fireflyege

Witch please!
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So, with Yanfly's Base Parameter Control you can do things like adding flat buffs to stats through buff like states. However, you can't make those buff like states scale with a stat. For example, let's say there is a skill that increases ATK by 10% of your INT through a state. I could not quite get how I can make it happen, so I would love any help I can get.
 

ATT_Turan

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Try putting this into your Attack calculation plugin parameter:
Code:
 ((this.isStateAffected(x) ? base + this.param(4) / 10 : base) + plus) * paramRate * buffRate + flat

A few notes:
1) x must be replaced with the ID of the state granted by the skill.
2) I'm presuming your INT is renamed from MAT. If it's something else, you'll need to change the number inside of param() accordingly.
3) You can, obviously, change the formula however you want. I set it up so that the 10% is getting added to the base ATK value, but you could change it to apply to the entier base + plus, or the entire end value, whatever you want.
 

fireflyege

Witch please!
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Try putting this into your Attack calculation plugin parameter:
Code:
 ((this.isStateAffected(x) ? base + this.param(4) / 10 : base) + plus) * paramRate * buffRate + flat

A few notes:
1) x must be replaced with the ID of the state granted by the skill.
2) I'm presuming your INT is renamed from MAT. If it's something else, you'll need to change the number inside of param() accordingly.
3) You can, obviously, change the formula however you want. I set it up so that the 10% is getting added to the base ATK value, but you could change it to apply to the entier base + plus, or the entire end value, whatever you want.
That seems like a great way to solve it, but I intend to put multiple states which modify the stats, based on Luck mostly and always changing the base. If I do this for every single state intended, wouldn't it be quite confusing and laggy?
 

ATT_Turan

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That seems like a great way to solve it, but I intend to put multiple states which modify the stats, based on Luck mostly and always changing the base. If I do this for every single state intended, wouldn't it be quite confusing and laggy?
Confusing, perhaps. I have no idea why it would be laggy - your CPU processes several billion commands per second, iterating through a list the size of your party a couple of times shouldn't do anything to your computer.

If you're concerned about that you can look at some kind of way to modify in-game parameters with a plugin...you can also outsource the damage formula to a plugin function so you can read it clearly and not have to copy a huge thing between every skill.
 

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thought I'd upgrade to mz from mv cause of the nice quality of life features but ****ing hell why couldn't they allow old plugins to work in it and secondly how come in over a year since it's release has there been no mz version of something so crucial as a non grid based movement plugin. I guess I'll stick with mv. (why wasnt mz just an update to mv anyway literally nothing substantial changed..)
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