Yep Status Menu Core question

Lionheart_84

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Hi, I wanted to know why using this plugin: Yep Status Menu Core
The gauges of the VEL (agility) and FOR (luck), are already full already at the figure of 433/417, when the max of the parameters is 999 ?!
 

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Trihan

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The maximum value attainable might be 999, but what is the maximum value those stats will be at level 99 for that actor?
 

Lionheart_84

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The maximum value attainable might be 999, but what is the maximum value those stats will be at level 99 for that actor?
Yes, right! However, shouldn't the gauge stop midway?!?
 

Trihan

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Yes, right! However, shouldn't the gauge stop midway?!?
I believe that for each gauge, it considers 100% to be the maximum value any one stat can be given the actor's level progression, not the actual internal maximum for the stat in general.

1593528045905.png

Yep, looking at the code:

Code:
Window_StatusInfo.prototype.findParamLimits = function() {
        this._largestParam = 1;
        this._smallestParam = $gameActors.actor(1).paramMax(2);
        for (var i = 0; i < $gameParty.members().length; ++i) {
            var actor = $gameParty.members()[i];
            if (!actor) continue;
            for (var j = 2; j < 8; ++j) {
                this._largestParam = Math.max(this._largestParam, actor.param(j));
                this._smallestParam = Math.min(this._smallestParam, actor.param(j));
            }
        }
};

Window_StatusInfo.prototype.calcParamRate = function(paramId) {
        if (this._largestParam === this._smallestParam) return 1.0;
        var rate = parseFloat(this._actor.param(paramId) - this._smallestParam) /
                             parseFloat(this._largestParam - this._smallestParam);
        rate *= 0.7;
        rate += 0.3;
        return rate;
};
It's relative to the other stats.
 
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Lionheart_84

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I believe that for each gauge, it considers 100% to be the maximum value any one stat can be given the actor's level progression, not the actual internal maximum for the stat in general.

View attachment 149582

Yep, looking at the code:

Code:
Window_StatusInfo.prototype.findParamLimits = function() {
        this._largestParam = 1;
        this._smallestParam = $gameActors.actor(1).paramMax(2);
        for (var i = 0; i < $gameParty.members().length; ++i) {
            var actor = $gameParty.members()[i];
            if (!actor) continue;
            for (var j = 2; j < 8; ++j) {
                this._largestParam = Math.max(this._largestParam, actor.param(j));
                this._smallestParam = Math.min(this._smallestParam, actor.param(j));
            }
        }
};

Window_StatusInfo.prototype.calcParamRate = function(paramId) {
        if (this._largestParam === this._smallestParam) return 1.0;
        var rate = parseFloat(this._actor.param(paramId) - this._smallestParam) /
                             parseFloat(this._largestParam - this._smallestParam);
        rate *= 0.7;
        rate += 0.3;
        return rate;
};
It's relative to the other stats.
I see. So there is no way to make the bar 433 of 999 ???
 

Trihan

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I see. So there is no way to make the bar 433 of 999 ???
Not by default, I don't believe. The plugin was designed to show each stat relative to its highest value among all your party members.
 

Lionheart_84

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Not by default, I don't believe. The plugin was designed to show each stat relative to its highest value among all your party members.
Ok, the strange thing that only happens with Agility and Luck!
 

caethyril

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(Note that a param with 0 value will have 30% width, due to the way Yanfly's coded it.)

You could try saving something like this as a .js file (Save As > File Type: All Files, Filename: whateverYouLike.js) and import it as a plugin, loading immediately after Status Menu Core:
JavaScript:
Window_StatusInfo.prototype.calcParamRate = function(paramId) {
	return this._actor.param(paramId) / this._actor.paramMax(paramId);
};
I think this will replace the "rate" calculation that's used to determine the gauge widths. :)
 

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