[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 298 of 309 View original ↗
  1. I've noticed and i'm sure alot of you have as well when doing battles- when an enemy or party member initiates an attack- the function runs VERY fast and you see a fraction of a second of the ability name appear on the top of the screen and cycles through very quickly. Anyone know how I can pace it out a bit better? like for example 2 seconds of the ability name showing- brief delay, action commenced and then finally a brief delay before the next enemy/party member begins there next move.
  2. First off let me say great plugins Yanfly.

    I've found an issue with the coding on one of them though. I've read what you want for bug reports, and I'll give you most of it. I don't feel like it really requires a project demo though, as I'm going to show you the exact lines that are the problem. and an example of how to resolve the issue. If you however feel that is not enough feel free to ignore the issue. So here goes.

    Plugin Name: YEP_X_AttachAugments.js
    Plugin Parameter Changes: None
    Bug Explanation: The ParamRate Boost (Param: +x%, Param: -x%) never goes down due to the coding surrounding how you calculate the paramRate. If you create an augment with the ParamRate when the augment is removed it never removes the boost, below i've wrote a patch to fix this issue, feel free to use it as is or rewrite it to suit your wishes, or come up with your own fix if you wish. I'm merely including it so show the issue, and how I resolved it.

    Way to reproduce the issue would be create an item with the following notetag, the attack will only increase between equiping and removing the augment.

    Code:
    <Augment Attach: Glyph>
      ATK: +20%
    </Augment Attach: Glyph>
    <Augment Detach: Glyph>
      ATK: -20%
    </Augment Detach: Glyph>


    The issue lies on line: 1283 when it sets the value to value/100 + 1
    The issue here is that a Atk: +20% would equal 1.2 and a Atk: -20% would equal 0.8. Now those are the correct rates, however following the code down to on line:985 you go into the delete method which is on line:1002 which all works correctly until it goes to check the equality of the traits. You see on line:1013 of the ItemManager.getMatchingTraitIndex method it checks to remove 0.8 but 0.8 is not the value of the trait it should remove, it should be looking for a trait with 1.2. I really hope I'm explaining this coherently. Anyways what I've done to resolve this is simple, during the adjustItemTrait method I've added a check to see if the code is a Trait_Param and if it is i adjust it to look for the opposite. Such as looking for 1.2 instead of 0.8. Now as I'm not the person who wrote the code you may find a better way to fix the issue, but if you want a simple copy and paste fix i've included what I wrote up.


    Code:
    ItemManager.adjustItemTrait = function(mainItem, code, dataId, value, add) {
        if (add) {
            this.addTraitToItem(mainItem, code, dataId, value);
        } else {
            if (code === Game_BattlerBase.TRAIT_PARAM) {
                if (value < 1) {
                    value = (100 - value * 100) / 100 + 1;
                } else if (value > 1) {
                    value = 1 - (value * 100 - 100) / 100;
                }
              
            }
            this.deleteTraitFromItem(mainItem, code, dataId, value);
        }
    };

    I hope this helps if anything is unclear let me know I'll try to clear it up.
  3. Plugin Name: Common Event Menu
    Plugin Parameter Changes: None
    Bug Explanation: Not really a bug but the Dropbox link comes up with a 404.
  4. Hi Yanfly,

    First of all, thanks for your great job. It's really nice find good work in js for RPG Maker MV. I want to report a bug in a new plugin, here it is:

    Plugin Name: YEP_FootstepSounds

    Plugin Parameter Changes: Player Settings -> Player Enable (false)

    Bug Explanation: I changed this parameter from true to false and the result is the same, I hear the steps when the player is walking in both situations. I have tried to change the volume and pitch parameters but the main character continues making steps sounds.

    Here is the project:

    I hope I did it well. Thanks you!
  5. Uncaught ReferenceError: no is not defined
    /D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Kurtulu%C5%9F/js/plugins/YEP_X_MoreStatusPages.js:280 ================================================================
    YEP_X_MoreStatusPages requires YEP_StatusMenuCore to be at the latest version to run properly.

    Please go to www.yanfly.moe and update to the latest version for the YEP_StatusMenuCore plugin.
    ================================================================
    ?????????? help
  6. Plugin Name: YEP.140 – More Status Menu Pages – RPG Maker MV

    Version: RPG Maker MV 1.4.1 for Steam (Windows 10)



    Do you have all the latest updates for the plugins in question?: Yes


    Plugin Parameter Changes: Added "MorePages" to the "YEP_StatusMenuCore" plugin, under the "Command Order" parameter.


    Bug Explanation: When launching the game (using in engine "Playtest" or pressing "Ctrl + R"), YEP_X_MoreStatusPages does not detect the "YEP_StatusMenuCore" plugin, defaulting the YEP_X_MoreStatusPages plugin to run at line 273 (else statement). As a result, the project does not load the plugin properly, and the custom pages do not show up, even after adding the <Status Menu Page: title> notetag.

    Error persists even when using fresh versions of both the "YEP_StatusMenuCore" and the "YEP_X_MoreStatusPages", downloaded directly from http://yanfly.moe/

    Also, this is minor, but the "help" section for the YEP_X_MoreStatusPages plugin states that "This plugin requires YEP_X_MoreStatusPages. Make sure this plugin is located under YEP_X_MoreStatusPages in the plugin list.".

    It should read "This plugin requires YEP_StatusMenuCore. Make sure this plugin is located under YEP_StatusMenuCore in the plugin list.".


    Sample Project
    LINK: https://www.dropbox.com/s/d4erc1gqrpr7x2q/More Status Menu Pages Error.rar?dl=0


    /C:/Users/Ash/Documents/Games/More%20Status%20Menu%20Pages%20Error/js/plugins/YEP_X_MoreStatusPages.js:280 ================================================================
    YEP_X_MoreStatusPages requires YEP_StatusMenuCore to be at the latest version to run properly.

    Please go to www.yanfly.moe and update to the latest version for the YEP_StatusMenuCore plugin.
    ================================================================

    pixi.js:24595
    Pixi.js 4.0.3 - ✰ WebGL ✰ http://www.pixijs.com/ ♥♥♥
    Debug.png


    Exact Steps on How to Replicate Bug:
    1) Place both YEP_StatusMenuCore and YEP_X_MoreStatusPages in the plugin manager. (ALREADY DONE IS USING SAMPLE PROJECT)
    2) Run application


    Did you recreate the bug on the sample project? Yes

    Thanks again Yanfly for all you do! Hopefully this will be an easy problem to resolve!

    Sample Project Download
  7. Hey @Yanfly ! Great plugins - you've inspired me to keep creating my game! Also, to become a patron :)
    I just wanted to notify you that the Dropbox link for Battle A.I. Core is broken on your site. It gives a 404 error saying the file is missing.
    Thanks again!

    Yanfly said:
    Battle A.I. Core
  8. Plugin Name: Standard Turn Battle


    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)
    Clean Project; Plugins installed:
    Battle Engine Core v1.44
    Standard Turn Battle v1.01

    Plugin Parameter Changes: Default System changed to stb in the Battle Engine Core plugin.

    Bug Explanation: After your last party member(last to act) make his move(any action) he gets locked in a static pose, resuming his animations in his next turn, after that his animation gets locked again.
    It happens 100% of the time.
    It happens regardless of the number of party members (tested with 1 to 6)

    The bug can be seen in the demo video of the battle system as well. After Ralph makes his act for the turn his animation is frozen


    Create a Sample Project Reproducing the bug:


    Exact Steps on How to Replicate Bug:
    Enter in a battle through a New Game or the battle test in the database.
    Enter any action to all your party members
    After your slower party member acts his battle animation will get stuck in a static pose


    Did you recreate the bug on the sample project? Yes


    Upload the sample project and share the link (ABSOLUTELY REQUIRED): made in wetransfer
    https://we.tl/FyIq0mribz
  9. Fox53 said:
    Spoiler
    First off let me say great plugins Yanfly.

    I've found an issue with the coding on one of them though. I've read what you want for bug reports, and I'll give you most of it. I don't feel like it really requires a project demo though, as I'm going to show you the exact lines that are the problem. and an example of how to resolve the issue. If you however feel that is not enough feel free to ignore the issue. So here goes.

    Plugin Name: YEP_X_AttachAugments.js
    Plugin Parameter Changes: None
    Bug Explanation: The ParamRate Boost (Param: +x%, Param: -x%) never goes down due to the coding surrounding how you calculate the paramRate. If you create an augment with the ParamRate when the augment is removed it never removes the boost, below i've wrote a patch to fix this issue, feel free to use it as is or rewrite it to suit your wishes, or come up with your own fix if you wish. I'm merely including it so show the issue, and how I resolved it.

    Way to reproduce the issue would be create an item with the following notetag, the attack will only increase between equiping and removing the augment.

    Code:
    <Augment Attach: Glyph>
      ATK: +20%
    </Augment Attach: Glyph>
    <Augment Detach: Glyph>
      ATK: -20%
    </Augment Detach: Glyph>


    The issue lies on line: 1283 when it sets the value to value/100 + 1
    The issue here is that a Atk: +20% would equal 1.2 and a Atk: -20% would equal 0.8. Now those are the correct rates, however following the code down to on line:985 you go into the delete method which is on line:1002 which all works correctly until it goes to check the equality of the traits. You see on line:1013 of the ItemManager.getMatchingTraitIndex method it checks to remove 0.8 but 0.8 is not the value of the trait it should remove, it should be looking for a trait with 1.2. I really hope I'm explaining this coherently. Anyways what I've done to resolve this is simple, during the adjustItemTrait method I've added a check to see if the code is a Trait_Param and if it is i adjust it to look for the opposite. Such as looking for 1.2 instead of 0.8. Now as I'm not the person who wrote the code you may find a better way to fix the issue, but if you want a simple copy and paste fix i've included what I wrote up.


    Code:
    ItemManager.adjustItemTrait = function(mainItem, code, dataId, value, add) {
        if (add) {
            this.addTraitToItem(mainItem, code, dataId, value);
        } else {
            if (code === Game_BattlerBase.TRAIT_PARAM) {
                if (value < 1) {
                    value = (100 - value * 100) / 100 + 1;
                } else if (value > 1) {
                    value = 1 - (value * 100 - 100) / 100;
                }
            
            }
            this.deleteTraitFromItem(mainItem, code, dataId, value);
        }
    };

    I hope this helps if anything is unclear let me know I'll try to clear it up.

    I have also encountered this problem, and Fox53's solution does not work for me. Please make an update to fix it Yanfly.
  10. I apologize if this is a dumb question and im just being inept, but i can't seem to find a way using the classchage/subclass plugins to restrict certain subclasses to only be usable by certain primary classes. Theres a way to restrict it a little, like making the subclass only unlock after you got a main class to a high enough level. But i am unable to figure out how to make the subclass unusable once the character switches to another class. Thank you for your time (Whoever decides to help) and sorry for being dumb if i am.
  11. NOTE: This report is being made as a possible conflict between ItemCore & rpg_windows.js, and ItemSynthesis & rpg_managers.js. I have already updated to RPG Maker v1.5.0, copied the rpg_words.js files, the libs folder, and index.htm to the project, as per the official update instructions. Unfortunately, I cannot recreate either problem in a new blank project, and so I apologize if this means my report will be overlooked. Please see explanation below.

    Plugin Name:
    YEP_ItemCore, YEP_ItemSynthesis

    Do you have all the latest updates for the plugins in question? Yes.

    Plugin Parameter Changes:
    Item Core Parameters
    Capture.PNG
    Item Synthesis Parameters
    Capture2.PNG

    Bug #1 Explanation: Today, following the v1.5.0 update after copying all the correct files, I receive the error in the quote box below below when I go to Menu > Equip > Select Character > Equip > Select piece of Equipment, but only when the ItemCore plugin is turned off. Turning ItemCore back on causes the problem to disappear, even when no other plugins are ON besides ItemCore. So, I can only assume that there might be some kind of clash between ItemCore and the updated rpg_windows.js in my old project. However, on starting a new project, I cannot seem to replicate the error when going to Menu > Equip > Select Character > Equip > Select piece of Equipment.

    Bug #2 Explanation: Again, following the v1.5.0 update, upon accessing an event which calls an item's recipe list for Synthesis, I receive the the error in the Spoiler box below.

    ----------------------------------------------------------
    As I mentioned before, due to my being unable to replicate these problems in a new project, I understand if this report will be ignored, but I am not sure what could be causing the problems in my original project and hope to resolve the issue, as I am terrified of losing so many hours of work.
    ----------------------------------------------------------

    Are you a coder who understands the problem in code as to why this bug is caused? No.

    Bug #1 Console Error Report
    TypeError: Cannot read property 'etypeId' of undefined
    at Window_EquipItem.includes (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_windows.js:2483:33)
    at Window_EquipItem.<anonymous> (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_windows.js:1972:21)
    at Array.filter (native)
    at Window_EquipItem.Window_ItemList.makeItemList (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_windows.js:1971:40)
    at Window_EquipItem.Window_ItemList.refresh (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_windows.js:2013:10)
    at Window_EquipItem.setSlotId (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_windows.js:2474:14)
    at Window_EquipSlot.update (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_windows.js:2391:26)
    at file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_core.js:7029:19
    at Array.forEach (native)
    at WindowLayer.update (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_core.js:7027:19)rpg_managers.js:1949
    Bug #2 Console Error Report
    pixi.js:26884 Deprecation Warning: PIXI.GC_MODES.DEFAULT has been deprecated, please use PIXI.settings.GC_MODE
    pixi.js:26471
    Pixi.js 4.4.1 - ✰ WebGL ✰ http://www.pixijs.com/ ♥♥♥


    rpg_managers.js:1949 TypeError: Cannot read property 'recipeItem' of undefined
    at Game_System.<anonymous>
    (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:604:15)
    at Array.forEach (native)
    at Game_System.totalRecipes (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:603:25)
    at Window_SynthesisStatus.drawCollectedRecipes (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:822:40)
    at Window_SynthesisStatus.refresh (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:810:15)
    at Window_SynthesisStatus.initialize (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:804:10)
    at new Window_SynthesisStatus (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:796:21)
    at Scene_Synthesis.createStatusWindow (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:1532:26)
    at Scene_Synthesis.create (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/plugins/YEP_ItemSynthesis.js:1507:10)
    at Function.SceneManager.changeScene (file:///C:/Users/EliteFerrex/Documents/Games/Lumina%20Legacy/js/rpg_managers.js:2005:25)rpg_managers.js:1949 SceneManager.catchException
  12. @EliteFerrex : That means you didn't update the project to 1.5 correctly, as there is no other logical way Item core being OFF would throw an error. What is going on is having Item Core ON is saving you from an error due to an error in updating your project. Please redo all steps for updating the project to 1.5.
  13. bgillisp said:
    @EliteFerrex : That means you didn't update the project to 1.5 correctly, as there is no other logical way Item core being OFF would throw an error. What is going on is having Item Core ON is saving you from an error due to an error in updating your project. Please redo all steps for updating the project to 1.5.
    I will attempt to do so again, thank you.

    [Update]
    I have once again installed the 1.5.0 update from the patch's .exe file, copied the files from NewData to my project, but I am still receiving the same errors. Perhaps I am doing something incorrectly without knowing?

    I have:
    1) Installed v1.5.0 patch
    2) Copied NewData's rpg_core, managers, objects, scenes, sprites, and windows files and the libs folder to Documents\Games\GameTitle\js.
    3) Copied NewData's index.html to Documents\Games\GameTitle.

    Is there anything else I have forgotten to do?
  14. Hi Yanfly. I have a little bug with Yep_PartySystem plugin.

    (Sorry if my english isnt good, that's why im spanish)

    One of mine items is called "Exp Book" and it Gives randomly exp point to one selected actor.
    I use this script call to do it: $gameParty.members()[n].gainExp($gameVariables.value(X))
    Where n is the actor position on party, and X is a Random variable.

    This works Okay, but it have an little issue, if the selected party member is not Participating in battles, it doesnt gain the exp using this function, but If the member is participating in battles then, it does.

    Can you please help me?
  15. Plugin name: Animated Sideview Enemies
    Parameter Changes: None
    Bug: None
    It's just a personal question about the plugin. Using a skill, would you be able to alter the scale of enemies or actors during battle? Or must the scale be decided before battle? If the scale can be changed mid-battle, I would greatly appreciate you telling me what I'd have to do.
  16. Hey guys!,

    I'm using the "Event Chase" plugin - and for the common event that's called I have it set up to play an animation on "This Event". For some reason, it won't play the animation though - if I call it from the event itself, or have it display somewhere else, it'll work - but when the player is sighted it won't.

    Has anybody been successful in having animations play on the enemy in conjunction with this plugin?

    Thanks in advance!,
  17. IAmJakeSauvage said:
    Hey guys!,

    I'm using the "Event Chase" plugin - and for the common event that's called I have it set up to play an animation on "This Event". For some reason, it won't play the animation though - if I call it from the event itself, or have it display somewhere else, it'll work - but when the player is sighted it won't.

    Has anybody been successful in having animations play on the enemy in conjunction with this plugin?

    Thanks in advance!,
    i had the same error in my old project i cant remember exactly what i did to fix it, but i would suggest to see if "This Event" will do anything else incase its just a simple error
  18. mpurnell said:
    i had the same error in my old project i cant remember exactly what i did to fix it, but i would suggest to see if "This Event" will do anything else incase its just a simple error
    It works otherwise, just not from the plugin call. Womp wooommpp
  19. Yanfly said:
    Skill Core

    Features and How to Use




    The Skill Core plugin enables you to modify the core aspects of skills such as the cost and effects. With this plugin, HP costs are also implemented, too.

    Plugin: http://yanfly.moe/plugins/en/YEP_SkillCore.js

    Instructions

    Spoiler
    Introduction



    Skills in RPG’s consist of three main components: Costs, Damage, and Effects. Although not all components are required for a skill, they certainly make up a good chunk of it. Damage will be handled by another plugin, but this plugin will provide a core handling for skill costs and skill effects.



    This plugin also includes the ability for battlers to swap their HP, MP, and/or TP gauges for something different if it would fit the character better (for example, some classes don’t use MP and/or TP).



    Notetags



    These notetags can adjust either skill costs or special skill effects.



    Skill Notetags:

    <HP Cost: x>

    Changes the skill to have x as its HP cost. RPG Maker MV’s editor lacks HP cost functions so this would allow skills to use HP as their cost.



    <HP Cost: x%>

    Changes the skill to cost a percentage of the character’s MaxHP value.



    <MP Cost: x>

    Changes the skill to have x as its MP cost. This helps bypass the database’s hard limit of 9999.



    <MP Cost: x%>

    Changes the skill to cost a percentage of the character’s MaxMP value.



    <TP Cost: x>

    Changes the skill to have x as its TP cost. This helps bypass the database’s hard limit of 99.



    <TP Cost: x%>

    Changes the skill to cost a percentage of the character’s MaxTP value. Although the default MaxTP is 100, this tag will be useful for any plugins that will alter a character’s MaxTP values.



    Gauge Swapping



    This plugin also lets you swap around the HP, MP, and TP Gauges to any order you want assuming that all the plugins you use will keep the same order of HP, MP, and TP and does not override the default gauge drawing process. If you use any plugin extensions, they can be swaped in as well.



    Note: If you do not have ‘Display TP in Battle’ checked under the System tab in the database, nothing will be shown for the third slot.



    Class Notetag:

    <Swap Gauge x: y>

    This will change gauge x (1, 2, or 3) to y. Replace y with ‘HP’, ‘MP’, or ‘TP’ to have it display that gauge type in that gauge slot. If you wish for that slot to display nothing, insert ‘Nothing’ or ‘Null’ in place of y in the notetag.



    Weapon, Armor, and State Notetags:

    <Swap Gauge x: y>

    Actors with equipment or states that contain these notetags or enemies with states that contain these notetags will display those swapped gauges in place of the default settings or settings defined by the Class or Enemy notetags.



    Priority will go in the following order: Weapons, Armors, States, Class, Enemy



    Lunatic Mode – Skill Costs



    For users who want more control over skill costs and skill effects, there exists notetags that allow you to apply code to the costs and/or effects of a skill. For effects, this will also extend towards item control, as well.



    <Custom HP Cost>

    code

    code

    </Custom HP Cost>

    This allows the skill to have a custom HP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the HP Cost and the HP percentage cost.



    <Custom MP Cost>

    code

    code

    </Custom MP Cost>

    This allows the skill to have a custom MP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the MP Cost and the MP percentage cost.



    <Custom TP Cost>

    code

    code

    </Custom TP Cost>

    This allows the skill to have a custom TP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the TP Cost and the TP percentage cost.



    Lunatic Mode – The Skill Phases



    For this skill, multiple effects are applied and at different phases. The various phases are as follows:



    Before Effect Phase (influenced by this plugin)

    if skill successfully lands:

    – Pre-Damage Effect Phase (influenced by this plugin)

    – Damage Phase

    – Post-Damage Effect Phase (influenced by this plugin)

    – Item Trait Effects Phase

    After Effect Phase (influenced by this plugin)



    There’s four phases which can be influenced by this plugin. Two of which do not matter if the effect successfully lands or not, two of which do matter if the skill does land.



    Skill and Item Notetags:

    <Before Eval>

    code

    code

    </Before Eval>



    <Pre-Damage Eval>

    code

    code

    </Pre-Damage Eval>



    <Post-Damage Eval>

    code

    code

    </Post-Damage Eval>



    <After Eval>

    code

    code

    </After Eval>



    If you wish to use custom effects for your skill, you can insert the respective notetags into the skill (or item) noteboxes and it will run the code that appears in between the tags. However, using any form of comments in this tag will block out code that follows.
    The Skill Core has (compatibility) issues... It COMPLETELY removes my party's health, MP, and TP (which I renamed spirit) gauges. When I was trying to find out which plugin it was I tried to remove the Item Core on accident (long story) then the game kept crashing saying something like "eItem" could not be read. Please fix this.
  20. I posted these two bugs together because they occur at the same time under the same circumstances.

    First:

    Plugin Name: YEP_BuffsStatesCore, YEP_X_VisualStateFX,
    With these two plugins turned on, the bug will occur. Either plugin by itself will not cause this issue.

    Plugin Parameter Changes:
    None

    Bug Explanation:
    When battle processing allows the player to lose the fight and they lose, the actor(s) will get up right before the battle ends.

    Second:

    Plugin Name: YEP_X_VisualHpGauge

    Plugin Parameter Changes: Show HP and HP value set to true.

    Bug Explanation: When battle processing allows the player to lose the fight and they lose, the HP Gauge will reappear under the actor(s) right before the battle ends. If the HP value is set to true, you will also see the HP go to 1.

    Exact Steps on How to Replicate Bugs: Just go to the event battle on the map and get killed. The bug for both issues will be shown simultaneously.

    Link:
    https://mega.nz/#!iMkXlQzY!40AAPinDMhmeW7I8_nCRbsQJS3nCALjtyASFdv-F8sQ