I ran into a similar problem too, but Yanfly already fixed the TP bar bug. Make sure everything is up-to-date and in the right order. Double-check. Worked for me.Hmm...I'm pretty sure mine is current, as that was a new project after a re-download that did that. I'll try it again and report back if it happens again.
Nice work finding that bug! It was an oversight of mine. Here's a fix for it! http://yanfly.moe/plugins/en/YEP_ItemCore.js@yanfly
Hi again,
I don't know if this is intended or something, but I find out that you can not remove equipped weapon or armor using event command (change weapons/armors -> decrease 1 -> include equipped weapons/armors checkbox ticked) if the item_core.js is on....
Could you please look it up
Thanks as always for your plugins and supports.

Omg you are too amazing. Please stop. Also, thank you and don't really stop. lol <3A new Tips & Tricks Video!
Here's one on how to recreate Celes' Runic Blade from Final Fantasy 6!
The line used in the video is:
if (baseDamage > 0 && target.isStateAffected(13)) { value = 0; target.gainMp(item.mpCost) }The plugins used are:
Taunt
Damage Core
Have fun all!
The Party System plugin is the round 2 poll winner:Hello! thanks for help me out yesterday!
Wondering if could you give to us any news about party system, also if is it possible make a passive skills like Final Fantasy IX.
I really appreciate the attention!
thanks.
If you modify the original rpg_x.js files, then yes, the Core Engine will overwrite them as any other plugins out there will. If you want your custom status screen to retain its effect, you'll have to create a plugin file outside of the original source code and place it under the Core Engine.I'm having a weird interaction when it comes to attempting to make a custom status screen. The issue arises when I try to add or edit the part of my game's original rpg_windows.js file, specifically editing the parameters that are displayed. Strangely, the YEP_CoreEngine seems to undo all the work I attempt outside of moving the positioning of stuff around.
I'm probably doing a terrible job explaining this, so here's a couple images. http://imgur.com/a/Qbx4L
The first one is with the plugin off. Notice how the parameters display health and magic alongside the other ones? This is what I'm trying to do. When I turn the Core plugin on it just magically undoes all my work.
Eventually, yes. I have plans on making equippable sockets for items.Hey Yanfly,
Do you see yourself adding a feature for Dynamic Item Upgrades? Where they can be removed/switched out instead of permanently being attached to the equipment.
Most likely, you reached the rubberbanding point.I have a question about ATB Plugin. Enemy cast on my actor Total Debuff spell(each debuff x2),then atb bar(of that actor) fill still that same time as rest(non debuffing actors). It is a bug or not?
Alright, thanks! Another fix I found was to edit your core engine so it more so matches the changes I've made to my own Window_Status.If you modify the original rpg_x.js files, then yes, the Core Engine will overwrite them as any other plugins out there will. If you want your custom status screen to retain its effect, you'll have to create a plugin file outside of the original source code and place it under the Core Engine.
Eventually, yes. I have plans on making equippable sockets for items.