It is just mistake in plugin description
Plugin Name: YEP.140 – More Status Menu Pages
Plugin Parameter Changes:
Bug Explanation: Introduction part in plugin description: "This plugin requires YEP_X_MoreStatusPages. Make sure this plugin is located under YEP_X_MoreStatusPages in the plugin list."
Solution: YEP_X_MoreStatusPages should be replaced by YEP_StatusMenuCore in both cases
Exact Steps on How to Replicate Bugs: Read plugin description :).
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Plugin Name: YEP_ItemCore
Error is also thrown with Param control / formula plugins and Absorption Barrier (All these are set to off and error is still thrown)
Plugin Parameter Changes: None
Bug Explanation: When starting up the game, "Cannot read property 'expParams' of undefined"
Console Output:
TypeError: Cannot read property 'expParams' of undefined
at Game_Actor.expForLevel (rpg_objects.js:3524)
at Game_Actor.currentLevelExp (rpg_objects.js:3541)
at Game_Actor.initExp (rpg_objects.js:3533)
at Game_Actor.setup (rpg_objects.js:3439)
at Game_Actor.setup (YEP_ItemCore.js:881)
at Game_Actor.initialize (rpg_objects.js:3406)
at new Game_Actor (rpg_objects.js:3391)
at Game_Actors.actor (rpg_objects.js:4585)
at Game_Party.initActorEquips (YEP_ItemCore.js:1031)
at Game_Party.setupStartingMembers (YEP_ItemCore.js:1024)
Exact Steps on How to Replicate Bugs: Start a project will ItemCore added on RMMV version 1.5.0 Adding BaseParamControl, ExtraParam and SpecialParam along with Absorption barrier throws the error. -
For some reason, in 1.5.0, your Doodads plugin makes the title screen the default MV size no matter what resolution is chosen. It only does this when the game is launched. When quit the game and go back the title screen, it's back to normal. Close out of the game and open it again, and it goes back to the default MV size.
I would upload a screenshot, but the RPG Maker forums hate me. -
whoops. Please ignore this message.
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Well, I just learned an ugly truth about the ATB and why Yanfly no longer supports it.
I really love the feature, but it does take a bit away to where I have to turn the cheek and discard it, and for that I must reveal the truth onto why.
Timers can be an important factor to ones game. Sometimes it provides suspense, whereas other times it provides challenge. However, with that said, when it comes to challenging ones self, lets say time attack, there are limits. Only limit I can say is whenever a battle commences, you have to put in a feature that pauses the timer. Otherwise, it'll continue on. When the timer is up, usually the battle would just abort if this is a time attack quest. Transfer player back to the start, so they can retry and beat the timer before it expires; consequently.... that does not happen. Battle continues, and after it continues, timer acts as though it doesn't exist. No matter HOW many events you through at it, it acts as though the timer never started. Only event that happens to work is moment, but then the player is unable to fight due to a infinite loop.
So yea... I am going to try out STB, but.... DANG YOU RPG MAKER SOFTWARE! WHHHYYYY u.u -
Bug Report:
Plugin Name: YEP_BattleEngineCore
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None
Bug Explanation: Action End states are not lowering their turns to end.
Error report: None
Are you a coder who understands the problem in code as to why this bug is caused? Not good enough in my opinion, but gave it a try.
The problem seems to be on line 3919, since it stopped when I commented the if:
Code:Keep in mind, I have no idea if I ended up breaking something else with this yet.../*if (!BattleManager._processTurn)*/ this.updateStateActionEnd(); -
Bug Report:
Plugin Name: YEP_X_TurnOrderDisplay
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None
Bug Explanation: Icon does not change when actor is on the class set on <Class x Turn Order Icon: y>, or does not show up at all. If you use <Turn Order Icon: x> to set a default one, if does not change from it even if you are on a set class. If you do not, the box is empty.
Error report: None
How to replicate it: Give the actor different icons for different classes. Giving or not a not-class-related one changes the resulting problem.
Are you a coder who understands the problem in code as to why this bug is caused? Not good enough yet.
Sample Project: https://www.dropbox.com/s/qnveofo2k770cx8/TurnOrder Bug.rar?dl=0 -
I have a problem with event chase player, the problem itself is that the enemy can see the player through walls, and using stealth regions is not a solution since the enemy is freely roaming. How do I make enemies not see through walls? please reply
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@Mr.Richmond : That is the way the plug-in is designed, as RPGMaker is not set up for true line of sight calculations (as those are very GPU intensive). If you really need it to be set up to work with line of sight, best post a new thread under plug-in support.
Rest of you, please remember Yanfly's rules! The sample project is *mandatory* if you want your issue looked at. Yanfly makes no exceptions to this rule. Thank you. -
Bug Report:
Plugin Name: YEP_Event Chase Player
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None
Bug Explanation: the problem itself is that the enemy can see the player through walls, and using stealth regions is not a solution since the enemy is freely roaming. How do I make enemies not see through walls? please reply
Error report: None
How to replicate it: it just sees through walls
Are you a coder who understands the problem in code as to why this bug is caused? not at all. -
Like I said, for your case @Mr.Richmond you need to post a new thread under plug-in support, as what is happening is exactly what the plug in was designed to do. So since what you want is an edit to it, you need to post that in a new thread, as Yanfly doesn't do edits.
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How do i do that? I'm new to the forum.@Mr.Richmond : post a new thread under plug-in support.
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Find the plug-in support page, and there should be a make new thread option. Use that.
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Bug Report:
Plugin Name: YEP_X_VisualStateFX, YEP_X_ActorPartySwitch
Do you have all the latest updates for the plugins in question? Yes.
Plugin Parameter Changes: None.
Bug Explanation: If a sideview actor has an animation playing on them from a state, and they are switched out for another actor, the animation will disappear but then reappear on the next turn, even though the new actor does not have the state applied.
Exact Steps on How to Replicate Bug: Start a battle either through battle test or from the bat sprite on the sample map. Use the "Poison" magic on Harold. Switch him out for another actor, then Guard or otherwise pass the turn. The state animation should return upon the start of the next turn.
Sample Project: https://www.mediafire.com/?ap36ux35a6d5vbq -
Plugin Name: YEP_X_ItemDisassemble.js
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None
Bug Explanation: After disassemble an item. Showed window can't be closed by mouse buttons.
Exact Steps on How to Replicate Bugs: Disassemble any item. -
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
I can confirm the first bug, also happens in my game, also sometimes animation fire twice with it (overkill for example) will run twice with both those plugins on. -
I'm not sure if this is a bug or not, but concerning your new plugin Battle System - STB, is action times + not meant to work with it?
sorry if this has already been answered -
Yeah, from what I got. Yanfly did say that every Battler would only get one action a turnI'm not sure if this is a bug or not, but concerning your new plugin Battle System - STB, is action times + not meant to work with it?
sorry if this has already been answered -
Plugin Name: YEP_LoadCustomFonts.js
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: Added four fonts with their respective family.
Bug Explanation: I noticed this on MV 1.5. Sometimes when opening the game, it'd get stuck in "Loading..." screen forever. If I disable this plugin, this buggy behavior stops happening. The weird part is, when the plugin is ON: sometimes it executes fine (and the fonts work fine as well), but sometimes it doesn't. A BETA tester couldn't get past it no matter how many times he tried and had to send him a version without this plugin for it to work. No clue what's going on here.
Exact Steps on How to Replicate Bugs: Assign a few fonts. Export the game. Load it up a few times and check if it gets past the "Loading...". Ideally, try it out in a PC that doesn't have the fonts installed locally. -
I thought that just had to do with agility or something. Oh well. I was really wanting to use his plugin instead of the default battle system, but my game's balance revolves around many bosses getting an extra 1-2 actions on their turn.
Regardless I'm using more than a dozen of yanflys other plugins so I can't complain much lol