AP - Stat Distribution

Iruga2266

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Nice plugin!


I'm trying to make it work. Without success, though.


I'm receiving this error whenever I try to open the STAT distribution menu by plugin command.

 

Alistair

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Does that happen with the latest update? (V1.05a)


Do you use any custom formulas in the plugin parameters?
 

Iruga2266

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Yes. 


No, I don't.


I realized it happens whenever the character has no MP. If you set a class to have no MP in any lvl (1-99) , the game crashes when you open the distribution menu.
 

OverlyEpux

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Would there be any way to add control to TP as well?
I'm using the TP Upgrade script to utilize TP as Stamina for physical moves, keeping mana specifically for magic.
 

padr81

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Is there anyway I can add this to Yanfly main menu manager, it appears fine on the default menu but with the MMM by Yanfly it doesn't show.  Also when 2 characters level up at the same time if you assign points for one and click finish, you can't assign them for the other.  At least not while I can't get it in the main menu.
 

Alistair

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@OverlyEpux


Not sure about that. I'll check it out and see how possible it is.


@padr81


Read the Plugin's help file.
 

padr81

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@Alistair My bad, completely missed it the first time.
 

Iruga2266

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Again, great plugin.


But, If I may... It would be a great feature to see if we could have a text for each lvl of the stats or ability menu.


For instance, if I have an ability named "Stealth"


Stealth lvl 1 - it would appear below the help text : If you can't see them, they can't see you.


Stealth lvl 3 - it would appear below the help text : You've realized that the best course of action would be to stay in the shadows.


 


That would be applicable to the Stats menu as well.


If 0 < agility < 40 - it would appear below the help text : I guess you know by now that if you're the first to strike, you'll probably be the last to survive.


 


It would be GREAT to have a "confirm" and a "reset" option. To confirm or reset the last alterations.


Just some cool features that would be awesome to see in the plugin! 


And I think I've found a bug. 


The colour of the abilities does not change with their lvls. For instance, if I set the colour 1 to be 18 and the colour 2 to be 11, it does not change as the lvl grows. I've not tested it with the stats menu.
 
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Alistair

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But, If I may... It would be a great feature to see if we could have a text for each lvl of the stats or ability menu.


Looking into this.

It would be GREAT to have a "confirm" and a "reset" option. To confirm or reset the last alterations.


You can enable a Confirm Window before spending a point in the plugin parameters.


The Stat Distribution plugin has a plugin command to reset your spent points.


I'll see if I can transfer that command to the Ability Distribution plugin as well.

And I think I've found a bug. 


The colour of the abilities does not change with their lvls. For instance, if I set the colour 1 to be 18 and the colour 2 to be 11, it does not change as the lvl grows. I've not tested it with the stats menu.


Works fine for me:


1.PNG
 

Iruga2266

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I've figured it out. Thank you.


I thought that the gauge would gradually change the colour, instead of just lengthening the horizontal bar. I think that would be more appealing.


Oh, my bad. Didn't know this feature. I've just tried it. While it IS better, I think it would be more pragmatic to have a confirm at the end of the leveling instead of having to confirm each time you want to level up a single skill. For instance, add 5 lvls in stealth and 3 in acrobatics. At the end, it would appear a message "Are you sure you want to do this?", "No.", then it resets all alterations.
  
I don't mean to impose or be rude. I'm sorry if it appeared so. English is not my first language, but I'm trying to do my best.


I don't know much of JavaScript, but I'm learning. I have a lot of ideas, but little knowledge. Therefore, the maximum I can do is try to help by giving opinions and ideas.
 
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Alistair

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I thought that the gauge would gradually change the colour, instead of just lengthening the horizontal bar. I think that would be more appealing.


It's the default way RPG Maker MV handles bars with two colours. I agree though that it would be more appealing.

Oh, my bad. Didn't know this feature. I've just tried it. While it IS better, I think it would be more pragmatic to have a confirm at the end of the leveling instead of having to confirm each time you want to level up a single skill. For instance, add 5 lvls in stealth and 3 in acrobatics. At the end, it would appear a message "Are you sure you want to do this?", "No.", then it resets all alterations.


I can see that it would be more "comfortable" to have it the way you suggested but that would mean a lot of rewriting and restructuring for me and thus I don't think this will be a thing in the near future.

I don't mean to impose or be rude. I'm sorry if it appeared so. English is not my first language, but I'm trying to do my best.


Don't worry. There's no reason for me to take offence. :)
 

C.W. Plainview

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I've got a few questions.


1) Is it possible to disable/hide the gauges?


2) Is it possible to disable/hide the "Finish" command, since the scene can still be easily backed out of without it?


3) Is it possible to disable access from the menu and instead call upon the scene through a script call?


Thanks for the plugin.
 
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Alistair

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@CWCprime


1) + 2) Grab the newest version. It's possible now.


3) I fixed some issues concerning this.


If you have the newest version, you can simply set the parameters "Show Menu Switch" and "Enable Menu Switch" to a switch that's turned off (e.g. 999).


By doing this the menu command will not appear.


The Plugin's help file states the following for opening the scene:


============================================================================


Plugin Commands


============================================================================


► OpenStatDistribution


- Opens the Stat Distribution Scene.
 
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C.W. Plainview

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@Alistair


I'm having some trouble with the new update where I wasn't before. Not sure if it's on my end or what.




This is what happens when I open the Stat Distribution scene. I haven't messed with any settings in the plugin, nor do I have any other plugins active.


I'm also having trouble getting the Show/Hide menu option to work. The problem is that the menu command is already hidden by default. Setting the parameters "Show" & "Enable Menu Switch to an active switch doesn't get it to appear either.


Again, don't know if these could be related to something on my end or not, but I am testing this in a relatively fresh project with no other plugins.


Thanks.


EDIT: It was on my end, after all. I had renamed the .js file. I'm all good now. Thanks.
 
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C.W. Plainview

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I have another request, although this one is more cosmetic.


Since I have gauges disabled, it can be hard to discern which parameter on the left-hand side lines up with which value on the right-hand side. I was curious if you could implement some background images to help connect the parameters and the values, without the gauges.


Here is a pic of how it could look (under the "Attributes" section):




Don't know if you'd be willing to do this or not, but figured I'd throw it out there. Thanks for the plug-in again, by the way, it is great.
 

Iruga2266

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Just tried the new updates. Nice to see that you used the description idea! :D


But...







 
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I think it would be better if the description were below the help text.


It would be nice to be able to change the colour of the text the same way as the engine does. 


I tried to alter the code a bit, without success :(, to make it possible to have different descriptions based on the ability level.


This is the code I used:

Game_Actor.prototype.setAbilityDescription = function(name, text, text2, text3, text4, text5, text6, text7, text8, text9, text10, text11) {
var name = name;
var text = text;
var text2 = text2;
var text3 = text3;
var text4 = text4;
var text5 = text5;
var text6 = text6;
var text7 = text7;
var text8 = text8;
var text9 = text9;
var text10 = text10;
var text11 = text11;
for (var i = 0; i < this._abilities.length; i++) {
var ability = this._abilities;
if (name == ability["name"]) {
for (var TesteControle = 0; TesteControle < ability["currentValue"]; TesteControle++) {
if (TesteControle == 0) {
ability["description"] = text;}
if (TesteControle == 1) {
ability["description"] = text2;}
if (TesteControle == 2) {
ability["description"] = text3;}
if (TesteControle == 3) {
ability["description"] = text4;}
if (TesteControle == 4) {
ability["description"] = text5;}
if (TesteControle == 5) {
ability["description"] = text6;}
if (TesteControle == 6) {
ability["description"] = text7;}
if (TesteControle == 7) {
ability["description"] = text8;}
if (TesteControle == 8) {
ability["description"] = text9;}
if (TesteControle == 9) {
ability["description"] = text10;}
if (TesteControle == 10) {
ability["description"] = text11;}
break;
};
};
};
};








 





 






Didn't know if I could change it. I'm sorry if it was not allowed.


Still learning javascript :p.
 
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Alistair

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@Iruga2266


You can have the text be displayed in the second line by using "\n".


\c is working too but for some weird reason you'll have to use two slashes e.g. \\c[5].


Not sure why it is like that but it works for now.

Game_Actor.prototype.setAbilityDescription = function(name, text, text2, text3, text4, text5, text6, text7, text8, text9, text10, text11) {
var name = name;
var text = text;
var text2 = text2;
var text3 = text3;
var text4 = text4;
var text5 = text5;
var text6 = text6;
var text7 = text7;
var text8 = text8;
var text9 = text9;
var text10 = text10;
var text11 = text11;
for (var i = 0; i < this._abilities.length; i++) {
var ability = this._abilities;
if (name == ability["name"]) {
switch (ability["currentValue"]) {
case 0:
ability["description"] = text;
break;
case 1:
ability["description"] = text2;
break;
case 2:
ability["description"] = text3;
break;

// etc.

case 10:
ability["description"] = text11;
break;
default:
ability["description"] = "";
break;
};
};
};
};




Something like that code should be working. You'll have to add all the missing cases I've left out, though.
 

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