The StatusMenuCore (v 1.1.1)

Anime_Fusion

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Hmmm...I'm not really worried about how to swap my character face, graphic or battler, I could do any of that with variables and conditional branches, but I'm not going to use that feature much. The issue I see is that if you set the profile pic in the note, it will never change, reguardless of if you change the character face. I'm interested in changing busts. Galv figured this out by using the code to recognize busts by faces ex: if actor's current face is in slot 1 of facefile "Actor1" then bust would automaticly turn based on position of actors face. So actor1 slot one sets the default, then if it goes to let's say the second slot in actor1, the code would detect that the bust in the picture folder would be called actor1_1 or actor1_2,

etc if that makes sense. Only issue is I can't ever get his plugin to show the graphics unlike yours, it doesn't work with one character, and I like your detailed layout better. Man, rpg maker made changing bust images a hassle. I just wish they had a Change Actors Notes option in the engine, but Shaz said it was static code. :(
 

JahwsUF

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Hmmm...I'm not really worried about how to swap my character face, graphic or battler, I could do any of that with variables and conditional branches, but I'm not going to use that feature much. The issue I see is that if you set the profile pic in the note, it will never change, reguardless of if you change the character face. I'm interested in changing busts. Galv figured this out by using the code to recognize busts by faces ex: if actor's current face is in slot 1 of facefile "Actor1" then bust would automaticly turn based on position of actors face. So actor1 slot one sets the default, then if it goes to let's say the second slot in actor1, the code would detect that the bust in the picture folder would be called actor1_1 or actor1_2,

etc if that makes sense. Only issue is I can't ever get his plugin to show the graphics unlike yours, it doesn't work with one character, and I like your detailed layout better. Man, rpg maker made changing bust images a hassle. I just wish they had a Change Actors Notes option in the engine, but Shaz said it was static code. :(
So, you're interested in changing what I've termed a "portrait" within the plugin - the full-body image of the Actor?  The way you've spoken about this has had me pretty confused, since the "portraits" didn't seem to be actually used anywhere within the base RPG Maker resources, hence there'd never have even been an issue with swapping 'em.  (Furthermore, "bust" is actually a pretty precise word for the facial images used by default within RPG Maker, as they show the neck and upper chest region as well.)



Is the character image seen here what you're referring to as a "bust"?
If that's what you're talking about - such as the image of the character seen in the spoilered image above - I don't have swapping built into the StatusMenuCore for that... although I did write it in such a way that a plugin extension to accomplish this would be fairly simple to write.
 
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Anime_Fusion

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This is exactly what I'm talking about yes. See, my main character (profile pic) is a bounty hunter at the start so i have it to where I show her character image "bust portrait" but when she gets fused with the dark matter energy, she becomes a Time Traveller, (learns haste skill and assassinate, etc) Her stuff all changes, but when you would go into this mode, she would still be wearing her Bounty hunter outfit. I want to go from this, to this.


If you find a way to do this, I will be very greatful and make sure your credited name is in bold hahaha.
 
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JahwsUF

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Any updates with a possible extension plug in?
Nothing as of yet; my plugin-authoring energy has been directed toward a pet project for my own game that's looking pretty extensive and complex.  (Short version - I'm figuring out how to support Harvest Moon style content.)  I do have this in mind, but it's not presently my highest priority.
 

Rainfall

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I think this plugin is almost perfect, but my game does not have any experience points, is there a way to disable that in the status screen?
 

Anime_Fusion

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Nothing as of yet; my plugin-authoring energy has been directed toward a pet project for my own game that's looking pretty extensive and complex.  (Short version - I'm figuring out how to support Harvest Moon style content.)  I do have this in mind, but it's not presently my highest priority.
No rush! Do your stuff first and foremost. I'll keep checking in. :p Sounds like a great plug-in! Love the harvest moon series. Was a huge fan of Rune Factory 4 and the upcoming Stardew Valley as well.
 

Luminous

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@JahwsUS can it show states resistance at resistance tab?

Like 80% silence resist, 50% blind resist, etc. Thanks for making this very nice plugin, it's awesome.
 

junglechief

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First thanks for this. Second, I was hoping turning various stats on and off with this would affect what stats displayed in the equip menu. Is there anyway you can do this or does anyone know of a separate plugin.
 

JahwsUF

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@JahwsUS can it show states resistance at resistance tab?

Like 80% silence resist, 50% blind resist, etc. Thanks for making this very nice plugin, it's awesome.
Took me a bit to look back at this... I did look at this problem as I was developing the plugin, but I'm actually not sure where (and even if) that data resides in the system.  All the parameters (or ex-, or sp- parameters) seemed oriented toward an Actor's ability to inflict the state, not resist the state.  The closest thing I saw was for "all-or-nothing" resistance.

Is there a parameter somewhere I missed?  If so, I could go back and take a look at it when I get the time.  (I'm planning to look at this stuff again sometime in the next few days.)
 

Roguedeus

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Took me a bit to look back at this... I did look at this problem as I was developing the plugin, but I'm actually not sure where (and even if) that data resides in the system.  All the parameters (or ex-, or sp- parameters) seemed oriented toward an Actor's ability to inflict the state, not resist the state.  The closest thing I saw was for "all-or-nothing" resistance.

Is there a parameter somewhere I missed?  If so, I could go back and take a look at it when I get the time.  (I'm planning to look at this stuff again sometime in the next few days.)
You may have to sample the actors traits and extract the ones with resists to certain state ID's. It likely won't be as straight forward as the params.

I'm guessing myself. I am still very unsure about javascript. If this were VXAce and Ruby, I'd know exactly what to do. :)
 

Luminous

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Took me a bit to look back at this... I did look at this problem as I was developing the plugin, but I'm actually not sure where (and even if) that data resides in the system.  All the parameters (or ex-, or sp- parameters) seemed oriented toward an Actor's ability to inflict the state, not resist the state.  The closest thing I saw was for "all-or-nothing" resistance.

Is there a parameter somewhere I missed?  If so, I could go back and take a look at it when I get the time.  (I'm planning to look at this stuff again sometime in the next few days.)
I don't know how to work with javascript too lol. But vx ace has done something similiar with this status menu core states resistance. And yeah maybe they are based on actor or class traits, some from weapon or item traits too, just like actor traits stats rate * 30% or weapon traits stats rate 50%. I hope can you find it out ^^ Sorry for my ignorance.
 

JahwsUF

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I think this plugin is almost perfect, but my game does not have any experience points, is there a way to disable that in the status screen?
Hey, I'm starting to look at this issue now, but this leaves me with a question.  Does your game also have leveling?  Should I also remove leveling information?  This affects how I'd implement formatting behaviors.

.. eh, whatever.  I'll go ahead and make that an option too, 'cause why not?

@JahwsUS can it show states resistance at resistance tab?

Like 80% silence resist, 50% blind resist, etc. Thanks for making this very nice plugin, it's awesome.
Ah!  I went and took some look into the game's code, and it turns out the data is there in traits... I was having difficulty interpreting things correctly due to the "help" wording.  (I got misled and interpreted it as the exact opposite of what it actually is!)

In regard to the state resistances being on the elemental resistances tab... I'll have to think through that.  The elemental resistance details are automatically laid out and are from a whole different category of data.  I could easily make a separate page for that... otherwise, I may provide an alternate Resistances page that you specify like the Parameter page, allowing you to manually control the layout of all its data.

... you know what?  Why not both?  I'll convert the current "Resistances" page into a "Element Rates" page, have a very similar version for a "State Rates" page, and provide a more customizable but needy general "Resistances" page.  (This latter one will require manual control of each entry, like the Parameters page.)

Due to the size of the task, this might take me a couple of days, especially to ensure it's all tested properly.  I always wanted to make that data available.

-----------

In regard to one other outstanding concern...

I came here because I had an issue with another menu system when i changed jobs and my appearance, I couldn't change the bust image. However, your help file mentions a "Profile Switch" tag option, but I have no clue where to find it or how to do it. Please let me know if you have time. I need to make my character look like an assassin in her bust photo. Thanks.
I'll go ahead and start implementing a "portrait switch" tag.  It's going to be simple at this stage, though... be sure your images are the same size and rely on the same offset data, etc as the baseline portrait.  (Allowing those to change would add a lot of extra complexity to the plugin and its tags... I'd want to use a whole different tag formatting pattern for that, hence a plugin extension.)

------

In regard to all of the above, please let me know if anything sounds off, or if you've got other related suggestions.  I won't guarantee that I'll get everything, but quite a few features of this thing did come from some great suggestions I've received.
 

Luminous

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Ah!  I went and took some look into the game's code, and it turns out the data is there in traits... I was having difficulty interpreting things correctly due to the "help" wording.  (I got misled and interpreted it as the exact opposite of what it actually is!)

In regard to the state resistances being on the elemental resistances tab... I'll have to think through that.  The elemental resistance details are automatically laid out and are from a whole different category of data.  I could easily make a separate page for that... otherwise, I may provide an alternate Resistances page that you specify like the Parameter page, allowing you to manually control the layout of all its data.

... you know what?  Why not both?  I'll convert the current "Resistances" page into a "Element Rates" page, have a very similar version for a "State Rates" page, and provide a more customizable but needy general "Resistances" page.  (This latter one will require manual control of each entry, like the Parameters page.)

Due to the size of the task, this might take me a couple of days, especially to ensure it's all tested properly.  I always wanted to make that data available.
This is amazing update. I will wait patiently. I know it's take time, and everybody must wanted that feature page.

Thank so much for concern to my request.
 

JahwsUF

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StatusMenuCore v 1.1.0 1.1.1 is now live!

I've given it quite a fair bit of testing, but it's possible I may have missed something in my desire to be done for the night and in my excitement to unveil the new version and its features.  Since 1.1.0's launch, I discovered one bug in the portrait code that's now corrected - it's fixed as of 1.1.1, along with other portrait enhancements.  (AnimeFusion, you should now be pretty happy.)

Those of you who've requested additional features:  I've done my best to honor all of your requests.  I am aware that the portrait switch feature may need a more robust version though; please let me know if something more detailed and customizable is necessary.

Warning:  please note that there are a few plugin option changes and additional options now; you may need to adjust your settings if you've already been using an older version of this plugin.

StatusMenu_BonusPage v 1.0.0 is now available!

This plugin requires the StatusMenuCore, as it's an extension plugin.  If you want an extra (second) Parameters page to toy around with or reorganize all the things with, this plugin's for you!  Please check the first post for more details about the plugin, the new Parameters page features that also work with this extension plugin, and the necessary steps to integrate it into the StatusMenuCore.  (You have to manually insert the page into the Page Menu via the Core's plugin options.)
 
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MaxLionheart

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Great update! Love the additions, especially being able to put resists one the first page with the word nomenclature (weak, resist, etc.)!

Good job :)
 

Luminous

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Yeah I love this one too.

Resistance tab is very good additional to give player explore more deep about battle.

Very nice update.
 

Black Noise

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Hey. I tried the Bonus Page extension and I love it to bits.

But I'm having trouble trying to make another one (a third Parameters page, if you will) with its own

set of parameters as opposed to ones I already set for the other one.

Could you give me some pointers exactly how to do that?

Thanks.
 

JahwsUF

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#1 - Make sure that the "Page ID" option in the plugin's settings is different between the two versions of the page.

#2 - You should have a separate actual copy of the plugin on the hard drive to be imported.

#3 - Make sure the window class defined in the plugin copy has a slightly different name.  The StatusMenuCore loads and distinguishes windows by their class name, so if it sees the same class name twice it duplicates one version of that window.

Now that I think on it a bit more, I might be able to make the process a lot smoother in a future version, but that would require some internal restructuring.

Edit on Nov 23:  Oh yeah... definitely possible.  Amazing how hindsight is 20/20... it took me about 10 minutes to figure up a much better way to enable the linking and get it working properly.  That'll come out in the next version.  I want to get a bit more implemented first, though... the change will break some things, I hate to change the plugin too rapidly on people, and I'd rather have a bit more substance before I have to break out the 2.0 label due to how some things will be broken.

(You'll only have to worry about Page ID; you'll instead simply reuse JAH_Window_Status_Params - the basic parameter page name - for bonus pages.  You'll still need the extension to define the extra parameters, but that's it.)

Edit later on Nov 23  Hey, been putting in some more work, and I figured out something that'll be a bit nifty coming in 2.0.  Rather than speak straight off about it, check out the images in the spoiler.



Leave it to me to find a way to make things even fancier.  With resistances merging into the parameter page, it was bothering me that there was no way to provide a text header for sets of parameters.  Well, I thought through things and found a reasonable enough solution... and not just that.  When a row has a blank in one of its columns, the page can be set to reclaim that space and recenter entries in that row, leading to the two-column appearance of the bottom parameter set.  (Those are columns 1 + 2 recentered, as column 3 is empty on those rows.)

An example with the bonus page:



Same kind of visual impact + effect here.  Worth note; I've made integrating the Bonus Pages into the core plugin a lot easier than in 1.1.  It should be possible to import a single version of the plugin multiple times to create multiple pages now!  (I'm going to test this next.)  Just be sure that the first bonus page has ID 1, the second ID 2, etc.
 
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