Why on earth would someone try to create a plugin, to let you run windows excel in RPG Maker MV?
In fact, why on earth are you trying to run excel spreadsheets in RPG Maker MV at all?
You're really trying to reinvent the wheel here, & honestly just making more work for yourself, without any appreciable gain to be had from doing so.
First, even if you could tell MV, to read the set parameter growth curves for your classes, & export them as a spreadsheet. It still wouldn't be accurate, because it isn't going to take into consideration weapons, armor, accessories that buff, items that create permanent increases, etcetera. So you would still need to do rather copious amounts of data entry to create entirely new spreadsheets anyways.
Second, in the time it takes you to write a plugin to map the set parameter growth curves for your classes, & to factor in the additional data points already mentioned; you could have already generated your spreadsheets multiple times over in a program designed to generate spread sheets, & you'll still have all of the data entry work to do anyways. & that's assuming your plugin doesn't crash or produce computational errors.
If you REALLY want to do things that way, I suppose you can, but it's honestly a very bad idea.
@XIIIthHarbinger I think you may be misunderstanding the intent and/or usefulness of what I am looking for, so I will be a little more step-by-step in it.
I am not looking for something to run a spreadsheet inside the maker. I am looking for something that will simply export the data from the parameter curves after I set them.
Again, using the default Hero class.
Going into the Class section of the Database you are allowed to customize your Parameter Curves:
Let's use Attack as the example b/c it is one of the more useful stats to know the value of to quickly and easily balance your battles.
We see that at level 1, the Hero has a value of 16 in Atk:
That goes up to a value of 18 at Level 2:
And 19 at level 3:
But let's say you use a more non-linear curve:
Here, the stats are L1 = 16, L2 = 17, L3 = 17.
To get my attack values for each level I have to take the time to change my level and record the value. If you did that for 99 levels, across 8 stats it would take a good bit of time. If you have 6+ classes it takes even more time.
Why is having this value important?
It's easy for a creator to know roughly what level a person will be at any given point in their game. You should be playing your game many times to test it, so you would have a rough idea of what level you would be and what gear would be available.
I have a damage calculator spreadsheet that I use. It is fully customized and automated.
With it I simply input my Atk value and the enemies Def value and I get immediate results on how much damage, with variance, the attack will do, as well as roughly how many hits it would take to kill an enemy. There are other fully automated stats as well, plus a full beastiary.
With this I can very quickly and very easily balance all encounters, making a change in the spreadsheet on the fly to get instant visual results.
I also have a field that I can input any stat gains that a piece of equipment will give and it will adjust the total stats instantly and accordingly. This makes it very easy for me to tweak any values.
What is the function of the plugin?
There are currently plugins that will export your maps into files so that you can edit them in photo-editing software, which comes in handy for overlay mapping. There are plugins that will export all of the text in your game, which aids in catching typo's, reading your story as a whole, etc. These typically run once, at the start of your play test, and export the data into a document. You can then close the play test and disable the plugin until it is needed again, removing it prior to shipping, even. This plugin would simply export the values that you set with your parameter curves, preventing you from having to copy each stat per level yourself. The benefits of which have been explained above.
I hope that explanation and reasoning is clear enough. I tend to over or under explain things a bit.
@Shinma
Then why not simply use a plugin that allows you to apply direct control over the parameter growth curves for each class?
Then you don't need to try to find a method to extract the data, because you already know the formulas for the parameter growth curves. & such a method would work better in concert with your intended comparative analysis as well. As you could simply alter the formula, to have the parameter curves reach specific benchmarks at specific points, rather than trial & error adjustment to the curves end caps, until you achieve your desired end result.
Even reevaluating your plans based on the new data you provided, you still seem to be making more work for yourself than necessary.
To quote a very old parable, don't paint legs on a snake.
Ease of use, especially for the masses, honestly. I know my starting and ending values. I set up various curves in the parameter curve section, with varying degrees of slow and fast progression depending on the class/stat. I am rather satisfied with my values.
Using Yanfly's or someone else's BaseParamControl plugin will work, but not everyone wants to come up with a custom formula for their stats, especially when there is already a tool inside RPG Maker. With a plugin, it is created once, then shared to the community, so the work is only done once. With developing your own custom formula for plugins the work is done individually, per person. Great for the masses that want the level of control, but no so great for those that want to use the ease of the current tool.
Flying Dream even has a tool that goes along with Yanfly's plugin to allow instant visual results, but again, the player has to spend the time deciding on their values, which can be difficult for some people.
Since the stats are already listed like this in the Classes.json file, it's pretty easy to export them into csv format. I just threw together a small plugin that does that (see attachment).
How to use:
After installing the plugin, create a folder named "export" in your game project's base directory. Start the game via the Playtest function in the editor. Once the game has booted up, there will be a csv file for each class in the export folder.
Let me know if you encounter any bugs; this was really just made up quickly and might not take all possible setups into account.
Oh hey, and there's actually Tsukihime's plugin that does just that, in case anyone's still wondering.
It's great if you wanna get crazy with spreadsheets. http://himeworks.com/2016/01/parameter-tables-mv/
I notice that my examples are so often based on what Fallout and Skyrim did.
Yet none of my games have anything based on anything Fallout or Skyrim did.
Isn't that funny?
This could probably be an entire thread, but it’s really interesting how replaying a game several years later can change how you relate to a character. I think Tidus from FFX got such a bad rap. I getchu. Completely different reaction as an adult now.
As you see, I still enjoy writing tutorials. Is there anything specific you want to see? (I know mapping and editing/resource making is usually popular, but those are very broad topics)
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