I can't get Bobstah's Custom Stats to work

Gabrepasta

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I am using Bobstah's Custom Stats plug-in for weapon stats, like the sharpness of a sword or the defense against cuts from certain armor.

Unfortunately, the my game does not appear to actually read those stats. No matter what I do, no damage will be afflicted when using those stats.

An example for the damage formular I use is: 0 - b.def * (b.fst * 10 / (a.srf*2) / 10 + a.atk * 2 with fst being the defensive stat and srf is the offensive stat. The "*10" is to keep the stats above 1 during calculation.
However, if I were to just make a.srf (the stat is above 1 in testing, of coruse) my damage formular it would also inflict no damage.


The stats are initiated for actors and monster as such:
<CustomStat: spz=0>
<CustomStat: srf=0>
<CustomStat: hrt=1>
(hrt is 1 because you can fight with hands and it is the stat for blunt weaponary)
<CustomStat: avs=0>
<CustomStat: pls=0>
<CustomStat: dck=0>
<CustomStat: fst=0>
<CustomStat: asv=0>


For weapons, here is an example of my iron-short sword:
<CustomStat: spz+5>
<CustomStat: srf+5>


I do have tried to run the plug-in without any others but that changes nothing, same goes for starting a new project with only that plug-in. No difference.


Maybe I am just an idiot and overlooked something obvious.
 

Andar

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1) please give a screenshot of your plugin manager with all plugins listed
2) please give screenshots of actor and skill instead of only writing down the notetags. This has a lot of reasons, including to detect several formatting errors that are automatically remoted by copy&paste of text.
3) make sure that you start a new game (NOT a new project) when testing the formulae. Loading an old savegame with new plugin configurations can cause errors.
 

Gabrepasta

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Plug-in-Manager.png

Hero.png

Weapon.png


I tested whether it works in a new game before testing it in a new project.
 

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Andar

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you renamed several of the plugin files, and that is always a bad idea because it runs the risk of the plugin not working correctly.
And that goes double if the new name for the plugin file contains letters that are forbidden to beused under networking rules (as required by all HTML5-based games, the windows overrides for those illegal letters don't work everywhere.

please correct the filenames immediatly, reinstall the plugins (they will be lost with the name change) and then test again.

there are also a number of plugins that sound as if they might conflict or are simply unknown to me. Which are the LTN plugins for example?
 

Trihan

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To add on to what Andar said, changing the filename will literally break any plugin that has parameters, because the filename is what the parameters are referenced by (some of my plugins get the filename dynamically to avoid this, but most developers just hardcode the name).
 

Gabrepasta

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you renamed several of the plugin files, and that is always a bad idea because it runs the risk of the plugin not working correctly.
That is good to know!
I changed the names and it's working now, thanks!

The LTN plug-in I plan on using is LTN_ItemCategories, though that is not set in stone.
The Core now (after correcting the names) crashes the game when I try to start a battle "Cannot read property 'battle' of undefined", so I might switch to a different plug-in for that anyway.
 

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