Stat Polygon

Discussion in 'JS Plugin Releases (RMMV)' started by mjshi, Jun 23, 2017.

  1. Rishi Raj Jain

    Rishi Raj Jain Pokemon MV Maker Veteran

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    @mjshi This is all what my Pokemon game need, a HexStat, love you.

    <--snip--> see post below.
     
    Last edited by a moderator: Mar 21, 2018
    #21
  2. Kes

    Kes Global Moderators Global Mod

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    @Rishi Raj Jain As you are aware, Project Recruitment has its own section. Trying to recruit through other threads is not acceptable. I have, therefore, removed that part of your last post.
     
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  3. heidenreich69

    heidenreich69 Warper Member

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    free for commercial use?
     
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  4. Chainer07

    Chainer07 Villager Member

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    Awesome! I been looking for something like this for ages!
     
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  5. Lonewulf123

    Lonewulf123 Veteran Veteran

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    Me too. That’s why I had to commission it :)
     
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  6. Chainer07

    Chainer07 Villager Member

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    I have questions. Is it possible to set up Multiples of these or just 1 at a time? is it possible to make an Elemental Stat Resistance Version? When Preview weapons/Armor does the lines move? I must know.
     
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  7. mjshi

    mjshi Jack of Most Trades Veteran

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    @Chainer07 Currently it's set up to draw one polygon at a time, for any one actor on their status screen. Of course, this can be extended since the main part that actually draws the polygon is in a function called "SPolyDrawStatPolygon".

    It is possible to make an elemental stat resistance version, but that would be a bit difficult to display and would require new code. (what happens when resistance is negative?) There are also a lot of plugins that modify elemental resistance, so a version that does that would have to take those plugins into account.

    There is no preview of weapons/armor at the moment, this is purely just a status screen thing. Unfortunately, the lines do not move :c
     
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  8. Chainer07

    Chainer07 Villager Member

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    alright thank you for answering my questions :D. But yes i need a way to make up 4 Polygons. 2 for defence [Physical and Elemental] and 2 for attack. [Physiscal and elemental] and if anything wouldn't it be best to use it with Yanfly's system since it is probobly the most common? sorry if im asking so much just learning before implementing it into my ABS game.
     
    #28
  9. mjshi

    mjshi Jack of Most Trades Veteran

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    @Chainer07 Yeah, that's definitely not supported by the plugin right now xD I can look into it, but if I ever do make one for Yanfly's Status Menu Core, I most likely would just make one for the elemental weaknesses.

    upload_2018-11-26_20-31-15.png

    I don't really see a need for 4 stat polygons when the physical types really only have physical/magical attack/defense and a stat line isn't really possible-- you need at least 3 point for a polygon.

    Honestly Yanfly's way of displaying some things is better, since it's easier to just look at a table and tell what your resistances are. The stat polygon is best for displaying things in relatively small number (so maybe 8 points, max) whose exact values aren't super important or whose exact values can be seen elsewhere anyway.
     
    #29
  10. Chainer07

    Chainer07 Villager Member

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    @mjshi Fair enough i guess im just Reminisce of BM_Scripts that Seems very similar to your work. Images below.
     

    Attached Files:

    #30
  11. TenTranVN

    TenTranVN Veteran Veteran

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    good plugin
     
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  12. Ungragu

    Ungragu Villager Member

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    How would I go about adding some of the special parameters, such as Pharmacology?
     
    #32
  13. mjshi

    mjshi Jack of Most Trades Veteran

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    @Ungragu That would depend on what you're using to have special parameters. If these parameters are being given IDs the same way that the vanilla ones are, you can just change the Text Parameters parameter to include their IDs and everything should still work.
     
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  14. Ungragu

    Ungragu Villager Member

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    Ah I see. I take a look at the core files for the ids.

    @mjshi Okay, I found them in the rpg_objects.js file. However, they appear to be in separation from the base params. The function (in line 2125) is as follows:
    Code:
    Object.defineProperties(Game_BattlerBase.prototype, {
        // Hit Points
        hp: { get: function() { return this._hp; }, configurable: true },
        // Magic Points
        mp: { get: function() { return this._mp; }, configurable: true },
        // Tactical Points
        tp: { get: function() { return this._tp; }, configurable: true },
        // Maximum Hit Points
        mhp: { get: function() { return this.param(0); }, configurable: true },
        // Maximum Magic Points
        mmp: { get: function() { return this.param(1); }, configurable: true },
        // ATtacK power
        atk: { get: function() { return this.param(2); }, configurable: true },
        // DEFense power
        def: { get: function() { return this.param(3); }, configurable: true },
        // Magic ATtack power
        mat: { get: function() { return this.param(4); }, configurable: true },
        // Magic DeFense power
        mdf: { get: function() { return this.param(5); }, configurable: true },
        // AGIlity
        agi: { get: function() { return this.param(6); }, configurable: true },
        // LUcK
        luk: { get: function() { return this.param(7); }, configurable: true },
        // HIT rate
        hit: { get: function() { return this.xparam(0); }, configurable: true },
        // EVAsion rate
        eva: { get: function() { return this.xparam(1); }, configurable: true },
        // CRItical rate
        cri: { get: function() { return this.xparam(2); }, configurable: true },
        // Critical EVasion rate
        cev: { get: function() { return this.xparam(3); }, configurable: true },
        // Magic EVasion rate
        mev: { get: function() { return this.xparam(4); }, configurable: true },
        // Magic ReFlection rate
        mrf: { get: function() { return this.xparam(5); }, configurable: true },
        // CouNTer attack rate
        cnt: { get: function() { return this.xparam(6); }, configurable: true },
        // Hp ReGeneration rate
        hrg: { get: function() { return this.xparam(7); }, configurable: true },
        // Mp ReGeneration rate
        mrg: { get: function() { return this.xparam(8); }, configurable: true },
        // Tp ReGeneration rate
        trg: { get: function() { return this.xparam(9); }, configurable: true },
        // TarGet Rate
        tgr: { get: function() { return this.sparam(0); }, configurable: true },
        // GuaRD effect rate
        grd: { get: function() { return this.sparam(1); }, configurable: true },
        // RECovery effect rate
        rec: { get: function() { return this.sparam(2); }, configurable: true },
        // PHArmacology
        pha: { get: function() { return this.sparam(3); }, configurable: true },
        // Mp Cost Rate
        mcr: { get: function() { return this.sparam(4); }, configurable: true },
        // Tp Charge Rate
        tcr: { get: function() { return this.sparam(5); }, configurable: true },
        // Physical Damage Rate
        pdr: { get: function() { return this.sparam(6); }, configurable: true },
        // Magical Damage Rate
        mdr: { get: function() { return this.sparam(7); }, configurable: true },
        // Floor Damage Rate
        fdr: { get: function() { return this.sparam(8); }, configurable: true },
        // EXperience Rate
        exr: { get: function() { return this.sparam(9); }, configurable: true }
    });
    Would it be possible for one to slightly alter the code of the plugin in order to incorporate these exparam and sparam IDs?

    EDIT:
    Assuming, of course, you are pulling these params from the aforementioned core file.
     
    Last edited by a moderator: May 2, 2019
    #34
  15. mjshi

    mjshi Jack of Most Trades Veteran

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    @Ungragu I can try, but I'm a bit busy right now. I'll be free in ~2 weeks though, feel free to PM me a reminder.
     
    #35
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  16. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

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    Ungragu, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    I've merged your posts together this time.
     
    #36
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  17. Yougotsomechocolate

    Yougotsomechocolate Random Chest Veteran

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    So, I'm trying to replace the status boxs from yanfly's status but they are still there on the general screen(I tried your previous sugestion and it didn't work) (Note: I also have segmented gauges)
     
    #37
  18. Ungragu

    Ungragu Villager Member

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    #38

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