RMMV Is there a plugin that will give random stats on an x to y scale?

ZankokuNoYami

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Basically, I am looking to be able to fo the following:

Using yanflys item core, every piece of armor is unique. As in, everytime you craft something, you get a variance in the stats. You can craft the perfect version or thr worst.

Say you craft a fur Helm

Base stats:
2 def
1 agi

But when you craft it, you can get a random bonus, like

Between 0 to 3 more defense
1 to 3 more agility
0 to 1 mdef

If there is already a plugin, could someone point me towards it? I have been searching and while I find some, they don't do what I want.
 

Andar

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you can do this with event commands.

the change parameter command allows not only constants, but also variables - and thoise can be set to random values.

Basically have an event at the start of the game go through all actors in the party to add the random numbers you want
 

ZankokuNoYami

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you can do this with event commands.

the change parameter command allows not only constants, but also variables - and thoise can be set to random values.

Basically have an event at the start of the game go through all actors in the party to add the random numbers you want
I don't see that quite working. You are expected to constantly craft. The bonus outside cashing in extras is rolling for better stats. I just want a plugin that let's me set in the notes:

Def: +1 to +3
Agi: +1 to +3

Something like that. So while you will always get a Fur Helm with 2 Def and 1 agi, you might craft one with 5 Def and 4 agi. Random chance everytime you make one. Every piece of equipment will also have its own random allowances doe varying stats.
 

ATT_Turan

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Isn't this covered by the very first notetag listed in the Item Core instructions?

If you are using independent items, items that aren't gained through the
shop can have a random variance applied to its stats.

Item, Weapon, Armor Notetag
<Random Variance: x>
If this item is acquired through non-shop means, it will have random
stats offset by x amount in either a positive or negative value.

So for 1-3 you would give it a value of 2 and a random variance of 1.
 

ZankokuNoYami

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Isn't this covered by the very first notetag listed in the Item Core instructions?



So for 1-3 you would give it a value of 2 and a random variance of 1.

Random variance, at least from what I have messed with, doesn't seem to do quite what I am talking about. At least I haven't found a way to make it control specific stats by certain margins. It is random purely instead of me setting a chance of x to y per stat.
 

Andar

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It is random purely instead of me setting a chance of x to y per stat.
no, this means that you calculated the wrong numbers.

Variance does not mean a range from 4 to 8 (as an example), it means a middle point plus minus the variance.

So to get the example of 4 to 8, you'll set base = 6 and Variance = 2, resulting in 6-2 as one limit and 6+2 as the other.
 

ZankokuNoYami

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no, this means that you calculated the wrong numbers.

Variance does not mean a range from 4 to 8 (as an example), it means a middle point plus minus the variance.

So to get the example of 4 to 8, you'll set base = 6 and Variance = 2, resulting in 6-2 as one limit and 6+2 as the other.
Is there a way to not have negatives?
 

Andar

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making the base always higher than the variance
If the base and the variance have the same number, then zero is the minimum.
 

ZankokuNoYami

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making the base always higher than the variance
If the base and the variance have the same number, then zero is the minimum.
But the variance effects all base stats the same, rather smaller variances for some stats and higher for others.

Like I want to set a variance of up to 3 on Def and up to 2 on agi and it doesn't normally get magic Def but you have a chance of gaining up to 1.

This is why I was trying to find a plugin that would let me modify per stat in a more exact amounts.
 

Andar

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In that case you either need a patch for yanfly's plugin or you need to replace yanfly's plugin.
you cannot have two independent plugins affect the same area of the game.

I suggest you consider which way you prefer and then reword the request to follow that decision, because the way you assumed it would work does not.
 

ATT_Turan

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This is why I was trying to find a plugin that would let me modify per stat in a more exact amounts.
Scrolling down further in the instructions for the Item Core you get the On Creation Eval notetag.

Just add the random bonuses to each parameter separately as you like.
 

ZankokuNoYami

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Scrolling down further in the instructions for the Item Core you get the On Creation Eval notetag.

Just add the random bonuses to each parameter separately as you like.
I am confused on how to type that out. Could you give me an example?
 

ATT_Turan

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Items have the same params array that actors do - it's in the order the parameters are listed on the class tab of the database, starting with 0.

The built-in function to get a random number is Math.randomInt(X), giving you a value from 0 to X-1.

So if you want your item to spawn with an Attack of 2-5, you'd give it a 2 in the database entry then
Code:
<On Creation Eval>
item.params[2]+=Math.randomInt(4);
</On Creation Eval>
 

ZankokuNoYami

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Items have the same params array that actors do - it's in the order the parameters are listed on the class tab of the database, starting with 0.

The built-in function to get a random number is Math.randomInt(X), giving you a value from 0 to X-1.

So if you want your item to spawn with an Attack of 2-5, you'd give it a 2 in the database entry then
Code:
<On Creation Eval>
item.params[2]+=Math.randomInt(4);
</On Creation Eval>

Awesome! So... would that apply to all stats, or is that 2 in the formula specifically calling out the attack stat? At work, so I couldnt test it, but figured i should ask in advance haha.

Thank you kindly!
 

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