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I'm looking for someone that could look at Yanfly's Row Formation plugin and fix 2 very irritating visual bugs that make the sprites not move at all to the supposed location when their row is changing.


The first bug appears when using 


$gameTroop.updateRows();


$gameParty.updateRows(); 


the method in the script is located at line 1450


Game_Unit.prototype.updateMemberRows = function(rowId) {
    for (var i = 0; i < this.aliveMembers().length; ++i) {
      var member = this.aliveMembers();
      if (!member) continue;
      if (member.row() < rowId) continue;
      member.alterRow(-1);
    }
};








 


 


 


 


The second bug will make enemies not move to the row location with a skill that makes them move. If hit or they do another skill(in this case move backward again), then it'll show properly.


 








 


 


 


 


from what l see, this method isn't called when refreshing the rows (line 1673)


statusHeight *= Window_Base.prototype.lineHeight.call(this);
    statusHeight += Window_Base.prototype.standardPadding.call(this) * 2;
    var maxRowX = eval(Yanfly.Param.RowMaxRowX);
    var maxRowY = eval(Yanfly.Param.RowMaxRowY);
    var minRowY = eval(Yanfly.Param.RowMinRowY);
    var centerY = eval(Yanfly.Param.RowCenterY);
    var screenX = this._enemy.screenX();
    var screenY = this._enemy.screenY();
    var homeX = eval(Yanfly.Param.RowEnemyX);
    var homeY = eval(Yanfly.Param.RowEnemyY);
    this._enemy._screenX += this._homeX - homeX;
    this._enemy._screenY += this._homeY - homeY;


EDIT: Moving an actor using a skill will also make an enemy that is bugged to it's normal row position.


EDIT: if another unit uses an action to move, all the other units will be fixed but not the one that just did the move, it's like the refresh rate has 1 movement behind.

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