[RMVX Ace] Equipment Optimisation Enhanced!

Trihan

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Equipment Performance Enhanced​
Version: 1.01
Author: John Clifford AKA Trihan
Date: 21/04/2015




Version History

  • <Version 1.01> 2015.04.21 Edited default weights for some sparams to a negative value because they're better the lower they are.
  • <Version 1> 2015.04.20 Original Release
Planned Future Versions​
  • <Version 1.1> Add commands and notetags to override performance weights on a per-item basis.
  • <Version 1.2> Add an optional flag for actors which will cause them to try optimising to compensate for weaknesses e.g. a character weak against fire will prioritise equipment with fire resistance.
Description




The default behaviour of the equipment optimisation method for actors takes nothing but its parameter bonuses into account; this means you could have armour with 18 DEF that will be equipped over one with 17 DEF that quadruples your HP and reduces all damage to 0%. This script aims to change that by giving features a weight that will be considered when picking the "optimal" equipment.



Features​
  • Define weights for each feature you can set for a weapon or armour that will be taken into account when optimising equipment
  • Adapts to whatever states, skill types, skills, weapon types, armour types and elements you've set in the database, so you don't have to worry about keeping track of how many array elements are set in the config.
  • REDUCES the item's performance value if the feature is detrimental e.g. -10% HP or making you more susceptible to a state.
  • Override individual weight values easily in the config.
  • Optional config flag to prevent performance reduction when the feature has a negative effect; all features will add to the value, even bad ones.
  • Once it's configured everything else is done for you!
Screenshots​

Take these two items of armour, for example (I've edited one to have worse overall stats, for illustration purposes)









Now logic would dictate that you'd rather be wearing a robe that reduces most elemental damage by 60%, even if it does have 1 less DEF. However, if you optimise your equipment in the default engine while holding these two...



But no more, my friends! Use my patented Equipment Performance Enhanced script and you too can achieve this!



Instructions​

Using this script couldn't be easier. In fact, if you're okay with 1 extra point per percentage or solid point of bonuses, and 10 points for additional skill types/skills etc, you don't even have to set anything up! The config is fully commented and explained, and it also tells you how you can override individual values for the arrays which are set up dynamically. If I made this any easier to use I'd have to charge for it.



Script



Code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  ▼ Equipment performance rating enhancement
#  Author: Trihan
#  Version 1
#  Release date: 20/04/2015
#
#  Thanks for Sixth for pointing out an issue with sparam weights.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#-------------------------------------------------------------------------------
#  ▼ UPDATES
#-------------------------------------------------------------------------------
# # 21/04/2015. Edited the default config to give negative weights to some
# # sparams so they're considered appropriately for their effect.
# # 20/04/2015. First release
#-------------------------------------------------------------------------------
#  ▼ TERMS OF USAGE
#-------------------------------------------------------------------------------
# # You are free to adapt this work to suit your needs.
# # You can use this work for commercial purposes if you like it.
# # Credit is appreciated.
# #
# # For support:
# # rpgmaker.net
# # rmrk.net
# # rpgmakervxace.net
# # rpgrevolution.com
#-------------------------------------------------------------------------------
#  ▼ INTRODUCTION
#-------------------------------------------------------------------------------
# # The default behaviour of the equipment optimisation method for actors
# # takes nothing but its parameter bonuses into account; this means you
# # could have armour with 18 DEF that will be equipped over one with 17
# # DEF that quadruples your HP and reduces all damage to 0%. This script
# # aims to change that by giving features a weight that will be considered
# # when picking the "optimal" equipment.
#-------------------------------------------------------------------------------
#  ▼ INSTRUCTIONS
#-------------------------------------------------------------------------------
# # Set the weights for each feature in the config however you like. The script
# # will do the rest.
#-------------------------------------------------------------------------------
#  ▼ COMPATIBILITY
#-------------------------------------------------------------------------------
# # List of aliases and overwrites:
# #
# # RPG::Armor
# # performance (alias)
# #
# # RPG::Armor
# # performance (alias)
# #
# # RPG::EquipItem
# # performance_plus (new method)
# # tri_pre_calc_bonus_percentage_with_id (new method)
# # tri_pre_add_bonus_with_id (new method)
# # tri_pre_add_bonus (new method)
# # tri_pre_calc_bonus_percentage_param (new method)
# # tri_pre_calc_bonus_param_with_id (new method)
# # tri_pre_calc_bonus_param (new method)
# # tri_pre_calc_bonus (new method)
# #
# # As far as I'm aware there aren't any other scripts that change the way
# # performance works, so there shouldn't be any compabitility issues.
#-------------------------------------------------------------------------------
$imported = {} if $imported.nil?
$imported['TriPRE'] = true

module TRI_PRE
  # DO NOT EDIT THESE
  temp_system_data = load_data("Data/System.rvdata2")
  temp_state_data = load_data("Data/States.rvdata2")
  temp_skill_data = load_data("Data/Skills.rvdata2")
 
  CONFIG = {
  # ----------------------------------------------------------------------------
  # EDITABLE REGION BEGINS HERE
  # ----------------------------------------------------------------------------
  # :reverse_negatives - A flag which determines whether negative values will
  # reduce an item's performance rating. For example, armour which makes you
  # take an additional 5% fire damage would reduce the rating instead of adding
  # to it.
  # ----------------------------------------------------------------------------
    :reverse_negatives    => true,
  # ----------------------------------------------------------------------------
  # :element_rate_weight - Determines how many points are added to an item's
  # performance rating for each percent of elemental reduction. The script
  # will automatically populate the array with the value in brackets for each
  # defined element. See below for how to override individual elements.
  # ----------------------------------------------------------------------------
    :element_rate_weight  => [1] * temp_system_data.elements.size,
  # ----------------------------------------------------------------------------
  # :debuff_rate_weight - Determines how many points are added to an item's
  # performance rating for each percent of debuff protection. The script
  # will automatically populate the array with the value in brackets for each
  # debuff parameter. See below for how to override individual elements.
  # The indexes are as follows:
  # [MAX HP, MAX MP, ATK, DEF, MAT, MDF, AGI, LUK]
  # ----------------------------------------------------------------------------
    :debuff_rate_weight  => [1, 1, 1, 1, 1, 1, 1, 1],
  # ----------------------------------------------------------------------------
  # :state_rate_weight - Determines how many points are added to an item's
  # performance rating for each percent of state protection. The script
  # will automatically populate the array with the value in brackets for each
  # defined state. See below for how to override individual elements.
  # ----------------------------------------------------------------------------
    :state_rate_weight  => [1] * temp_state_data.size,
  # ----------------------------------------------------------------------------
  # :state_resist_weight - Determines how many points are added to an item's
  # performance rating for each state resisted. The script will automatically
  # populate the array with the value in brackets for each defined state. See
  # below for how to override individual elements.
  # ----------------------------------------------------------------------------
    :state_resist_weight  => [10] * temp_state_data.size,
  # ----------------------------------------------------------------------------
  # :param_weight - Determines how many points are added to an item's
  # performance rating for each bonus parameter point. The script will
  # automatically populate the array with the value in brackets for each
  # parameter. See below for how to override individual elements.
  # The indexes are as follows:
  # [MAX HP, MAX MP, ATK, DEF, MAT, MDF, AGI, LUK]
  # ----------------------------------------------------------------------------
    :param_weight  => [1, 1, 1, 1, 1, 1, 1, 1],
  # ----------------------------------------------------------------------------
  # :xparam_weight - Determines how many points are added to an item's
  # performance rating for each bonus ex-parameter point. The script will
  # automatically populate the array with the value in brackets for each
  # ex-parameter. See below for how to override individual elements.
  # The indexes are as follows:
  # [HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG]
  # ----------------------------------------------------------------------------
    :xparam_weight  => [1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
  # ----------------------------------------------------------------------------
  # :sparam_weight - Determines how many points are added to an item's
  # performance rating for each bonus sp-parameter point. The script will
  # automatically populate the array with the value in brackets for each
  # sp-parameter. See below for how to override individual elements.
  # The indexes are as follows:
  # [TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR]
  # NOTE: MCR, PDR, MDR and FDR are given negative weights by default because
  # unlike the others, they are better for the actor the lower they are.
  # ----------------------------------------------------------------------------
    :sparam_weight  => [-1, 1, 1, 1, -1, 1, -1, -1, -1, 1],
  # ----------------------------------------------------------------------------
  # :atk_element_weight - Determines how many points are added to an item's
  # performance rating for each additional attack element. The script will
  # automatically populate the array with the value in brackets for each
  # defined element. See below for how to override individual elements.
  # ----------------------------------------------------------------------------
    :atk_element_weight  => [10] * temp_system_data.elements.size,
  # ----------------------------------------------------------------------------
  # :atk_state_weight - Determines how many points are added to an item's
  # performance rating for each percent chance of attack state. The script will
  # automatically populate the array with the value in brackets for each
  # defined state. See below for how to override individual elements.
  # ----------------------------------------------------------------------------
    :atk_state_weight  => [1] * temp_state_data.size,
  # ----------------------------------------------------------------------------
  # :atk_speed_weight - Determines how many points are added to an item's
  # performance rating for each additional point of attack speed.
  # ----------------------------------------------------------------------------
    :atk_speed_weight  => 1,
  # ----------------------------------------------------------------------------
  # :atk_times_weight - Determines how many points are added to an item's
  # performance rating for each additional attack it allows.
  # ----------------------------------------------------------------------------
    :atk_times_weight  => 10,
  # ----------------------------------------------------------------------------
  # :stype_add_weight - Determines how many points are added to an item's
  # performance rating for each additional skill type it unlocks.
  # ----------------------------------------------------------------------------
    :stype_add_weight  => [10] * temp_system_data.skill_types.size,
  # ----------------------------------------------------------------------------
  # :stype_seal_weight - Determines how many points are deducted from an item's
  # performance rating for each skill type it seals.
  # ----------------------------------------------------------------------------
    :stype_seal_weight  => [10] * temp_system_data.skill_types.size,
  # ----------------------------------------------------------------------------
  # :skill_add_weight - Determines how many points are added to an item's
  # performance rating for each additional skill it unlocks.
  # ----------------------------------------------------------------------------
    :skill_add_weight  => [10] * temp_skill_data.size,
  # ----------------------------------------------------------------------------
  # :skill_seal_weight - Determines how many points are deducted from an item's
  # performance rating for each skill it seals.
  # ----------------------------------------------------------------------------
    :skill_seal_weight  => [10] * temp_skill_data.size,
  # ----------------------------------------------------------------------------
  # :equip_wtype_weight - Determines how many points are added to an item's
  # performance rating for each additional weapon type it unlocks.
  # ----------------------------------------------------------------------------
    :equip_wtype_weight  => [10] * temp_system_data.weapon_types.size,
  # ----------------------------------------------------------------------------
  # :equip_atype_weight - Determines how many points are added to an item's
  # performance rating for each additional armour type it unlocks.
  # ----------------------------------------------------------------------------
    :equip_atype_weight  => [10] * temp_system_data.armor_types.size,
  # ----------------------------------------------------------------------------
  # :equip_fix_weight - Determines how many points are deducted from an item's
  # performance rating for each equipment slot it fixes in place.
  # The indexes are as follows:
  # [Weapon, Shield, Head, Body, Accessory]
  # ----------------------------------------------------------------------------
    :equip_fix_weight  => [10, 10, 10, 10, 10],
  # ----------------------------------------------------------------------------
  # :equip_seal_weight - Determines how many points are deducted from an item's
  # performance rating for each equipment slot it seals.
  # The indexes are as follows:
  # [Weapon, Shield, Head, Body, Accessory]
  # ----------------------------------------------------------------------------
    :equip_seal_weight  => [10, 10, 10, 10, 10],
  # ----------------------------------------------------------------------------
  # :slot_type_weight - Determines how many points are added to an item's
  # performance rating if it allows dual wielding.
  # ----------------------------------------------------------------------------
    :slot_type_weight  => 10,
  # ----------------------------------------------------------------------------
  # :action_plus_weight - Determines how many points are added to an item's
  # performance rating for each percent of additional action chance.
  # ----------------------------------------------------------------------------
    :action_plus_weight  => 1,
  # ----------------------------------------------------------------------------
  # :special_flag_weight - Determines how many points are added to an item's
  # performance rating for each special flag it adds.
  # The indexes are as follows:
  # [Autobattle, Guard, Substitute, Conserve TP]
  # ----------------------------------------------------------------------------
    :special_flag_weight  => [10, 10, 10, 10],
  # ----------------------------------------------------------------------------
  # :party_ability_weight - Determines how many points are added to an item's
  # performance rating for each party ability it adds.
  # The indexes are as follows:
  # [Encounter Half, Encounter None, Cancel Surprise, Raise Preemptive,
  # Gold Double, Drop Item Double]
  # ----------------------------------------------------------------------------
    :party_ability_weight  => [10, 10, 10, 10, 10, 10],
  # ----------------------------------------------------------------------------
  }
  # ----------------------------------------------------------------------------
  # EDITING ANYTHING BEYOND THIS POINT WILL RESULT IN PREMATURE BALDING AND
  # LOSS OF EARNINGS.
  #-----------------------------------------------------------------------------
  FEATURE_ELEMENT_RATE  = 11              # Element Rate
  FEATURE_DEBUFF_RATE   = 12              # Debuff Rate
  FEATURE_STATE_RATE    = 13              # State Rate
  FEATURE_STATE_RESIST  = 14              # State Resist
  FEATURE_PARAM         = 21              # Parameter
  FEATURE_XPARAM        = 22              # Ex-Parameter
  FEATURE_SPARAM        = 23              # Sp-Parameter
  FEATURE_ATK_ELEMENT   = 31              # Atk Element
  FEATURE_ATK_STATE     = 32              # Atk State
  FEATURE_ATK_SPEED     = 33              # Atk Speed
  FEATURE_ATK_TIMES     = 34              # Atk Times+
  FEATURE_STYPE_ADD     = 41              # Add Skill Type
  FEATURE_STYPE_SEAL    = 42              # Disable Skill Type
  FEATURE_SKILL_ADD     = 43              # Add Skill
  FEATURE_SKILL_SEAL    = 44              # Disable Skill
  FEATURE_EQUIP_WTYPE   = 51              # Equip Weapon
  FEATURE_EQUIP_ATYPE   = 52              # Equip Armor
  FEATURE_EQUIP_FIX     = 53              # Lock Equip
  FEATURE_EQUIP_SEAL    = 54              # Seal Equip
  FEATURE_SLOT_TYPE     = 55              # Slot Type
  FEATURE_ACTION_PLUS   = 61              # Action Times+
  FEATURE_SPECIAL_FLAG  = 62              # Special Flag
  FEATURE_PARTY_ABILITY = 64              # Party Ability
end

# You can override specific values in variable-size arrays using the line
# below. Simply copy it for each override you want, fill in the blanks and
# uncomment. For example, if I wanted the fire atk element to give 100 points
# instead of 10, I would write
# TRI_PRE::CONFIG[:atk_element_weight][3] = 100
#
# TRI_PRE::CONFIG[:symbol_name][index] = value

class RPG::Armor < RPG::EquipItem
 
  alias tri_pre_performance performance
  def performance
    tri_pre_performance +
    performance_plus
  end
end

class RPG::Weapon < RPG::EquipItem
 
  alias tri_pre_performance performance
  def performance
    tri_pre_performance +
    performance_plus
  end
end

class RPG::EquipItem < RPG::BaseItem
  include TRI_PRE
 
  def performance_plus
    total = 0
    [
      [:element_rate, FEATURE_ELEMENT_RATE],
      [:debuff_rate, FEATURE_DEBUFF_RATE],
      [:state_rate, FEATURE_STATE_RATE]
    ].each { |symbol, code|
      total += tri_pre_calc_bonus_percentage_with_id(symbol, code)
    }
    [
      [:state_resist, FEATURE_STATE_RESIST],
      [:atk_element, FEATURE_ATK_ELEMENT],
      [:stype_add, FEATURE_STYPE_ADD],
      [:stype_seal, FEATURE_STYPE_SEAL],
      [:skill_add, FEATURE_SKILL_ADD],
      [:skill_seal, FEATURE_SKILL_SEAL],
      [:equip_wtype, FEATURE_EQUIP_WTYPE],
      [:equip_atype, FEATURE_EQUIP_ATYPE],
      [:equip_fix, FEATURE_EQUIP_FIX],
      [:equip_seal, FEATURE_EQUIP_SEAL],
      [:special_flag, FEATURE_SPECIAL_FLAG],
      [:party_ability, FEATURE_PARTY_ABILITY]
    ].each { |symbol, code|
      total += tri_pre_add_bonus_with_id(symbol, code)
    }
    [
      [:slot_type, FEATURE_SLOT_TYPE]
    ].each { |symbol, code|
      total += tri_pre_add_bonus(symbol, code)
    }
    [
      [:param, FEATURE_PARAM],
      [:sparam, FEATURE_SPARAM],
    ].each { |symbol, code|
      total += tri_pre_calc_bonus_percentage_param(symbol, code)
    }
    [
      [:xparam, FEATURE_XPARAM],
      [:atk_state, FEATURE_ATK_STATE]
    ].each { |symbol, code|
      total += tri_pre_calc_bonus_param_with_id(symbol, code)
    }
    [
      [:atk_speed, FEATURE_ATK_SPEED],
      [:atk_times, FEATURE_ATK_TIMES]
    ].each { |symbol, code|
      total += tri_pre_calc_bonus_param(symbol, code)
    }
    [
      [:action_plus, FEATURE_ACTION_PLUS]
    ].each { |symbol, code|
      total += tri_pre_calc_bonus(symbol, code)
    }
    total
  end
 
  def tri_pre_calc_bonus_percentage_with_id(symbol, code)
    matching_features = @features.select { |feature| feature.code == code }
    bonus_performance = matching_features.inject(0) { |total, feature| value = ((100 - feature.value * 100) * CONFIG["#{symbol}_weight".to_sym][feature.data_id]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
  end
 
  def tri_pre_add_bonus_with_id(symbol, code)
    matching_features = @features.select { |feature| feature.code == code }
    bonus_performance = matching_features.inject(0) { |total, feature| total += CONFIG["#{symbol}_weight".to_sym][feature.data_id] }
  end
 
  def tri_pre_add_bonus(symbol, code)
    matching_features = @features.select { |feature| feature.code == code }
    bonus_performance = matching_features.inject(0) { |total, feature| total += CONFIG["#{symbol}_weight".to_sym] }
  end
 
  def tri_pre_calc_bonus_percentage_param(symbol, code)
    matching_features = @features.select { |feature| feature.code == code }
    bonus_performance = matching_features.inject(0) { |total, feature|
    value = ((feature.value * 100 - 100) * CONFIG["#{symbol}_weight".to_sym][feature.data_id]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value
    }
  end
 
  def tri_pre_calc_bonus_param_with_id(symbol, code)
    matching_features = @features.select { |feature| feature.code == code }
    bonus_performance = matching_features.inject(0) { |total, feature| value = ((feature.value * 100) * CONFIG["#{symbol}_weight".to_sym][feature.data_id]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
  end
 
  def tri_pre_calc_bonus_param(symbol, code)
    matching_features = @features.select { |feature| feature.code == code }
    bonus_performance = matching_features.inject(0) { |total, feature| value = (feature.value * CONFIG["#{symbol}_weight".to_sym]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
  end
 
  def tri_pre_calc_bonus(symbol, code)
    matching_features = @features.select { |feature| feature.code == code }
    bonus_performance = matching_features.inject(0) { |total, feature| value = ((feature.value * 100) * CONFIG["#{symbol}_weight".to_sym]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
  end
end

Credit

  • Trihan
Thanks​
  • The readers of my Slip into Ruby series. I only noticed this while I was looking through Game_Actor for my next issue.
  • Sixth, for pointing out that some sparams work the opposite way and needed negative weights.
Support



I'm a regular pretty much everywhere. Make a post asking about the script and I'll probably find it, but the main support sources are listed in the script comments.


Known Compatibility Issues​

None known at present



Demo



I don't think this really needs a demo, it's pretty self-explanatory.


Author's Notes



This is the first proper utility script I've made in a while. I'm really proud of how well it turned out!


Terms of Use



Anyone can use this for anything. I'd appreciate credit, but feel free to go nuts.
 
Last edited:

Silenity

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This is great! Thanks Trihan babe<3
 

Sixth

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Did you place a check for PDR, MDR, FDR, MCR (and TGR, but this one is situational) in your calculations?


Because the lower they are, the better. But the other sparams are better if they are higher.


From what I see in the code, you calculated all of them the same way. Wouldn't that mess up the real performance values?
 

Trihan

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Whoops! You're absolutely right, Sixth. Well caught! I'll fix that ASAP.
 

EternalShadow

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Amazing! I'll use this as soon as you've fixed the params thing Sixth mentioned :D
 

Trihan

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This is actually an interesting one, though: you can "fix" this by entering a negative value for the weights of those stats. I can either change the default config or make those stats follow a different equation: which do you think would be better?

TGR is an interesting one too, as obviously some characters might -want- to be targeted more frequently. That's where the per-character settings will come in for version 1.1.
 

Sixth

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Any way would work, but if you choose the config edit, make sure to write why are those values negatives in the config description, because a lot of people might not know about the way how these sparams function and they might think that it is a typo, or a leftover from testing the script.


And yeah, TGR is very specific most of the time.


I worked with sparams many times (mainly displaying the influence of them in a status window) and I always encounter these "issues", that is why I caught it immediately in your script. :D


This is why I also hate to work with sparams. >.>
 

Trihan

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Okay, I'll edit the config and include an explanation for the values being negative. And of course, give you a credit for pointing it out. Thanks, Sixth!

Script updated!
 
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Kes

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This suggestion may take your script so far outside your original intentions that it simply isn't possible, but just in case...

When buying equipment the change of stat shown for the characters in the party who can equip it is just the main one, and takes no account of all those nifty alterations to ex-params that you've given the gear.  So it will show the +5DEF but nothing else.  Obviously one can get round this in part by including in the description that it also gives you +2%EVA and +10%MEV.

However, you don't know what you're comparing it with.  For all the player knows (or can remember) the gear currently equipped might have +6AGI and +5%EVA

Is there any way of showing these sorts of stats in the shop scene using your weighting for the different values?
 

Trihan

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I was actually considering adding something like this, but I've mainly been concentrating on improving my dialogue script at the moment. I'll have a pass over this one sometime in the next couple weeks and see what nifty things I can add.
 
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BCj

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Ah this looks great. Think you could update the script though? The forum messed it up :p
 

Guiguimu

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I never gave much thought about it, but you are right. The default system is lacking that feature, to decide which one is best regardless of parameters bonuses. Great job and thank you so much!
Btw, I know that it is your choice, but you should ask credit. No work should go uncredited, free or not.
 

Trihan

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Yeah, I noticed that. One sec.

Guiguimu: I'd like to think that most people would take it upon themselves to credit me if they use my work. That part of my scripts is only really saying that if I notice someone using my scripts who didn't credit me, I'm not going to lose any sleep over it.

At the end of the day I write my scripts and plugins to make your games better, but it's not a requirement for me that people recognise me for the work I did. The fact that someone thinks my stuff is worth using in their project is its own reward. :)

Edit: Script should be fixed now, enjoy! If there are any other features you want from it, feel free to ask. (I'm still considering Kes' request to show the optimisation difference visually when buying items from shops, but I'm not sure how best to do it)
 
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Guiguimu

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Yeah, you are a good person, but not everyone is, unfortunately... So it makes me sad when someone works really hard to help and people don't care and don't give credit. That is way I said what I said. It was not with bad intentions.
Anyway, thanks a lot for this script!
 

Trihan

Speedy Scripter
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RMMV
No worries! This is quite an old one (almost 2 years old now!) so I'm really glad to see people are still checking it out.

I'm probably going to do a similar plugin for MV once I look at how its optimisation actually works.
 

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so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

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