Posted February 05, 2020 by Ramza
#rpgmaker #bugfix #class-change
Good morning. I have updated this plugin to version 1.71 to correct the following issues:
This bug was caused by the way I'd injected my code into the class change core plugin. I was unaware that pressing 'ok' on a subclass was also calling the original 'ok' function I'd hijacked, in addition to one I'd injected code into specifically for subclasses. This resulted in equipment being optimized for a subclass change, even if the option was disabled, as the function was being called regardless of whether it was a class or subclass being changed. It also caused the optimization to be run twice if the option was enabled in the plugin parameters, as it would run once regardless of class or subclass being changed, and then a second time if it was a subclass being changed.
This has been corrected.