Adding flat stat bonuses instead of %

Farr

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Is there a way to add +flat parameters bonus on states instead of % based?
 

bgillisp

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Only with a plug-in. If you wish to find such a plug-in I can move you to plug-in requests.
 

Farr

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Only with a plug-in. If you wish to find such a plug-in I can move you to plug-in requests.


If this is the only then please do it. 


Thanks.
 

Andar

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I've moved this thread to plugin request. Please be sure to post your threads in the correct forum next time. Thank you.



search for a passive skill plugin that uses the weapon ID to determine bonuses - there are two passive skill plugins, one around weapon ID and one around state ID, and the one based on weapons can do what you want - just add that as a lvl 1 passive
 

Astfgl66

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Hi @Farr!


I was intrigued by the possibily of flat boosts so I made a quick plugin, It's working in my vanilla game, try it and tell me if it's working in yours.


http://pastebin.com/excaUBh3


It uses notetags in the states boxes: mhpB, mmpB, atkB, matkB, defB, mdefB, agiB, lckB.


The parameters are evaled meaning if you input


<mhpB: $gameVariables.value(1)>


The state will boost mhp by the value inside variable 1.


For anyone wondering: it's free to use commercially and non commercially, credits non required, edits and reposts as you wish just keep it under the same license.
 

bgillisp

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@Astfgl66: That reminds me of a script I wrote for ACE to do the same thing, the problem was if anyone ever died and they had a state on them that reduced stats by a flat amount, the change became permanent! Does yours fix that problem?
 
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Astfgl66

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It shouldn't, because it makes no modifications to the actual stats, it changes the param Plus calculations to include the value inside states notetags.


I didn't test it however, so that's very much theory.


Edit: @bgillisp confirmed, does not happen.


I also couldn't alias it properly so in the end I rewrote the paramPlus function wich is likely to cause some problem in its own rights...


It's very much subject to future improvements.
 
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Farr

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I used <mhpB: $gameVariables.value(10)> on the state notebox and I didnt see any change.


Maybe its incompatible with some of Yanfly's plugin.


But I appreciate the help anyway.
 

bgillisp

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@Farr: Yanfly has their own version of how you do this, under their States and buff Core. You'll need to use whatever method Yanfly set up for that.


@Astfgl66: Ok, good to know. I was worried as when I did it, when a character dies, it force removes the states, and if the stat increase or decrease was put in the wrong place, it was never removed when that happened. But I think I added it straight to the parameter, hence the difference.
 

Astfgl66

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@Farr That's probably it. It's working alright in my blank project.


Edit: Other dumb possibility: are you sure variable 10 is not 0?


I'm not going to delve into Yanfly scripts I'm not at all near his level and it would take me a while to understand his damage flow or the way he calculates stat bonuses.


Sorry I couldn't be of more help.
 
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Farr

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@Farr That's probably it. It's working alright in my blank project.


Edit: Other dumb possibility: are you sure variable 10 is not 0?


I'm not going to delve into Yanfly scripts I'm not at all near his level and it would take me a while to understand his damage flow or the way he calculates stat bonuses.


Sorry I couldn't be of more help.


Yes, I tried with highter numbers and it didnt work aswell


I really appreciate the help, Ill try to work around it somehow.


Thanks again, santé!
 

Astfgl66

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Hmmm... Sorry to be insistent, by the way my question and your answer are phrased I'm not sure:


I should have phrased it like this: Are you sure the value inside variable 10 is not 0?


Alternatively just try with a flat value (<mhpB: 1000> for example) and tell me what happens.


The setup and result should look like this: Spoiler'd for size


Again I'm sorry if I just misunderstood you and you already did everything right, I just want to be sure, I'm not a native speaker.
 
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Farr

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Hmmm... Sorry to be insistent, by the way my question and your answer are phrased I'm not sure:


I should have phrased it like this: Are you sure the value inside variable 10 is not 0?


Alternatively just try with a flat value (<mhpB: 1000> for example) and tell me what happens.


The setup and result should look like this: Spoiler'd for size


Again I'm sorry if I just misunderstood you and you already did everything right, I just want to be sure, I'm not a native speaker.


The  <mhpB: 1000> works perfectly! 
 


Thanks so much!
 

Astfgl66

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Then it makes no sense variable based increase doesn't work in your project.


Please look at the image below spoiler'd for size, retrace the steps I made, and tell me if it works. If it doesn't please include screenshots.




1- First event, setting the state on actor 1 and variable 10 to 0


2- Setting variable 10 to 10


3- Setting the state notebox


4-Menu before speaking to event 1


5-Menu after speaking to event 1 but before speaking to event 2


6-Menu after speaking with event 1 and 2.


My state 4 (poison) notebox is this:

Code:
<atkB: 5 * $gameVariables.value(10)>
<mhpB: 100 * $gameVariables.value(10)>
 

Farr

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The Variable was 0 at the start so I didnt take a screenshot.


But everything is working fine so far.
 
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Astfgl66

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Ah, now that makes sense. Glad to hear everything is working. Thank you for going into troubleshooting with me.


If you want I've uploaded an updated version on pastebin. It allows you to do this:


<atkB: 5 * $gameVariables.value(10)> //Instead of writing this
<atkB: 5 * v(10)> //you can now write this


It's under the same link as before:  http://pastebin.com/excaUBh3
 

Farr

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Ah, now that makes sense. Glad to hear everything is working. Thank you for going into troubleshooting with me.


If you want I've uploaded an updated version on pastebin. It allows you to do this:



<atkB: 5 * $gameVariables.value(10)> //Instead of writing this
<atkB: 5 * v(10)> //you can now write this


It's under the same link as before:  http://pastebin.com/excaUBh3


That's a lot easier, the shorter the better. :)


Thanks so much my friend, success on your scripts!
 

Astfgl66

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Just a heads up that I have updated the plugin still under the same pastebin link: http://pastebin.com/excaUBh3 .


It doesn't change or add any functionality for the user, but should improve compatibilty.


For those interested, I finally got around aliasing the original method properly.


This should be the last time I update this plugin, unless you have a particular request.


If you encounter any trouble using it, be sure to let me know!


Have a nice day.
 

Farr

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Just a heads up that I have updated the plugin still under the same pastebin link: http://pastebin.com/excaUBh3 .


It doesn't change or add any functionality for the user, but should improve compatibilty.


For those interested, I finally got around aliasing the original method properly.


This should be the last time I update this plugin, unless you have a particular request.


If you encounter any trouble using it, be sure to let me know!


Have a nice day.


Maybe it will work for passive skills now. (Nope, I tried xD)

I realized its not combatible with Yanfly`s Passive States, not that it`s a big thing for me, I`m just saying.


You should create a topic about your script, I bet its really useful for some people like me.
 
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Andar

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Then I suggest you follow my suggestion above and use one of the two existing plugins for passive skills - you can try both for compatibility with yanfly's scripts, and that are two chances one of them is compatible.
 

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