ShadowDragon

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@xiamumomo if you make a new tutorial, do the steps I ask in a previous post,
that way, if you have the time to explain step by step and a bit advanced how
to set it up.

in advance mode,
HP (first slot you do), increased on the 2nd slot (can be right or left), but the
3rd one is increased as well or how to increase it if used by a variable?

like, HP: 10 + variable increase +x, so everytime HP is activated, it increased
by x amount automatically (same for the other stats).

just a bit more insight how to use it so everyone can provide from it.
more detailed video can help, specially me on a single actor game, and also
if you have more, like +1 level up etc if its possible if they want levels on it.

I download the video if it's good, but also usefull to look back too =)
 

xiamumomo

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@xiamumomo if you make a new tutorial, do the steps I ask in a previous post,
that way, if you have the time to explain step by step and a bit advanced how
to set it up.

in advance mode,
HP (first slot you do), increased on the 2nd slot (can be right or left), but the
3rd one is increased as well or how to increase it if used by a variable?

like, HP: 10 + variable increase +x, so everytime HP is activated, it increased
by x amount automatically (same for the other stats).

just a bit more insight how to use it so everyone can provide from it.
more detailed video can help, specially me on a single actor game, and also
if you have more, like +1 level up etc if its possible if they want levels on it.

I download the video if it's good, but also usefull to look back too =)
< HP: V * 10 >, V means that the param value obtained is not a variable. It is a cost tag. For example, if I obtain 10HP my event preparation tag < HP: V * 10 >, I will spend 100lp to buy it
 

xiamumomo

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There is, but it's done by classes. Set the tag <BoardName:Mage> and <BoardName:Warrior> on the two classes, and make those actors those classes. They'll have separate boards and can't share.
I can't understand what you said about < boardname: mage > and < boardname: Warrior >, licenses can only have one name, < boardname: default > is determined according to the name in licenses, but there can only be one license. How to add different < boardname: default > in multiple classes? I try all kinds of methods will make mistakes. I don't know if you can give me a demonstration
 

ShadowDragon

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what if you want the base value of 10 or 20 and increase the value by +15
everytime a HP node is taken or MP, or attack etc? so it doesn't multiply it.
 

torber2004

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The author has worked hard
Recently busy making games
So I seldom come here to watch
At present, the problem of abnormal pictures of AGI and LUK has been resolved
About the new ability setting
"* For xparams and sparams: (float) the decimal you will gain. If you want to gain 1% of something, set the value to 0.01"
Only after seeing the above paragraph, I really don’t know how to set it up?
It seems to be the same as the HP setting
The only difference is the conversion of magnification
But it will always appear
The following error
1.PNG
2.PNG
Not sure about this new feature such as: HIT
Are there any special settings?
Also about the picture problem of skill and MAG
At present, there will be an upside-down situation

In fact, if it is convenient, you can still have an example so that everyone can understand how to use your plug-in more quickly.
 

xiamumomo

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Also about the picture problem of skill and MAG
At present, there will be an upside-down situation
For example, if the label < value: 1,2,3 > 1 = 100% of the R value is 1 = 1%, the settings are the same. In fact, I have never encountered such a situation as you. If I know what the error is, I will write it in the tutorial. If you are Chinese, we can communicate more conveniently in the Penguin Group
 

torber2004

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Sorry i'm not chinese
But can I ask about this part
How did you set it up?
According to the instructions
It should be similar to the skill setting
Create a blank event on the grid
And type <value: 1> in the comment column inside
But my way of doing this has made a mistake
So I want to ask how you set it up?
What is the difference with the method I set here?
 

xiamumomo

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Sorry i'm not chinese
But can I ask about this part
How did you set it up?
According to the instructions
It should be similar to the skill setting
Create a blank event on the grid
And type <value: 1> in the comment column inside
But my way of doing this has made a mistake
So I want to ask how you set it up?
What is the difference with the method I set here?
For example, create an event in hit. In the comment < value: 0.01 > here 0.01 = 1%, you can refer to the following figure. The tag order doesn't matter. If there are any questions, can you screenshot the corresponding position, because we can't see how you set it from the chessboard of your game test
1634966980718.png
1634967530760.png
 

xiamumomo

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what if you want the base value of 10 or 20 and increase the value by +15
everytime a HP node is taken or MP, or attack etc? so it doesn't multiply it.
Maybe it's a translation problem. I don't quite understand what you said about < HP:.... > < MP:.... > these tags are not used to increase the HP and MP values of roles. They are the same as event tags. < cost: whatever > calculates the LP consumed by each node, < HP: 10 * V > is the fixed HP value obtained by multiplying 10 to calculate the LP to spend on purchasing this node, so they won't increase the HP and MP values every time you buy, I don't know if that answers your question
 
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ShadowDragon

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more like:
attack cost 10 -> add 1 attack
attack cost 20 -> add 1 attack
attack cost 40 -> add 1 attack etc

HP cost 10 -> add 10 HP
HP cost 40 -> add 10 HP
HP cost 60 -> add 10 HP etc

so each node of HP with same value increases if you go right or left.

[HP 1] [HP 2] [HP 3] <- example

start is HP 2, so it cost 10, if you choose HP 3 or HP 1, it cost 40,
if HP 1 cost 40, HP 3 cost 60, else HP 3 is 40 and and HP 1 cost 60
depending which you choose first, because you cannot set each HP
cost differently or based on variable.

so if HP 2 is activated, and variable has the value <HP: V(20)> or how to read
read that part, how do you add add +variable value when activated?

this might add more variables, but total control over their value.

another way is if you start on a HP or ATTACK, and use the same value,
it can increase +x value, depending the which node you take, you can
increase value similair by this:

HP +3 variable (doesn't matter the value added by region
ATTACK + 7 so it cost in total +10 more for the next node.

ofcourse, some parts can be - value of the variable to cost
less, but each variable to a Param, xParam, sParam whichever
you take increases, if it is by level, fixed etc.

like HP node 1 add 10, so it cost 10, HP2 add 20, so it cost 20 etc.
is this more understandable @xiamumomo ?
 

xiamumomo

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Updated the addon to work with the new large and small icon sets that xiamumomo provided.

Updated the board maker to fix some labeling bugs.
Can I add variables in < cost:.... > and < HP:.... > < MP:.... > consumption tags? I don't know how to add them, but I have the same idea as shadowdragon
 
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xiamumomo

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more like:
attack cost 10 -> add 1 attack
attack cost 20 -> add 1 attack
attack cost 40 -> add 1 attack etc

HP cost 10 -> add 10 HP
HP cost 40 -> add 10 HP
HP cost 60 -> add 10 HP etc
I understand the play you said, but the play you said should be communicated with the author. If he adds < HP:.... > variables, and the event tag also needs to add a tag to add variables, so as to complete the first play. The second should be a node with multiple parameters, 3HP + 7atk = 10lp?..... It all depends on whether the author is willing to add and whether he has time
 

torber2004

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more like:
attack cost 10 -> add 1 attack
attack cost 20 -> add 1 attack
attack cost 40 -> add 1 attack etc

HP cost 10 -> add 10 HP
HP cost 40 -> add 10 HP
HP cost 60 -> add 10 HP etc

so each node of HP with same value increases if you go right or left.

[HP 1] [HP 2] [HP 3] <- example

start is HP 2, so it cost 10, if you choose HP 3 or HP 1, it cost 40,
if HP 1 cost 40, HP 3 cost 60, else HP 3 is 40 and and HP 1 cost 60
depending which you choose first, because you cannot set each HP
cost differently or based on variable.

so if HP 2 is activated, and variable has the value <HP: V(20)> or how to read
read that part, how do you add add +variable value when activated?

this might add more variables, but total control over their value.

another way is if you start on a HP or ATTACK, and use the same value,
it can increase +x value, depending the which node you take, you can
increase value similair by this:

HP +3 variable (doesn't matter the value added by region
ATTACK + 7 so it cost in total +10 more for the next node.

ofcourse, some parts can be - value of the variable to cost
less, but each variable to a Param, xParam, sParam whichever
you take increases, if it is by level, fixed etc.

like HP node 1 add 10, so it cost 10, HP2 add 20, so it cost 20 etc.
is this more understandable @xiamumomo ?
If it was me
I will simply use passive skills to adjust
Because for the most part
If your improved ability is a relatively large magnification,
He will be more like a concept of node
So there won't be many
It should be possible to change the mindset and use passive skills to replace this kind of thinking
For your reference
 

torber2004

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For example, create an event in hit. In the comment < value: 0.01 > here 0.01 = 1%, you can refer to the following figure. The tag order doesn't matter. If there are any questions, can you screenshot the corresponding position, because we can't see how you set it from the chessboard of your game test
View attachment 204671
View attachment 204672
Thank you
This teaching is very detailed
Is similar to my idea
Later I found that the error came from my not updating the new plug-in version
So it leads to that kind of error
 

xiamumomo

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If it was me
I will simply use passive skills to adjust
Because for the most part
If your improved ability is a relatively large magnification,
He will be more like a concept of node
So there won't be many
It should be possible to change the mindset and use passive skills to replace this kind of thinking
For your reference
Although the effects are added attributes, this is a game playing method, which is similar to lighting up talents to obtain abilities. If you use passivity, it can also depend on the individual
 

gimmer_

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I understand the play you said, but the play you said should be communicated with the author. If he adds < HP:.... > variables, and the event tag also needs to add a tag to add variables, so as to complete the first play. The second should be a node with multiple parameters, 3HP + 7atk = 10lp?..... It all depends on whether the author is willing to add and whether he has time

To be honest, the calculations from the map tags (<hp: v * 2>, for example) are short hands to help populate the license cost of the board quickly. If you want custom cost equations, it's better that you manually edit the license.json file.

You can also put in an event with <cost:x> metadata on the tile on the map that you used in the mapConverter. That will override the calculations and use the cost it finds for that.

The calculations are all done in mapConverter, though, so something like "it costs more when you have more" is a bit outside of the current design. But the json is a flexible database, you can calculate whatever you like.

I could probably add support for custom equations: where would it be best they go? Could just be a really flexible plugin parameter data structure?


I can't understand what you said about < boardname: mage > and < boardname: Warrior >, licenses can only have one name, < boardname: default > is determined according to the name in licenses, but there can only be one license. How to add different < boardname: default > in multiple classes? I try all kinds of methods will make mistakes. I don't know if you can give me a demonstration
<BoardName:x> goes into class tags, and defines which license board each class sees.
So you can map multiple maps, convert into multiple Licenses.json, and copy and paste them all together, surrounded in the array brackets ([ ]) and then put <BoardName:Mage> in the mage class and <BoardName:Warrior> in the warrior class.

Each character would see a different board when he/she opens the menu
 

xiamumomo

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I could probably add support for custom equations: where would it be best they go? Could just be a really flexible plugin parameter data structure?
In fact, just add variables, such as the map tag < HP: v [1] * 10 > and the event tag < cost: v [1] * 10 >, and the event has an additional < variable: v [1] + 1 > (we set the upper case V as the variable lower case V as the value). This additional tag is prepared for the previous consumption. How to play: each purchase node will increase the consumption of PL with the number of purchases, Even if the same value is obtained, the more times you buy, the more you consume
Each character would see a different board when he/she opens the menu
I found out yesterday that the reason why I had been wrong in my previous test was that one was missing. Today, I will remake the video. By the way, the icons read by skill and MAC in your mapconverter are opposite to mine
 

xiamumomo

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I also found a problem, < startinglicenses: X, y|x2, y2|x3, Y3 >, set multiple initial nodes, but he will purchase the set nodes instead of displaying the non purchased nodes like < startinglicenseposition: X, Y >. I don't know whether this is an error
1635227427599.png
 

gimmer_

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In fact, just add variables, such as the map tag < HP: v [1] * 10 > and the event tag < cost: v [1] * 10 >, and the event has an additional < variable: v [1] + 1 > (we set the upper case V as the variable lower case V as the value). This additional tag is prepared for the previous consumption. How to play: each purchase node will increase the consumption of PL with the number of purchases, Even if the same value is obtained, the more times you buy, the more you consume
The map tag gets parsed by the mapConverter into a number for the LP stored in licenses.json right now. I'd have to rework things so that cost in the database could be an equation instead. Which is something I could potentially do, would just need to reject some assumptions.


I also found a problem, < startinglicenses: X, y|x2, y2|x3, Y3 >, set multiple initial nodes, but he will purchase the set nodes instead of displaying the non purchased nodes like < startinglicenseposition: X, Y >. I don't know whether this is an error
View attachment 204937
StartingLicenses IS supposed to purchase the licenses. Ideally you'd make any starting licenses cost 0 in the licenses.json so you don't go negative. I don't think I have a thing to show multiple starting nodes without buying them, as you can't navigate between isolated parts of the board.
 

xiamumomo

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StartingLicenses IS supposed to purchase the licenses. Ideally you'd make any starting licenses cost 0 in the licenses.json so you don't go negative. I don't think I have a thing to show multiple starting nodes without buying them, as you can't navigate between isolated parts of the board.
I think startinglicenses is like startinglicenseposition. It just selects the initial node (the display is not automatically purchased). If so, I'll make the video tomorrow. I've done it almost today. I suddenly found this problem. By the way, remember to modify your mapconverter. The reading of skill and MAC icons is the opposite
would just need to reject some assumptions.
Try to make your plug-in perfect. Sometimes I feel a sense of achievement when I finish something by myself. Ha ha
 

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