Equipment Attributes

WiegrafDX

Villager
Member
Joined
Oct 5, 2016
Messages
9
Reaction score
6
First Language
English
Primarily Uses
RMMV
So my request is a rather simple one : much like in RPG Maker XP where you had 4 attributes for the characters and 3 for equipment, I'd like to have equipment attributes like "Attack Power", Magic Power", "Defense" and "Magic Defense" as separate attributes from the actor's own. The goal being to have my actors have 6 primary attributes like STR, VIT, AGI, FOC, WIL and LCK and using the 4 attributes from the equiped gear to be used in formulas.


I would expect that the comment section of weapons and armors could be used to define those custom values to be later read in the formula.


Thanks in advance!
 

ICF-Soft

Veteran
Veteran
Joined
Aug 15, 2015
Messages
254
Reaction score
124
First Language
Spanish
Primarily Uses
RMMV
Last edited:

WiegrafDX

Villager
Member
Joined
Oct 5, 2016
Messages
9
Reaction score
6
First Language
English
Primarily Uses
RMMV
I think my ICF-Soft Params Core can be usefull to you. Latest version (avaiable in my blog) allows you to redefine atk, def, mat, mdf and so on to str, vit, agi, foc. Then you can name new param slots to atk, def, mat, mdf, etc.


This version requires ICF-Soft Main Utility to work.


I hope it'll be usefull.


Yes, it's working wonderfully and I can now have separate character stats and equipment only stats.


I've run in only one problem however : I am using the "LastSubjectActor" plugin to get the last acting actor character in battle to run a few common events since my project uses a passive progression system (think Final Fantasy 2... except less wonky) and your plugins seem to disable it entirely since the variable I've defined for it remains at "0".


I've tried to change the plugin priorities to no avail. Any input?
 

ICF-Soft

Veteran
Veteran
Joined
Aug 15, 2015
Messages
254
Reaction score
124
First Language
Spanish
Primarily Uses
RMMV
That's odd.


Maybe there is a conflict between plugins or a wrong configuration.


When converting atk to a pparam and make str in it's place, everything normally related to atk becomes related to str like buffs, equipment bonuses, param rate, etc.


To make this work propertly you need <pparamplus atk 15> notetag to add 15 to atk or <pparamrate atk 1.5> to multiply atk to 150%.


Based on how you make str and atk work you'll need to configure base atk or damage formula:

  • For a str based atk you'll need to configure base atk to this.str/2 as example.
  • For non-str based atk you'll need to configure skill damage formulas like (a.atk + a.str)/4 - (b.def + b.vit)/8 as example.

To see if there is a conflict I'll need to see the plugins you are using.
 

WiegrafDX

Villager
Member
Joined
Oct 5, 2016
Messages
9
Reaction score
6
First Language
English
Primarily Uses
RMMV
That's odd.


Maybe there is a conflict between plugins or a wrong configuration.


When converting atk to a pparam and make str in it's place, everything normally related to atk becomes related to str like buffs, equipment bonuses, param rate, etc.


To make this work propertly you need <pparamplus atk 15> notetag to add 15 to atk or <pparamrate atk 1.5> to multiply atk to 150%.


Based on how you make str and atk work you'll need to configure base atk or damage formula:

  • For a str based atk you'll need to configure base atk to this.str/2 as example.
  • For non-str based atk you'll need to configure skill damage formulas like (a.atk + a.str)/4 - (b.def + b.vit)/8 as example.

To see if there is a conflict I'll need to see the plugins you are using.


I just tested again; it's actually YEP's Charge Time Battle System that's causing the conflict (the main engine core seems to work fine); after checking the scripts, I noticed that the BattleManager.processTurn() function (which is the one that "LastSubjectActor" redefines) isn't used in YEP's system (since it uses entirely new definitions instead without references to the default manager) so I'll likely need to hardcore it into the YEP CTB once I find the equivalent of that function in that code. Been a few years since I last coded though.


Thanks for the prompt answers; once that's fixed, this project should go on wonderfully.
 

WiegrafDX

Villager
Member
Joined
Oct 5, 2016
Messages
9
Reaction score
6
First Language
English
Primarily Uses
RMMV
That's odd.


Maybe there is a conflict between plugins or a wrong configuration.


When converting atk to a pparam and make str in it's place, everything normally related to atk becomes related to str like buffs, equipment bonuses, param rate, etc.


To make this work propertly you need <pparamplus atk 15> notetag to add 15 to atk or <pparamrate atk 1.5> to multiply atk to 150%.


Based on how you make str and atk work you'll need to configure base atk or damage formula:

  • For a str based atk you'll need to configure base atk to this.str/2 as example.
  • For non-str based atk you'll need to configure skill damage formulas like (a.atk + a.str)/4 - (b.def + b.vit)/8 as example.

To see if there is a conflict I'll need to see the plugins you are using.


Well, new issue I've come across (after disabling other plugins to make sure), leaving only ICFSoft_MainUtility and ICFSoft_ParamsCore : all items no longer functions.


Healing items no longer heal, spell books type items do not teach the associated "Learn Skill" and such. I'm thinking the "Effects" field might be left unused as while I can purchase the items in a shop and activate them, they do not perform any of the configured actions when used.


Weapons and Armors do work but anything under "Items" in the database no longer functions.


EDIT


After further testing, the problem arises the moment I activate ICFSoft_ParamsCore; having the Main Utility causes no trouble. I had been using the v1.02 of the ParamsCore. I tried to download the v1.00 instead and see if there would be any change yet the problem remains : if both the MainUtility and ParamsCore is active, the "Effects" field of items do not function.


EDIT 2


After more testing, I can now confirm that the "Effects" field of any Skills or Items is disabled and unusable whenever the ParamsCore plugin is active.
 
Last edited by a moderator:

ICF-Soft

Veteran
Veteran
Joined
Aug 15, 2015
Messages
254
Reaction score
124
First Language
Spanish
Primarily Uses
RMMV
I'm looking at the code and searching for the bug.


I've found on line 2302 the bug:


ICF.ParamCore.testItemEffect.call(this, target, effect);


Change this to:


ICF.ParamCore.applyItemEffect.call(this, target, effect);


This will fix non-params_core effects bug.


Edit: I'll update v1.02 links to v1.02b bugfix.
 
Last edited by a moderator:

WiegrafDX

Villager
Member
Joined
Oct 5, 2016
Messages
9
Reaction score
6
First Language
English
Primarily Uses
RMMV




Thanks, confirming that it works on my end
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,975
Members
137,563
Latest member
cexojow
Top