I see. Put the progress value at the end like:
\I [416] Gold :: eval: game.party.gold () || '0',
\I [210] Chests :: \V [12],
progress: \V [13]
@Lionheart_84 there are a few ways to do that.
for example:
100 points = 100%
125 points = 100%, but possible to have 1.25%
while the value you add doesn't matter, what because it calculate the %
automatically for you like value / 100 = 100%
so a value of 420 points = 420 / 100, so you can get 42 points = 10%.
you can calculate this really easy, you just use the variable +1, or +2.
thats all you have to do in the event and like I explain before, write down
the variable value somewhere on paper or .txt file and use the max value you
can get to 100% as the progress value there.
calculations is something that the plugin handle, mine give 1.7% but it
can also be 1.71% or 1.73% etc, I round it down with 1 number (default = 2).
if yo uvalue of progress = 420 (so alot of progress hat gained +1 or +2.
on the ending you can do in the event:
if: variable(n) > 50 && < 100
switch: ending 1 = ON
end
if variable(n) = > 100 && < 150
switch: ending 2 = ON
end
while you can make the list on the ending, switch can also be "transfer player"
to the ending cutscene map.
you can count this variable by number alot or use a more simple way,
<= 100
<= 200
<= 300
etc in your event for checking.
while higher than 400 or equal to 420 is the true ending so the speak.
but in your save screen shows 100% if you gain 420 points.
so if you want on 50% ending 2, than 420 / 2 = 210,
so you check if variable 2 >= 210 for ending 2
if that makes sense more?
just use the amount of max value into the progress, and use
that variable in the events for +1, +2 etc. which is up to that
max value you wrote in the progress section.
the mathematics for the % does the rest FOR YOU.
so you dont have to look back.
for example for test purpose do the following:
Display Object: Chest: \V[12]
Progress Object: Chest: 200
Now in your editor, create a NPC and make a choice menu.
Text: How much points do you want to add?
Choices: 1, 2, 5, 10
when 1: Variable 12 += 1
when 2: Variable 12 +=2
etc
than first save your game (in the save menu, save game) and recheck
and you see it wil be 0.00%
when you add 1 to variable 12, and save again, it should be 0.50%
add +1 and + 2 and recheck again and it will be 2.00%
so you dont have to do the math, just add the variable where needed.
if you max value = 100, and you add +1, it will be 1.00%.
set max value to 420 and add +3, you see a different % by than.
once you understand it, you know what works the best for you.
for example, you have 624 chests, so your max chest value = 624
so each chest add +1 to the chest variable, and the % calculate
the 624 / 100 by the amount of what's inside variable N.
once variable hit 624, the % will be 100%![]()
nope, that is the max value, it was before 100.00% but once it reached
100%, the 00 is removed, but set the max value much later on the story
or progress you want the % on it.
once you know that value, you can add this =)
ideal for exploration mode in the story to get the 100% ^^
but I hope you get the point.
if you have more question, feel free to ask or join the discord of TSR,
we can provide faster answer when they required![]()
the above with variable (N) can be used as scriptcall like,
or place it normal, ConditionalBranch+ can make this progress easier too.
otherwise you can use a scriptcall in an event like this:
Scriptcall:
let chest = $gameVariables.value(N);
let cond <= 50;
$gameVariables.value(N, cond)
than the trigger of the switch to be on.
there are other methodes, but the exact methode that can suite yours
is harder to guess, of the amount of points required.
if you have 4 endings, you can do around the following:
Max value / 4 (this makes an ending if you have at least 25% or over,
Max value / 3 (this makes if you have a value of at least 50% or over,
Max value / 2 (this makes if you have a value of at least 75% or over,
Max value / 1 (this is the 100% value) for the 4th ending or true ending.
as for the other info:
gold rate, chest rate,
mimik rate, quest rate
that depends how you set up the general section, status, progress and or custom.
how you set them in the parameters. 1 field or 2 fields are idea to create them,
if you have 3-4 sections, it can be a bit harder, but still doable, but I let @TSR
answer that part for the best approach if you can show a screenshot how your
current scene look like at the moment, so we can provide a suitable solution for you.
on the first look on the save scene with 3 slots visible,
the first part shouldn't really happen. that it overlap file 2.
can be a typo or forgotten function, but not breaking the plugin.
if you have set the display object as:
text1,
text2,
text3,
text4
place it like the one like this (play with spaces)
gold: code, chests: \V[n],
mimik: \V[n], quests: \V[n]
and it should display it like that. you dont need a new line, so you can
play around the text to see what fits best.
code = the gameplayer gold. but I think I would recommend that
as a single line, but it depends on the max value the gold can reach.
Hello.
You need to change the number of columns of your progress icons in the parameters, then you can set the distance between row and columns in the parameters too. I think you need 2 columns...
View attachment 196587
This is all explained in the instructions, so next time I won't reply if the anwser can be found in the instructions. Also, you should join my discord for further support instead of overflowing the thread with your numerous requests...
Regards.