Ha! Hey, glad you're passionate about the game (almost as passionate as Mezz is about Boars). Let's work our way through these:
1. Not a (mistaken) repeated word. While it's arguably stylistically less than ideal, that sentence is intentional and entirely grammatical. In casual english, a slur/insult can be on its own: "Come over here slut" or it can be prefaced with "you" for emphasis: "Come over here you little slut." This is casual language that implies a rougher, cruder speaker, which makes it a good fit for the boars. So in the sentence "We're going to ruin you you smug shit, the first "you" is the object, and the second is an intensifier that adds information. What kind of smug shit? Who is the smug shit? "you". Arguably a comma after the first "you" might help for visual clarity, but the sentence is fine as-is.
2.Off-screen stuff: this gets into RPGMaker and sprite movement.
By default when RPGMaker MV runs a battle, it pulls representations of the enemies and player characters from images in sv_enemies and sv_characters respectively. sv_enemy images are simple one-image representations of the enemies, sv_characters are "sprite sheets", images that contain a grid of images of the character in a variety of poses, and with 3 frames of animations for each. During the course of a battle, the engine pulls from a given part of the sprite sheet as needed (an attack, taking a hit, using an item etc). It also slides the player image around at certain times in the battle.
This was my first game, so while I was able to edit the sprite sheets and swap them out at various points, I had limited understanding and control over fine details like the sliding. I ended up with much more precise control in in GT, and MUCH more in chapter 3 via some plugins. But I'm fine with the slightly off-screen movement in this case. It's only when certain actions happen in the battle, and it gives a kind of dynamism or "bounce" to things, so they're not just sitting in the same place all the time. This isn't the only time you'll see this kind of thing though: if you really pay attention to the battles, there are a lot of little movements that aren't the most perfectly choreographed. Just the reality of it being my first attempt at these things, but it's an acceptable flaw.
3. And yes, the details on the status effects obviously isn't a bug. It wasn't in the game at all originally, RPGMaker MV doesn't support it out of the box, but someone requested better clarity on what the effects were doing, so I added it via plugin, and it ends up being more important/useful in GT for certain battles. If people never discover it though, that's fine: It's possible to figure out most of the status effects simply by context. But if people are curious, it's a nice additional thing to have.


















