Mysterious extra MMP

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Kes

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I have an event which allows the player to allocate an extra 5 MMP to the actor of their choice. The event looks like this (one actor chosen for the sake of clarity)
upload_2018-1-13_12-19-20.png

Before the MMP is allocated, the stats look like this:
upload_2018-1-13_12-20-46.png

After allocating the bonus to him, the stats are this:
upload_2018-1-13_12-22-14.png

Unless I am totally cracking up, (which is always possible) that is an increase of 6 (from 271 to 277).
Can anyone think of a reason why this might happen?

Thanks.
 

Vincent Chu

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Are you sure he's not been assigned some special trait or equipped with something that causes an extra 20% MP boost?
 

TheoAllen

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The parameter calculation shown as follow in default script
Code:
  def param(param_id)
    value = param_base(param_id) + param_plus(param_id)
    value *= param_rate(param_id) * param_buff_rate(param_id)
    [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  end
It calculated by base (from class database) + additional plus from event you did
Then multiplied by rate from equip / states / buff as Vincent Chu mentioned
So, if you have 100 as base then you add +10 from event, then it would be 110 multiplied by whatever the buff is
 

Kes

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Pretty sure he hasn't, but here are his stats. I know that the 2% MP regen rate doesn't affect this, as another character with that just gets the extra 5.
upload_2018-1-13_12-43-2.png
 

TheoAllen

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Sorry Kes, but those stats only shows EX and SP param which has no effect

It is not a normal parameter modifier
 

Kes

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Hmm, he is at the moment equipped with something which increases his MMP already, so that must be the culprit. I didn't realise that it would impact on this.

Does that mean that there is no way to ensure that he only gets an extra 5? The player may not have found this piece of gear or may not have it equipped at this point, so I can't for example, only allocate 4 in his choice branch. I can't think of a way of doing this which isn't going to leave the player thinking that this is a (fortunate) bug.
 

TheoAllen

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Of course there is a way, by modifying how param calculation works on default. This might break something but idk
Code:
class Game_BattlerBase
  def param(param_id)
   value = param_base(param_id)
   value *= param_rate(param_id) * param_buff_rate(param_id)
   value += param_plus(param_id)
   [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  end
end
This is just a wild guess, I haven't tested yet
 
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Vincent Chu

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I think as long as there's an item description with that equipment that specifically informs the player that the equipment boosts MMP, then it should be okay. I mean it only took me about ten seconds to suspect that it might have been caused by some equipment. I'm sure most RPG players will be able to figure it out sooner or later.
 
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Kes

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Good news and bad news.
The good news is that it does, indeed, only give an extra 5.
The bad news is that it reduces the existing allocation. So before the event, the actor has 271/271 MP. After the event he has 270/275.
 

TheoAllen

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Well, of course because the alteration only buff the base stats, not the extra stats after that.
Say, if you have 100 as base, you add +10 more, and you have 120% MMP boost, it would go 130
The default one would be 110 (base 100 with +10 MMP allocation) x 120% which is 132, it's different

Unfortunately, I don't think there is something you can do beside choosing which system you want.
You can go by Vincent Chu route tho, by writing the description or something
 

Kes

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I think I'll have to go with what is. Fortunately I automatically include info like boosts to MMP in descriptions, so the work there is already done.

@Vincent Chu and @TheoAllen thanks very much to both of you for your time and trouble.
 

GrandmaDeb

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I have an event which allows the player to allocate an extra 5 MMP to the actor of their choice.
Unless I am totally cracking up, (which is always possible) that is an increase of 6 (from 271 to 277).
lol spoken like a hard working game maker
Of course there is a way, by modifying how param calculation works on default.
lol spoken like a programmer
I think as long as there's an item description with that equipment that specifically informs the player that the equipment boosts MMP, then it should be okay.
lol spoken like a negotiator

see, this is why this place is great =]

learned something thanks guys
 
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