ShadowDragon

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something I didn't know, wasn't in the helpfile either.
but good to know :)
 

xiamumomo

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I don't know why I put mop002 in that box. There's no response. It won't pop up the next step on the screen
1632708477109.png
 

xiamumomo

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There is! Now to remember how I did it!

*reads own code frantically*


* The values for the equations can either be relative to the value of the node (for attributes):
* EG: \<hp:v/10> would mean "HP nodes cost the value they give divided by 10 points to buy"
* Or can be static:
* EG: \<weapon:10> would mean all weapon nodes cost 10 points.

So you'd want <atk:v*5> I believe
I was really confused when I replied before. No wonder I didn't respond when I put the wrong file. Can you explain it in detail? Because the translation doesn't understand where to modify, the cost is this
 

ShadowDragon

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@xiamumomo watch the video and follow it, if you use a different map,
like map006, use that one, all the basis is explained in the video, so
it should work nicely.

otherwise, what problem is confusing for you?
 

xiamumomo

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@xiamumomo watch the video and follow it, if you use a different map,
like map006, use that one, all the basis is explained in the video, so
it should work nicely.

otherwise, what problem is confusing for you?
I later found that I took the wrong map because I was too focused on watching the video. I wanted to know how to modify the consumption of each node as zakarijah said. Gimmer replied that I didn't understand it :kaoswt2:
 

ShadowDragon

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different amount of consumption might not be explained, just the really basic
ones, so you need the tag words in a previous post on how to do that.
 

xiamumomo

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different amount of consumption might not be explained, just the really basic
ones, so you need the tag words in a previous post on how to do that.
I just saw some usage methods in his GitHub. The video didn't say thank you for your reply. I continue to understand this plug-in
 

xiamumomo

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I wonder if you can add the following capability values1632890709477.png1632890718978.png
 

ShadowDragon

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@xiamumomo you might want to translate what those means though.
but so far I know, it add the 8 params, not sure what those are you want.

because if it would be added (it is possible) but I also thing an entire new
function of not rewriting a bunch of function for those.
 

xiamumomo

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@xiamumomo you might want to translate what those means though.
but so far I know, it add the 8 params, not sure what those are you want.

because if it would be added (it is possible) but I also thing an entire new
function of not rewriting a bunch of function for those.
Xparam and sparam, such as hit, EVA, CRI, etc
 

torber2004

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Hello author

I am a recently purchased user

I want to use it in my game

But got stuck

Want to ask you

//Refresh the help window

Window_LicenseHelp.prototype.refresh = function() {

this.contents.clear();

if(this._licenseVisible){

let lpShort = Gimmer_Core.LicenseBoard.PointsLabelShort;

let lpString = "Current "+lpShort+": "+(this._actor.getExp().toString() || "0");

let lpWidth = this.textWidth(lpString)

this.drawText(this._license.description, this.textPadding(), 0, this.width-lpWidth);

//(this._license.description, this.textPadding(), 0, this.width-lpWidth);

if(this._actor){

this.drawText(""+lpShort+": "+(this._actor.getExp().toString() || "0"),0,this.lineHeight(),this.width-lpWidth,'right');

if(!this._actor.canAffordLicense(this._license)) {

this.contents.textColor ='#FF0000';

}

this.drawText("Energy consumption: "+this._license.cost ,this.textPadding(), this.lineHeight());

}

this.resetTextColor();

}

};

In this content

this.drawText(this._license.description, this.textPadding(), 0, this.width-lpWidth);

Is used to show the ability added by our talent

Due to language issues, I need to modify the content it displays

For example: HP changed to physical strength

How should I modify it ?
 

xiamumomo

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作者你好

我是最近购买的用户

我想在我的游戏中使用它

但是卡住了

想问你

//刷新帮助窗口

Window_LicenseHelp.prototype.refresh = function() {

this.contents.clear();

如果(this._licenseVisible){

让 lpShort = Gimmer_Core.LicenseBoard.PointsLabelShort;

让 lpString = "当前 "+lpShort+": "+(this._actor.getExp().toString() || "0");

让 lpWidth = this.textWidth(lpString)

this.drawText(this._license.description, this.textPadding(), 0, this.width-lpWidth);

//(this._license.description, this.textPadding(), 0, this.width-lpWidth);

如果(this._actor){

this.drawText(""+lpShort+": "+(this._actor.getExp().toString() || "0"),0,this.lineHeight(),this.width-lpWidth,'right');

如果(!this._actor.canAffordLicense(this._license)){

this.contents.textColor ='#FF0000';

}

this.drawText("能耗:"+this._license.cost ,this.textPadding(), this.lineHeight());

}

this.resetTextColor();

}

};

在这个内容

this.drawText(this._license.description, this.textPadding(), 0, this.width-lpWidth);

用来展示我们天赋所加的能力

由于语言问题,我需要修改它显示的内容

例如:HP改为体力

我应该如何修改它?
你可以修改Licenses的Gain +0 HP将后面修改成体力如果你可以使用DW或者及记事本查找后全部替换
 

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torber2004

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Thanks for your advice
Although it is very laborious, it solves my needs
Thank you again

Next, there is another question. I don’t know if you have encountered it.
When you set LUK, the picture that ran out is the picture of AGI.
I have seen that the internal settings are normal
as follows
//Constants
Gimmer_Core.LicenseBoard.TOP_BORDER_ICON_ID = 3;
Gimmer_Core.LicenseBoard.BOTTOM_BORDER_ICON_ID = 5;
Gimmer_Core.LicenseBoard.LEFT_BORDER_ICON_ID = 6;
Gimmer_Core.LicenseBoard.RIGHT_BORDER_ICON_ID = 4;
Gimmer_Core.LicenseBoard.CURSOR_ICON_ID = 7;
Gimmer_Core.LicenseBoard.PortraitHeight = Window_Base._faceHeight / 2;
Gimmer_Core.LicenseBoard.PortraitWidth = Window_Base._faceWidth / 2;

//Params
Gimmer_Core.LicenseBoard.MHP = 0;
Gimmer_Core.LicenseBoard.MMP = 1;
Gimmer_Core.LicenseBoard.ATK = 2;
Gimmer_Core.LicenseBoard.DEF = 3;
Gimmer_Core.LicenseBoard.MAT = 4;
Gimmer_Core.LicenseBoard.MDF = 5;
Gimmer_Core.LicenseBoard.AGI = 6;
Gimmer_Core.LicenseBoard.LUK = 7;

There is no problem with the setting, but I don't know why he will run the wrong picture?
 

ShadowDragon

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@torber2004 do you use the sample image for the license board or
a selfmade one?

if you use a selfmade one, you probably did it wrong, use the sample
as reference to change the layout to your liking, otherwise, show us
your param image you use atm.
 

torber2004

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1.PNG2.PNG
I use all the files provided by you
The above is an example that I simply made
I set it up as LUK
But what he shows is the picture of AGI
 

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I will also sort out other issues
The test is as follows
1. The skill learning picture (SKILL) and the attribute attached picture (MAG) are reversed
3.PNG5.PNG
2. The method of setting attributes, equipment and weapon learning is as follows
"6. Add regionIds to the tiles to have the following effects:
* On attributes, this is the amount of the attribute they will get
* On weapons / armor tiles, this is the corresponding weaponId or armorId they will learn to use
* Skills are different, see below"
After setting the above
4.PNG
The following error occurred
1.Property setting
6.PNG
2.Equipment and weapon settings
7.PNG
I don’t know why the above BUG appeared after setting the teaching settings according to the design.
I don't know which part is the problem
So sort it out for the author, you can help me see it, thank you
 

ShadowDragon

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@torber2004 the last name is because your notetag isn't <BoardName:Mapxxx>
replace xxx with the mapID.

as for the agi, weapon, armor problem, (if included), not entirely sure.
if your starting point notetag are correct further, I think @gimmer_ might know
the problem.

he might ask to open the console for some more data problem to narrow down
the issue in order to help you fix your problem or the problem inside the plugin.

it's strange that you encounter it, it works on my side on the basic stuff, but
looking to your screen, its weird, I didn't dive to much into it yet.

so be patient untill gimmer_ respond for further assistent.
 

torber2004

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thank you for the explanation
But I’m sure that there’s no problem with my settings in that part
But today I studied it very carefully
Found the following paragraph
* type: (string) attribute, equip, skill, or nope. Controls what kind of license it is.

* description: text to show at the top of the screen in the help window. For skill licenses that hand out more than one skill, this is what shows in the success window as well
* target:
* For attributes: (int) 0-7 (HP, MP, ATK, DEF, MAT, MDF, AGI, LUK)
* For skills: does nothing
* For Equip: (string) "weapon" or "armor"

I don't know where this setting is placed?
I think this is a problem with my setting
Please give some advice from experienced seniors
thank you all
 

ShadowDragon

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I think all settings are made on the map notetag in order to use,
even though, I dont know exactly how too, but gimmer_ can explain
that to you where and how to achieve it.

different value on raising part is on the 2nd page, but I didn't deal
with equip, skill part yet, so not entirely sure how to add this part.

only gimmer_ knows while he made the plugin.
while the tutorial only show the very basic and not any raising price
per HP, MP etc or skill, it's a riddle for me too, but I hope a more
advanced tutorial comes that explain everything (if he or his friend has time)
to make it around this:

step for step
1) Install plugin
2) configure and setting it up
3) adding prices for each or individueel
4) adding armor, skill and link to those
5) other usefull settings/ pricing/ etc that can come in handy

so everything can be explained from start to end in an user friendly
way so everyone understands it.

because it's something I use in my game to power up the actor.
 

torber2004

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You're right
There are too many things in this plugin that he didn't make it clear
In the teaching video
Even if I read it many times, there are still a lot of things left unexplained
I bought a plug-in for the first time
Although I support user payment
But this problem seems to be a lot
I hope the author can explain it well
Otherwise, it’s a bit too difficult to find out on your own
It would be a pity that such a good plugin
 

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