Rishi Raj Jain

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

<--snip--> see post below.
 
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Kes

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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.
 

Chainer07

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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.
 

mjshi

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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
 

Chainer07

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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
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.
 

mjshi

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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.
 

Chainer07

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

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Ungragu

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How would I go about adding some of the special parameters, such as Pharmacology?
 

mjshi

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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.
 

Ungragu

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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.
 
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mjshi

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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.
 

slimmmeiske2

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Ungragu, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


I've merged your posts together this time.
 

Yougotsomechocolate

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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)
 

Hilly

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Hello,can it be call out in common event?
If I can call out the stat polygon in common event,by combining with Yep's main menu manager,I could display the status screen to my liking...
 

mjshi

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Hello,can it be call out in common event?
If I can call out the stat polygon in common event,by combining with Yep's main menu manager,I could display the status screen to my liking...

You'd just call it in a common event with a script command.
SceneManager.push(Scene_Status);
 

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