I believe I may have found a bug in attach augments. Previously I found a way to add an augment to an item via JS, but I cannot remove an augment from an item via JS. I used the ItemManager.removeAugmentFromItem($gameActor.actor(1).equips()[2],0), and it processed, even removing the effect of the augment, but the augment itself remained on the actor's item. When I manually removed the augment after that, it appeared in the inventory just fine. Also, detaching the augment manually from the inventory menu works fine. Is it a bug or am I skipping a function? I've scanned through all the functions multiple times and can't figure out which one it might be.
Also, I have YEP_SaveEventLocations active and have placed the <Save Event Locations> notetag in my map. The events still appear in their initial locations upon reentering the map. I have the plugin last on my list of YEP plugins and it is updated. I have also placed an individual <Save Event Location> in both the tiny event notetag box, and in a comment within the event. The event still defaults back to its initial state when I leave the room and come back. I can give you access to my dropbox with a saved 7z of the current project.
Thank you
You're still skipping steps. Adding and removal of augments to items must go through the same process.
Also, effective this post, a new rule is implemented as per Note3:
NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.
NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug,
you are to ask your questions here.
NOTE3: However, as an exception to
NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.
Also, as per Save Event Locations:
1. Download all the newest updates of the plugin.
2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use
http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on
http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc.
10. Post the link here and I'll take a look at it.