Hi YoraeRasante, I am not sure if you are still looking over this plugin, but I just wanted to highlight that, for some reason, when I used the notetag, <change stat base formula: x>, it does not work in certain cases, and I am not sure if it is a compatibility issue. I am not also sure if this applies to other notetags as well.
The issues I found with:
Yanfly's Base Parameters (I suspect it might apply to Yanfly's Extra and Special Parameters, but did not test them)
Yanfly's Enemy Base Parameters
Ramza's Weapon Attack Formulas (only if I use it for an enemy, not when I apply it to a weapon)
It works perfectly otherwise (like if I use the stat in Ramza's Weapon Attack Formula within a weapon instead of an enemy or just directly in the damage formula of a skill - which works for both enemies and actors).
EDIT: I can work around it with a variable, but just thought to mention this issue.
Just a couple of questions. If I want to create a new resource pool that is neither HP, MP or TP, can this plugin work and have the corresponding notetags in Skills and Items for the custom resource cost? If yes, can this resource pool be displayed (e.g. I want a new resource pool called Power Points or PP, along with HP, MP and TP, is this possible)?
Sorry, but for now my plugin is limited to parameters. You can, of course, make one for maxPp to change with equip and the like, and one for currentPp that you could set its base to always be maxPp but lower at each use with its plus/flat and set those back to 0 with script calls.
Displaying, however, you would need another plugin to draw the gauge. Even my normal parameters are not shown by my plugin without an outside plugin, even on the status screen.
Right now, I'm in the works on a new version of this one with new features including changing the default parameters too, and adding the new parameters you make to the status menu if you so wish. I guess making new resources instead of just parameters could be a good addition.
Thanks for the suggestion! I will need to go through the plugins and see how they work. Hopefully, they do not conflict with my other plugins I am using. I am generally reluctant to add more plugins unless I know they are compatible with what I already have due to the game mechanics I am already planning, but fingers cross that this will work wonders.
Going through FrogBoyMV's plugins, it seems they are trying to re-create a more WRPG experience, compared to the standard ERPG mechanics that comes with RPG MV and most plugins. Would be very interesting if both can be merged into 1 single game (e.g. Frog's Magic combine with Yanfly's Skill Core). Thanks again!
Hi, sorry, I downloaded Frogboy's plugins, and while I love the idea they have, it is rather difficult to understand (I have very little idea about JS). Think I will have to wait for your new version, but no pressure :p, as I put my game on hold as I am still doing world building.
Also, would you be working on a status menu plugin? I am using YEP's status menu which is great, but I am not able to customize the parameter page (only the Attributes page, which are for Ex and Sp Params, which I mostly reduced to Ex Params as I am not using Sp Params as mechanics much, plus Ramza's Dual Wield params).
Lastly, where should this plugin go, assuming I am running all the core engines from Yanfly? The reason I am asking is that I keep getting an error whenever I tried to open the menu.
Sorry, but I won't work on a status menu plugin of my own. I could to be sure but it would be kinda limited to what I would think it should be... and I don't like limiting the users that much to my own tastes. Mainly because I am aware I'm not a great visual designer.
Instead, my plan is to give you options to show on the current status screen, and add functions to make it easier to get the information you need for adding them in your own custom menus. Maybe some status screens will even already take the changes from the default one, would save the users lots of work.
Hmm, what exactly is the error? I used to use them myself, and never had any problems. I usually put my plugins under all Yanfly ones, but to be honest I don't think it should cause a problem no matter the position it is put on. Or well, didn't until you said you got an error. If you could show me a screenshot of the console (some projects open it with F8, others with F12, no idea why, a project I made myself always opens with F8 but some people sent me only open with F12), the default error screen doesn't give barely any info save that an erro happened. Yanfly's makes it give some extra info, but it is not as easy to read as in the console itself and there may be more relevant info the error screen doesn't show.
sorry, but I should have made it clearer... the console window has many tabs, and that tab you put there seems to be the "elements" tab. The one I need is the "console" tab.
that said, I think I did find the cause of the problem through Yanfly's error message, seems like I forgot to initialize the buffs of the new parameters with the new characters, somehow in my tests it skipped any checks without it being initialized before being checked... but that's ok, that's what tests are for, I think it may be fixed now. Would you mind testing for me? A new save file may be needed for that, sorry.
Hi, just wanted to let you know, the Frog_Health plugin is not possible to use for extra skill resources at the moment. I read through the forum on RPG Maker forum, and the last message from FrogBoy for the plugin was Dec 2018 where they mentioned that this is in the future plans, but it seems that they have at least temporarily stop further development (last message was Nov 2019 answering some questions on the plugin).
NeMV has a plugin that might work, but it won't show on the status screen or battle window from what I can tell, and they have stopped maintaining it since 2017 as well.
So...you're my only hope for now, huhuhu. This is a great plugin regardless, and thank you for making it, cos it's incredibly user friendly.
Hello! I want to make states that gives buffs and debuffs that are not on percentages. For example: Attack Buff that gives +3 ATK. How can I do that by changing the Base Parameter Formula?
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Hi YoraeRasante, I am not sure if you are still looking over this plugin, but I just wanted to highlight that, for some reason, when I used the notetag, <change stat base formula: x>, it does not work in certain cases, and I am not sure if it is a compatibility issue. I am not also sure if this applies to other notetags as well.
The issues I found with:
It works perfectly otherwise (like if I use the stat in Ramza's Weapon Attack Formula within a weapon instead of an enemy or just directly in the damage formula of a skill - which works for both enemies and actors).
EDIT: I can work around it with a variable, but just thought to mention this issue.
Thanks for the great plugin!
Just a couple of questions. If I want to create a new resource pool that is neither HP, MP or TP, can this plugin work and have the corresponding notetags in Skills and Items for the custom resource cost? If yes, can this resource pool be displayed (e.g. I want a new resource pool called Power Points or PP, along with HP, MP and TP, is this possible)?
Sorry, but for now my plugin is limited to parameters. You can, of course, make one for maxPp to change with equip and the like, and one for currentPp that you could set its base to always be maxPp but lower at each use with its plus/flat and set those back to 0 with script calls.
Displaying, however, you would need another plugin to draw the gauge. Even my normal parameters are not shown by my plugin without an outside plugin, even on the status screen.
But for simpler use... may I suggest Frogboy's plugins? It has a plugin that could be perfect for those, his FROG_Health. https://github.com/FrogboyMV/Health (pretty sure you'll need his Core plugin to use it though. https://github.com/FrogboyMV/FROG_Core)
Right now, I'm in the works on a new version of this one with new features including changing the default parameters too, and adding the new parameters you make to the status menu if you so wish. I guess making new resources instead of just parameters could be a good addition.
Thanks for the suggestion! I will need to go through the plugins and see how they work. Hopefully, they do not conflict with my other plugins I am using. I am generally reluctant to add more plugins unless I know they are compatible with what I already have due to the game mechanics I am already planning, but fingers cross that this will work wonders.
Going through FrogBoyMV's plugins, it seems they are trying to re-create a more WRPG experience, compared to the standard ERPG mechanics that comes with RPG MV and most plugins. Would be very interesting if both can be merged into 1 single game (e.g. Frog's Magic combine with Yanfly's Skill Core). Thanks again!
Hi, sorry, I downloaded Frogboy's plugins, and while I love the idea they have, it is rather difficult to understand (I have very little idea about JS). Think I will have to wait for your new version, but no pressure :p, as I put my game on hold as I am still doing world building.
Also, would you be working on a status menu plugin? I am using YEP's status menu which is great, but I am not able to customize the parameter page (only the Attributes page, which are for Ex and Sp Params, which I mostly reduced to Ex Params as I am not using Sp Params as mechanics much, plus Ramza's Dual Wield params).
Lastly, where should this plugin go, assuming I am running all the core engines from Yanfly? The reason I am asking is that I keep getting an error whenever I tried to open the menu.
Sorry, but I won't work on a status menu plugin of my own. I could to be sure but it would be kinda limited to what I would think it should be... and I don't like limiting the users that much to my own tastes. Mainly because I am aware I'm not a great visual designer.
Instead, my plan is to give you options to show on the current status screen, and add functions to make it easier to get the information you need for adding them in your own custom menus. Maybe some status screens will even already take the changes from the default one, would save the users lots of work.
Hmm, what exactly is the error? I used to use them myself, and never had any problems.
I usually put my plugins under all Yanfly ones, but to be honest I don't think it should cause a problem no matter the position it is put on. Or well, didn't until you said you got an error.
If you could show me a screenshot of the console (some projects open it with F8, others with F12, no idea why, a project I made myself always opens with F8 but some people sent me only open with F12), the default error screen doesn't give barely any info save that an erro happened. Yanfly's makes it give some extra info, but it is not as easy to read as in the console itself and there may be more relevant info the error screen doesn't show.
Thanks for looking into this. I managed to open the console with both F8 and F12. I also have the error from YEP. Please find the screenshot attached.
sorry, but I should have made it clearer... the console window has many tabs, and that tab you put there seems to be the "elements" tab. The one I need is the "console" tab.
that said, I think I did find the cause of the problem through Yanfly's error message, seems like I forgot to initialize the buffs of the new parameters with the new characters, somehow in my tests it skipped any checks without it being initialized before being checked... but that's ok, that's what tests are for, I think it may be fixed now.
Would you mind testing for me? A new save file may be needed for that, sorry.
Hi, just wanted to let you know, the Frog_Health plugin is not possible to use for extra skill resources at the moment. I read through the forum on RPG Maker forum, and the last message from FrogBoy for the plugin was Dec 2018 where they mentioned that this is in the future plans, but it seems that they have at least temporarily stop further development (last message was Nov 2019 answering some questions on the plugin).
NeMV has a plugin that might work, but it won't show on the status screen or battle window from what I can tell, and they have stopped maintaining it since 2017 as well.
So...you're my only hope for now, huhuhu. This is a great plugin regardless, and thank you for making it, cos it's incredibly user friendly.
And also, where I can put the code battler.(command Name)?
anywhere you would use atk for example.
So if you have a parameter with the command "will", in a damage formula you would put for example a.will*4 - b.def*2
Hello! I want to make states that gives buffs and debuffs that are not on percentages. For example: Attack Buff that gives +3 ATK. How can I do that by changing the Base Parameter Formula?
If you look in the formula, the value is multiplied by the buff rate. Just change it to add instead.
But you will also need to change the buff rate formula to use properly.