Eliaquim

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Author: Hakuen Studio

Introduction

If you ever felt that you need more than 8 parameters, that the default parameters are not enough, so that is your chance!
This plugin lets you add as many new parameters as you want!

*It's compatible with Eli_ClassCurves.js

Features

● Add new custom parameters to actors and enemies!
● Manipulate these parameters with note tags and script calls!
● Add buffs, debuffs, and grow effect to these parameters!

How to use

● PLUGIN PARAMETERS

Go to the plugin parameter "New parameters" and add as many parameters as you want.

ShortName → This will be the one that you will use to reference script calls and note tags.
FullName → This will be the full name of the parameters. That can appear on battle log etc.
HP/MP/TP type → That will decide if the parameter will work like HP/MP/TP.

After that, you can choose the buff and Debuff icon range for these parameters.
They work exactly like the default ones. They will get an icon in the icon sheet and will follow a range.
With the exception that the range must follow how many custom parameters you have added.

The default works like that:
You have 8 default parameters: hp, mp, atk... etc.
The buff icons for these parameters go from the icon index 32 to 48.
This means the index 32 will be the Hp Buff level 1,
33 Hp buff level 2. And so on.
The same for Debuff, which takes the icon index 48 to 62.
48 Hp Debuff level 1
49 Hp Debuff level 2.

So you have to follow the same logic for the Buff and Debuff icon for these new parameters.

● NOTE TAGS

You can use the following note tags on the item and skill note fields to add effects to the new parameters:

<AddCBuff: paramId/shortName:turns >
<RemoveCBuff: paramId/shortName >

<AddCDebuff: paramId/shortName:turns >
<RemoveCDebuff: paramId/shortName >

<GrowC:paramId/shortName:value >

If you want to add more than one parameter, separate each one with a comma ",".

To add new parameter changes for the equipment and class, you can use the following note tag on the weapon, armor, or class note fields:

<CParams:paramId/shortName:value, paramId/shortName:value>

You can either use the paramId or the shortName of the new parameters.
The id will start at 0. This means that the new parameter id 0 will be the first one you have created.

Example:
<CParams: crm:23, 1:37> → Will add 23 to the crm parameter, and 37 for the new parameter id 1.

***ATTENTION! All notes are case sensitive!***

● SCRIPT CALLS

You can use them with actors or enemies:
$gameActors.actor(ID).[script call] => For actors.
$gameParty.members()[index].[script call] => For Party Members.
$gameTroop.members()[index].[script call] => For Enemies.

.cparamBase(paramId)
.cparamPlus(paramId)
.cparam(paramId)
.addCParam(paramId, value)

Example:

$gameParty.members()[0].cparam(0) → Will return the value of the first Custom Parameter.

You can also reference them using the object name directly, which is the short name:
$gameParty.members()[0].crm → Will return the crm(charm) value

For those parameters that work like HP/MP/TP, you will reference the current value of them with the script calls above.

But to get the max value, you can use the prefix "max" before the shortname:
$gameParty.members()[0].maxlp → Will return the max lp value

To change parameter value, like changing the hp and not the mhp, you can
use the following:

$gameParty.members()[0]._rep += value
$gameParty.members()[0].refreshCustomParameter(paramId/shortName)

NOTE¹: The recover all event command will also recover the custom parameters that are HP like.

NOTE²: If you are using MZ, you can use the plugin commands.

Screenshots

73kY1tG.png


gmz1dO1.png


x57oXuD.png

Update Log
Version 1.2.0 - 05/17/2021
- Add a new option on the plugin commands that lets you change parameters for all the party/troop members at once.
- Some minor improvement on the code.
Version 1.1.1 - 05/05/2021
- Added note tag feature to enemy note field too.
Version 1.1.0 - 05/05/2021
- Added the option to set parameters to work like Hp/Mp/Tp with max values.
- Improved the plugin parameters that you use to create custom parameters.
- Added plugin commands to change parameter values.
- Updated the help file.
Version 1.0.1 - 01/30/2020
- Add the missing feature of the <CParams:> note tag to work on classes too. (Only works without Eli Class Curves)
Version 1.0.0 - 01/28/2020
- Plugin release!
 
Last edited:

ShadowDragon

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1 question though, can this overwrite the current HP,MP,TP or
alter MP/TP to energy for example? if so, it would be very helpfull :)
or params to variable value?
 

ScorchedGround

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Great plugin, thanks for your work.

But I also have a question:
I might have missed something, but how do you assign enemies a custom parameter value?
Can I just do that in the database via notetag or do I have to use script calls IN battle?
 

Eliaquim

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1 question though, can this overwrite the current HP,MP,TP or
alter MP/TP to energy for example? if so, it would be very helpfull :)
or params to variable value?
Hi @ShadowDragon !
The plugin is about to add new parameters to the engine, not changing the current ones.
You can create an energy parameter, but it will not replace HP/MP/TP ones.
If you want to add a parameter to a variable value, you can use the current event command to assign it to the variables(use script fields for the custom parameter)

Great plugin, thanks for your work.

But I also have a question:
I might have missed something, but how do you assign enemies a custom parameter value?
Can I just do that in the database via notetag or do I have to use script calls IN battle?
Hi @ScorchedGround !
Well, in fact, that's me that was missing something xD
I get used to my Class Curve plugin, but I forgot that not everyone is using that.
So, in the older version you will have to put them via script call on the troop event.
But can be pretty tedious to set initial values on every battle...
So I add a way for the note tag <CParams: > to work on the enemy note field too.
1620245291866.png

But that only works without Eli Class Curves. With Eli Class Curves you have to add via the plugin parameter.

Version 1.1.1 - 05/05/2021
- Added note tag feature to enemy note field too.
 

Elmo_Cosquillas

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One quick question, if i add a parameter for example strength with the "str" abreviation, how can i use it on damage formulas? jut like the old parameters? for example "a.atk * a.str"?
 

Eliaquim

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One quick question, if i add a parameter for example strength with the "str" abreviation, how can i use it on damage formulas? jut like the old parameters? for example "a.atk * a.str"?
Exactly! :)
Just like you use the old parameters. The abbreviation creates an object on the actor/enemy to refer to the custom parameter.

so, if make a parameter with the abbreviation "str", you can reference this parameter in any script call:
this.str

In damage formulas:

a.str => user strength
b.str => target strength
 

XVoid

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I have a question too. How do you add the custom parameters to your class curves plugin? I went to add one of the ones I've made in class curves, but the help text for the name field says the name is for visual purposes only and does nothing in the code.
 

RK DracoRoy

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I have a question too. How do you add the custom parameters to your class curves plugin? I went to add one of the ones I've made in class curves, but the help text for the name field says the name is for visual purposes only and does nothing in the code.
The naming part was likely there to make it easier to know which custom stat you're using and where things won't get mixed up, just like on the regular stats, you see their names. Think of it as adding a note reference where you won't forget.

If you made the first custom stat in the CustomParameter plugin named "Skill" and had it abbreviated as "skl", you would then go to ClassCurves under "Custom" and name that first custom stat "Skill" to keep track of it.
 

XVoid

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Another question: is there any way to positively or negatively affect custom parameters using states? I kinda need that for my project, lol.
 

RK DracoRoy

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Another question: is there any way to positively or negatively affect custom parameters using states? I kinda need that for my project, lol.

It does more than just custom stats. But if you want to use negatives, you have to put the minus beside the number on the notetag.
 

Sword_of_Dusk

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Probably a longshot, but does this work with Yanfly Status Menu Core?
 

Elmo_Cosquillas

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for some reason it stop working today when i use it with custom state damage


i have no idea what could have happen. i think i updated the book core. still it doesnt make sense, well i can just use atk and magic attak, but it destroy my con stat now.
 

Eliaquim

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for some reason it stop working today when i use it with custom state damage


i have no idea what could have happen. i think i updated the book core. still it doesnt make sense, well i can just use atk and magic attak, but it destroy my con stat now.
Hi there!
This plugin overrides 4 functions of the default MV code. Maybe that is the problem.
I don't know if they are compatible.

If you remove the custom state damage plugin, the custom parameter works again?
 

Elmo_Cosquillas

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ok i finally solve it, it was not incompatibility, it was my dumb brain loading custom parameters after enemy class. so the parameters were in the skill formulas, but not in the other plugin formulas, because for the plugin they didnt had them.

everything works now, i can now make things like poison or bleeding to scalate with extra parameters again.

this is the load order if someone needs it
1620914951185.png
 

XVoid

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Is there a script call to check whether an actor's custom parameter is above or below a certain value in conditional branch event commands?
 

Eliaquim

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Is there a script call to check whether an actor's custom parameter is above or below a certain value in conditional branch event commands?
Hi there!
Yes, it does have. You just have to use the script field of the conditional branch. The script calls you need are on the help file:
1621045550715.png
Example:
$gameParty.members()[0].cparam(customParameterId) - This will return the value of a custom parameter.
 

Eliaquim

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Version 1.2.0 - 05/17/2021
- Add a new option on the plugin commands that lets you change parameters for all the party/troop members at once.
- Some minor improvement on the code.
 

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