ICF-Soft Params Core

ICF-Soft

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Hi @Isabella Ava.

Try to go to line 4711 in my plugin and change this:
if (!array || array.length < 1) array = currentClass.basicNParam[paramId];

To this:
if ((!array || array.length < 1) && currentClass) array = currentClass.basicNParam[paramId];

I hope this will be helpfull.
 

Isabella Ava

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It really worked! AWESOME! :LZSooo: Thanks @ICF-Soft
oh wow and i think that change not just solved problem with Yanfly Party limited gauge plugin but also her Battle Engine Core plugin too
Because before while configuring action speed, i tried user.ccluck and ccluck - both didn't work and caused an error of "undefined ccluck" or so on. So i thought i should let you know this too but now however when i tried to make that error happen again, it worked perfectly :? so i assumed your fix just now fix this too? :) awesome

upload_2017-12-14_1-2-26.png
 

ICF-Soft

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First you create a nparam with name dex and full name dexterity and adjust it the way you want.
Then go to XParam0 Base and place as example: this.dex / 100
 
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First you create a nparam with name dex and full name dexterity and adjust it the way you want.
Then go to XParam0 Base and place as example: this.dex / 100
Thanks, would I use a similar formula, say a damage formula to have bows and short swords(foils), or even *cough* firearms(guns) *cough* base the damage they deal off of your dexterity instead of your strength?
 

ICF-Soft

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This depends on the way you want to do this.
You can override how atk param is calculated by placing a formula in BParam2 Base Eval.
this.dex
Or you can use dexterity in skill damage formulas.
a.akt / 2 + a.dex / 2 - b.def / 3
 
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This depends on the way you want to do this.
You can override how atk param is calculated by placing a formula in BParam2 Base Eval.
this.dex
Or you can use dexterity in skill damage formulas.
a.akt / 2 + a.dex / 2 - b.def / 3
Where's the BParam Base Eval?
 

ICF-Soft

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As I say in first post, latest version (1.05a) can be found in my blog.
There is a big change from previous with the use of rmmv new plugin type parameters and more customization to bparams.

If you want to do it on version 1.04b you can redefine atk by creating a pparam with this name and removing BParam2 Name value.
 
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As I say in first post, latest version (1.05a) can be found in my blog.
There is a big change from previous with the use of rmmv new plugin type parameters and more customization to bparams.

If you want to do it on version 1.04b you can redefine atk by creating a pparam with this name and removing BParam2 Name value.
Just realized that not too long ago, thanks!
 
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As I say in first post, latest version (1.05a) can be found in my blog.
There is a big change from previous with the use of rmmv new plugin type parameters and more customization to bparams.

If you want to do it on version 1.04b you can redefine atk by creating a pparam with this name and removing BParam2 Name value.
Just realized that not too long ago, thanks!
 

Vanya

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Hi.I need a little clarification.

What I'm trying to do is have it so that when an actor levels up, they gain specific increases to their stats based on their current class.
I'm using Yanfly's Class Change plugin and have each class set up so that that they give specific Plus values to the custom stats and then I passed the custom stat names to Yanfly's Base Param Control so I can see the changes reflected in the menu.
That all works perfectly.
Now I just need to be able to set specific permanent increases to each actor's stats.

I found this notetag:
<CUSTOM NPARAM BASE NPARAM>
value = 2;
value += 25;
</CUSTOM NPARAM BASE>

And I tested using this in one of my actors:
<CUSTOM NPARAM BASE c_str>
value = base;
if (this._level === 2 && this._dataClass === 1) {
value = base + 1;
}
else if (this._level === 3 && this._dataClass === 1) {
value = base + 2;
}
</CUSTOM NPARAM BASE>

But it doesn't seem to be working at all.
I can only assume I'm doing something wrong, but I'm not sure what.
 
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ICF-Soft

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Hi @Vanya.

This happens because nparams don't have a base value from database.
Base is a value taken from database that allows a special calculation like is done in pokemon games.
The params that comes with MV have a base value taken from classes and enemies databases, but the ones that you can create aren't defined inside MV so you can't find them there.

I've made an example to show you how you can do it:
Code:
<CUSTOM NPARAM BASE c_str>
value = 40;
if (this._classId === 1) {
value = 40 + this._level - 1;
}
else if (this._classId === 2) {
value = 20 + (this._level - 1) * 2;
}
</CUSTOM NPARAM BASE>
I hope this will help you.
 

Vanya

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Thanks a lot. That helps quite a bit. :)

PS- one more quick question. Can I reference NParams in another plugin directly?
 
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ICF-Soft

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PS- one more quick question. Can I reference NParams in another plugin directly?
You can use a.c_str b.c_str this.c_str inside formulas.

NParams can be referenced based on how other plugins work. If a plugin uses javascript formulas you can use them this way, but there are plugins that uses codes and cannot reference NParams.
 

Vanya

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Actually I mean if I'm writing a plugin myself.
I'd like to just type something like this in my plugin:
i = Math.floor(this.c_vit/4);
Would that work?
 

ICF-Soft

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Actually I mean if I'm writing a plugin myself.
I'd like to just type something like this in my plugin:
i = Math.floor(this.c_vit/4);
Would that work?
It will work.
 

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