ICF-Soft Params Core

zerobeat032

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Oh ok. Sorry, I had tried it before and it didn't work... which is why I asked. I realize now I had my rate set wrong. glad I noticed. thanks so much for your assistance.
 

factus

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Hi ICF-Soft. First, I really like this plugin! I'm almost embarrassed to ask this, because it's such a basic question, but I've read the help file, and this thread, and I'm still not quite sure what I'm doing wrong. I currently have version 1.08 installed, and I'm playing RMMV through Steam. The only other plugins I am using are the default ones (Community_Basic) and MadeWithMV.

I've set the first Nparam on the list to "str" just to test out the way the Nparams work. I wanted to set the damage formula for "attack" to something really simple. So I set it to a.str and nothing else.

But the actor is still doing 0 damage, so I'm wondering if I have a value wrong somewhere, or I'm not using the formula correctly. For a level 1 character, str should be set to 30, since that's what I have as the first number for Base, right? I know I'm probably skipping a step somewhere.

Cactus Cat - RPG Maker MV 6_8_2019 1_54_24 PM.png
Cactus Cat - RPG Maker MV 6_8_2019 1_48_31 PM.png Cactus Cat - RPG Maker MV 6_8_2019 1_49_13 PM.png
 

ICF-Soft

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Hi @factus,
It needs ICF-Soft Main Utility plugin to work.

I hope this will help you.
 

Aryn

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Hi, ICF-Soft. This plugin seems really great, and I'm trying to replace Quasi's plugin with yours to see if I can get it to play nicer with Yanfly. However, I'm a little confused about how to manipulate the values. I'm trying to set up a pretty complex system of damage formula + common event, but I don't totally understand how to manipulate the values of your NParams. So I'm afraid I'll probably need more help than this, sorry. :(

But to at least test things out, how would I change the value of an actor's parameter in an event or store it in a variable? For example, I'm trying to set the value of a custom Nparam to a variable in a damage formula (e.g. b.new += 1; v[1] = b.new), but when I try to display the value in a textbox, it reads 0. Then, if I wanted to change an actor's parameter or use an actor's parameter as a conditional in an event script box, how would I do that?

I've read through the How To Use thoroughly and these pages, but I still don't really understand how to manipulate them properly. There is a lot on notetags, but not on formulas or script. I'd really appreciate your help, and thank you for creating and maintaining such awesome plugins~!
 

ICF-Soft

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Hi @Aryn,
I you try to use formulas like "b.new += 1" or "b.new = b.new + 1" wouln't work because of Nparams nature. If this become avaiable and a character with "new 15" has equipped an armor that gives "new + 50" and you use "b.new += 1" when you check status you'll find a value of 116 instead of 66 because params are completely calculated when called.
There way to set Nparam values are setNParamBase addNParam. To set value you use "b.setNewBase(value)" and to increas value you use "b.addNParam(id, value)" where id is the index of param.

I hope this will help you.
 

Aryn

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Yes, thank you, this helps a lot! But what if I want to reference an actor's parameter in an event? In particular, I want to call the actor based on a variable storing their actor.Id().
 

ICF-Soft

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You can try this code:
Code:
var a = $gameActors.actor($gameVariables.value(variable));
a.new;
 

Aryn

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That worked, great! Thank you again. Just in case someone else with very limited scripting skills is trying to do this, this is how I got the value successfully passed to a variable:

Code:
var a = $gameActors.actor($gameVariables.value(1));
var b = a.new;
$gameVariables.setValue(2, b);
 

N-Amata

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Hi! I want to make a skill that targets the enemy to damage them, but also raises one of your own CParams. How do I this?
 

ICF-Soft

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There is a CParam drain feature but it's only used for same cparam. There isn't a feature that mixes cparams yet.
 

N-Amata

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There is a CParam drain feature but it's only used for same cparam. There isn't a feature that mixes cparams yet.
That's unfortunate. However, is there a way to do this with either of the any other Param types?
 

Zemtax

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Can't seem to figure out a way to make this work with Yanfly's Attachable Augments.
I'm trying to use:

<Augment Attach Eval: xyz>
# add PParam to the item via javascript
</Augment Attach Eval: xyz>

would also need a way to remove the PParam from the item with yanfly's detach eval.

Maybe someone here knows how to do it, or even an alternative way to accomplish this :D
 

Zemtax

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I do have that plugin installed. I supposed I just don't know what the syntax would look like if I were to put PParams into the attachable augment notetag. Didn't see anything in the description.
 

ICF-Soft

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It should work same way as the other parameters.
This code works for me:
Code:
<Augment: Orb>
str: +50
con: +50
wil: +50
Add Debuff: int, 50%
</Augment: Orb>
Maybe plugins could be in a wrong order.
 

Zemtax

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Oh, it's that easy huh? Thanks a lot ICF :D Thought it was going to be some JS.
And thanks for the quick help!
 

WiegrafDX

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So I have the MainUtility and ParamsCore plugin installed and am trying to modify the MHP and MMP calculation.

I have modified the default parameters to be STR, VIT, FOC, WIL, AGI and LUK. Currently, the default eval is for HP and MP is "(Base + Plus) * Rate * XRate * Buff + Flat + XFlat".

What I'd like to do is actually have the eval consider other parameters. Namely, I want to add to these eval that, for HP, VIT x 2 and STR are added to maximum HP while WIL x 2 and FOC are added to maximum MP. I figured that I would need to add "user.vit * 2", for example, to the eval to add that VIT x 2 to the maximum HP.

Yet, when I run my test game, the value remains the default one and goes unchanged.
 

ICF-Soft

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Hi @WiegrafDX,

You can try to use "this.vit * 2".

I hope this will help you.
 

WiegrafDX

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Hmm... tried with "this.vit" but no change.

To give you an idea, the base HP progression goes from 15 and gains 3 per level and MP is 10 and gains 2 per level through the database. So at Level 1, they'd have 15 HP and 10 MP.

After changing the eval to have "this.vit * 2" and "this.str" for HP and "this.wil * 2" and "this.foc" for MP, both stats still show as 15 and 10 even with 5 in all parameters (which should lead to 30 HP and 25 MP)

upload_2019-11-25_20-55-4.png

upload_2019-11-25_20-56-25.png
 

ICF-Soft

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BParam Base Eval parameters work different than you're trying to use. The first thing to know is that completely override database param for actors and enemies when used, but can use level 1 param inside formula with "base". The second is that is not a complete formula, it's a calculation before appling plus, rate, xrate, and all modifiers.

A correct formula could be "base + (this.level - 1) * 3 + this.vit * 2 + this.str" for BParam0 Base Eval or, if you want different formulas for different actors/classes, you can use notetags like this:
Code:
<CUSTOM PARAM BASE mhp>
value = 15 + (this.level - 1) * 3;
value += this.vit * 2 + this.str;
</CUSTOM PARAM BASE>
 

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