VisualHpGauge (V1.06)
Issue Description:
Since the 2/26/17 update, turning these plugins on will prevent the game from starting at all. It worked fine before it.
I get the error message:
"TypeError: undefined is not a function"
ATB is no longer supported. Please look in the bug report post for the reason.
Greetings and hello, all.
Apologies if this has already been brought up, and doubly so if this happens to be the incorrect discussion for this, but I admittedly don't entirely know where else to go with this question, so please bear with me. -_-;
http://www.mediafire.com/file/oii9e54y95sbw8a/AnimationTest1.mp4
Now, with that in mind, I've recently gone and run a few tests with the various functions of the Action Sequence Packs (link above), and noticed a small black flicker just above the actors' side-view battler sprites - I suppose "screen tearing" may be the proper phrase, but I digress... Originally, I had assumed this to be some kind of issue with the position of the camera in relation the sprites' canvas, (namely, that it was simply too small for whatever reason) but after enlarging said canvas and running a few more tests, this would seem not to be the case, and I'm frankly at a bit of a loss of what exactly could be the issue here. (And more importantly, how I would go about fixing it. :/)
In any case, my apologies for the rather long explanatory text, and feel free to ask any necessary follow-up questions if need be.
My thanks in advance.
EDIT: After attempting to resolve the same issue in the same aforementioned way with a monster-related sprite, which was successful as far as I could tell, it would seem that perhaps the canvas is indeed the issue, so perhaps it may simply have something to do with how the engine processes actor sv battlers...? (Essentially meaning that adjusting their canvases won't solve anything either way, unfortunately.)
EDIT: After yet more testing, it would seem the ASPs are actually conflicting with the Animated Sideview Enemies script, oddly enough, thus causing the tear. After disabling sprite smoothing, the issue appears to have resolved itself... At least, as far as I can tell.
Apologies for wasting everyone's time... :/
Apologies if this has already been brought up, and doubly so if this happens to be the incorrect discussion for this, but I admittedly don't entirely know where else to go with this question, so please bear with me. -_-;
http://www.mediafire.com/file/oii9e54y95sbw8a/AnimationTest1.mp4
Now, with that in mind, I've recently gone and run a few tests with the various functions of the Action Sequence Packs (link above), and noticed a small black flicker just above the actors' side-view battler sprites - I suppose "screen tearing" may be the proper phrase, but I digress... Originally, I had assumed this to be some kind of issue with the position of the camera in relation the sprites' canvas, (namely, that it was simply too small for whatever reason) but after enlarging said canvas and running a few more tests, this would seem not to be the case, and I'm frankly at a bit of a loss of what exactly could be the issue here. (And more importantly, how I would go about fixing it. :/)
In any case, my apologies for the rather long explanatory text, and feel free to ask any necessary follow-up questions if need be.
My thanks in advance.
EDIT: After attempting to resolve the same issue in the same aforementioned way with a monster-related sprite, which was successful as far as I could tell, it would seem that perhaps the canvas is indeed the issue, so perhaps it may simply have something to do with how the engine processes actor sv battlers...? (Essentially meaning that adjusting their canvases won't solve anything either way, unfortunately.)
EDIT: After yet more testing, it would seem the ASPs are actually conflicting with the Animated Sideview Enemies script, oddly enough, thus causing the tear. After disabling sprite smoothing, the issue appears to have resolved itself... At least, as far as I can tell.
Apologies for wasting everyone's time... :/
This is something that's out of my control. It's an issue with pixi.
Hello,
Trojan found in a Yanfly script when I scan with Window Defender on Windows 10.
YEP_BattleAlcore.js version 1.12
I download an old version of that plugin version 1.1.1 and no trojan was found in that file.
Can anyone else confirm this please ? Download the latest version from Yanfly Website and scan with windows defender.
http://yanfly.moe/yep/changelog/
Thanks Yanfly I hope you will find the solution easily.
Trojan found in a Yanfly script when I scan with Window Defender on Windows 10.
YEP_BattleAlcore.js version 1.12
I download an old version of that plugin version 1.1.1 and no trojan was found in that file.
Can anyone else confirm this please ? Download the latest version from Yanfly Website and scan with windows defender.
http://yanfly.moe/yep/changelog/
Thanks Yanfly I hope you will find the solution easily.
First off, I want to start off explaining that I understand this post is for Bugs within the plugins, but since I don't know where else to report this particular issue I will post it here. If someone has a suggestion as to where this post should be placed, I will gladly change/move it as necessary.
Plugin Name: YEP_BattleAICore.js
Do you have all the latest updates for the plugins in question? No, and that is part of the problem.
Issue Explanation: I attempted to download the latest script for this plugin (first through the auto updater, and second directly from dropbox here: https://www.dropbox.com/s/bsqrdz3gic3341n/YEP_BattleAICore.js?dl=0), however windows defender shows that this particular file is detected malware. Specifically it shows it to be a "Trojan:JS/Jorv.A!cl". I have attached an image showing window defender's report for this item.
I also wish to mention that I have an older file of YEP_BattleAICore.js from 11/02/2016 and windows defender does not show it to be malware.
Plugin Name: YEP_BattleAICore.js
Do you have all the latest updates for the plugins in question? No, and that is part of the problem.
Issue Explanation: I attempted to download the latest script for this plugin (first through the auto updater, and second directly from dropbox here: https://www.dropbox.com/s/bsqrdz3gic3341n/YEP_BattleAICore.js?dl=0), however windows defender shows that this particular file is detected malware. Specifically it shows it to be a "Trojan:JS/Jorv.A!cl". I have attached an image showing window defender's report for this item.
I also wish to mention that I have an older file of YEP_BattleAICore.js from 11/02/2016 and windows defender does not show it to be malware.
For those reporting as to why this is occuring, I'm honestly not sure why. I've scanned my own BattleAICore file for viruses as well as using an online scanner. Here are the results.
http://i.imgur.com/2fq5Whn.jpg
I can only conclude that you're getting false positives.
Plugin Name: Row Formation
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: Not important because it has nothing to do with those
Bug Explanation: The row position of actor 1 won't update to reflect changes to the formation if there is only one actor when the battle initially starts.
Error Report: No error report.
Exact Steps on How to Replicate Bug: Start a battle with Troop 1 in the database. Go to the formation change scene and add in new party members (leave actor 1 where he is in the party) and then leave the scene. The new members are added in, but they are placed as if 1 less party member is present, while actor 1 is exactly where he was before the new members came in. Leaving him very close to the positions of the new members. In my own game project, they were placed right on the same spot and the image was flickering (I assume because they were both trying to be shown). The positioning will stay the same until the row for said actor is manually changed (and I also assume this happens when changed with a skill or something).
You can also try starting the battle with 4 party members, and then going into the formation scene and removing the second and third party members. Or even the 2nd and fourth, etc. The party members who haven't been removed won't update their positions either.
Did you recreate the bug on the sample project? Yes.
Upload the sample project and share the link (ABSOLUTELY REQUIRED):
https://www.mediafire.com/?9xe7onlg59bhnla
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: Not important because it has nothing to do with those
Bug Explanation: The row position of actor 1 won't update to reflect changes to the formation if there is only one actor when the battle initially starts.
Error Report: No error report.
Exact Steps on How to Replicate Bug: Start a battle with Troop 1 in the database. Go to the formation change scene and add in new party members (leave actor 1 where he is in the party) and then leave the scene. The new members are added in, but they are placed as if 1 less party member is present, while actor 1 is exactly where he was before the new members came in. Leaving him very close to the positions of the new members. In my own game project, they were placed right on the same spot and the image was flickering (I assume because they were both trying to be shown). The positioning will stay the same until the row for said actor is manually changed (and I also assume this happens when changed with a skill or something).
You can also try starting the battle with 4 party members, and then going into the formation scene and removing the second and third party members. Or even the 2nd and fourth, etc. The party members who haven't been removed won't update their positions either.
Did you recreate the bug on the sample project? Yes.
Upload the sample project and share the link (ABSOLUTELY REQUIRED):
https://www.mediafire.com/?9xe7onlg59bhnla
I'll have to look into this.