A very requested update


While, as mentioned, I am working on an "updated version" of this plugin, but the changes are... being basically a new plugin.
It may not be compatible with the same plugin parameters.

So, one thing that I've been requested to add to this one, and that I had planned to add to the updated version, was the ability to change the formulas of the original RPG Maker MV params.

And why make you all wait for a new plugin? I added it to his version in a special update. Still not properly tested, but...

Both the usual parameters, the extra parameters and the special parameters are now changeable. You just need to name the command name the proper command of the originals.

If you want to use the values they would have got by default, use either originalBase or originalValue in the base formula.

Core Parameters will then put their values from the database in those places, be actors or enemies.
Traits that change the rate of those parameters will automatically be added to paramRate. Equipment will be aded right away to paramPlus.

Extra and Special have as the originalBase/originalValue the combination of the values added by traits.

Be extra attentive to extra and special parameters:
Default New Parameters come with a minimum of 1.
Those parameters are in percentage, so they are kept usually between 0 and 2 (but can be other values), thus when a value is multiplied by 0.5 it is 50%. However, that means it has to be able to reach less than one

Core Parameters:

  • mhp (max hp)
  • mmp (max mp)
  • atk (attack)
  • def (defense)
  • mat (magic attack)
  • mdf (magic defense)
  • agi (agility)
  • luk (luck)

Extra Parameters

  • hit (hit rate)
  • eva (evasion rate)
  • cri (critical rate)
  • cev (critical evasion rate)
  • mev (magical evasion rate)
  • mrf (magic reflection rate)
  • cnt (counter attack rate)
  • hrg (hp regeneration rate)
  • mrg (mp regeneration rate), trg (tp regeneration rate),

Special Parameters

  • tgr (target rate, how much is targeted by the IA)
  • grd (guard effect rate)
  • rec (recovery effect rate, multiplies effect of recovery, be through skills or items, if set through a trait)
  • pha (pharmacology, multiplies the effect of recovery items, if set through a trait)
  • mcr (mp cost rate)
  • tcr (tp charge rate)
  • pdr (physical damage rate, changes damage taken by physical skills)
  • mdr (magical damage rate, changes damage taken by magicalskills)
  • fdr (floor damage rate)
  • exr (experience rate)

Files

YR_NewParameters.js 53 kB
Jun 25, 2021

Get YR's New Parameters Plugin

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(1 edit)

Nice script!

The only issue I have is that I want it not to touch the enemies with the changes I made on the core parameters...  let me explain:

I mave main stats (strength, constitution, etc) and then the rpg maker base params (hp, atk, etc) have the values all based on those, but that would just for the playable characters for level up stat distribution purposes. Since the script affect enemies as well, their stats are being overwritten accordingly to the base custom stat value and I dont want that xD, and I also dont want them to use these custom stats at all (via notetags)

Is there a way to make it completely ignore them when i deal with the core parameter formulas?

Sorry bothering you and thanks in advance


Nevermind, I didnt saw that "originalBase" option xD

Nice script![2]