YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
Ok, a quick manual for my New Parameters plugin.

When you install the plugin, it seems to have only one parameter, called "Parameters".
But, when you open it, you see that is wrong.
parameter_list.png
That "Parameters", when opened, reveals itself as a list.
Each of your new parameters will be an element in this list.
Important note: Every time you need to call the parameter's id, the number is the position on the list -1. In the example image, the parameter's id is 0. It will mostly be used when using functions.

Open the parameter in the list - or in the case of a new one open the empty one, in the image the 2 but on a first use the 1, to actually change the parameter.
parameter_details.png
  • The first line is the parameter's command name, or the stat's name. It is the value, together with the id that you get on the list, that you will use the most after it is all set to use.
    • Example, calling for the example in a damage formula would be a.armPen. Be careful though, the Command Name is case sensitive, meaning armPen is different from armpen.
  • The second line is the parameter's text name. Just in case you are using the messages for buff/debuff and the like. You can also call it in custom-made menus. Most won't use it, though.
  • The third line is the preset base of the parameter. The default formula is "this.level ? (level * 1) : 1" meaning that, if the battler has a level (being an actor or using an enemy levels plugin) the value will be the level, else it will be 1. Feel free to change it to fit your real needs. As you can see, in the example image it is 0.
    • Can also be set individually for each actor or enemy through a notetag <change stat base formula: x>, x being the new formula and stat being the parameter's command name.
  • The fourth line is the parameter's formula. It is based on the Yanfly parameters formulas. You can add or remove from it as needed, but I suggest only adding to the formula and not removing the variables.
  • The fifth line is the parameter's buff formula. It is the formula used when buffing/debuffing to set the parameter's formula buffRate.
  • The sixth and seventh lines are the parameter's minimum and maximun value. They can be changed for a certain battler through notetags.
  • The next four lines are the max number of how many times something can be buffed/debuffed on this stat, default and maximum values. The value can be changed through notetags for a certain battler, as long as it is more than 0 and less or equal to the value set as max.
  • And the final four lines are icons for buffs and debuffs, first and second stages (second stages when they are buffed/debuffed more than once). They can be left as 0 for no images (or to use the first stage, in the case of the second).
In case of any more doubts not understandable here or in the help of the plugin, feel free to ask.
 

KaizoVorna

Warper
Member
Joined
Nov 29, 2015
Messages
2
Reaction score
0
First Language
Finnish
Primarily Uses
This Extra Parameter-plugin is very simple yet in-depth, I like how it can have its own Buffs/Debuffs too!
One question, however. Is there no way to make the changes to the extra parameters show in menus, such as when you buy or change weapons?

Like say my game has a separate Strength and Attack-stat like in a few older Final Fantasy-games where Strength is an actor or class-specific stat while Attack is dependent on the equipped weapon and is used together with Strength to calculate damage. So I would add an extra Stat for Attack, but it doesn't actually show anywhere, which makes it hard to tell what weapon is better than the other.
 

Soryuju

Combat Balance Enthusiast
Veteran
Joined
Apr 19, 2018
Messages
179
Reaction score
219
First Language
English
Primarily Uses
RMMV
@Waterguy

Thanks for the detailed guide! I didn't realize that clicking "Parameters" opened up the plugin's main menu.

So I (hopefully) just have one more issue right now. The game seems to accept the base value I set for my new parameter in the formula box. However, I'm having trouble using notetags to change that value for each unique character class in my game. I'm pretty sure I'm doing either one of two things wrong:

Possibility 1: I'm using the incorrect notetag in the Class notes. I'm currently trying the battler.setYRparam(paramID, value) tag.

Possibility 2: I'm using the wrong notation to refer to the class I want to set it for. I've tried both "a.setYRparam" and "class.setYRparam," neither of which have registered. I've only been using RPG Maker a few weeks, so I'm still learning the proper notation to use for referring to various things in the database. I originally didn't even realize I needed to change the term from "battler," which threw me a nice TypeError every time I tried to attack.

It could be something else as well, but those are the only things I can think of right now. Could you point out where I'm going wrong? Thanks!
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
@KaizoVorna Thank you.
Unfortunatelly, that'd need an edit on the menu itself. And that would depend on what menu you use, the basic, Yanfly, one of Moghunter's, to name a few of the possibilities.
I personaly use SRD's EquipCompareUpgrade for the equip and store screens, since I can set the values I want to appear there and it only shows them, but for the menu itself... yeah, you'll need to edit it.

@Soryuju Ah, I forgot, sorry. This plugin lets you set the base through notetags for actors and enemies, but classes you'll need to use somethiing like the plus, rate or flat... Since you are giving a value per class and not changing it unless you change class, I personally suggest putting something like 1 as the base and use the notetag <stat Rate: 3.0> to give it the value 3, for example.

Also, what you are using are the functions, not notetags. Functions are for things involving script calls or the famous Lunatic Mode of yanfly's plugins.
 

Soryuju

Combat Balance Enthusiast
Veteran
Joined
Apr 19, 2018
Messages
179
Reaction score
219
First Language
English
Primarily Uses
RMMV
Okay, so I switched to using <stat Rate: x.y> for each class as you suggested, but I think I'm still missing something. I've currently got my new parameter named "physConstant," and have it set in slot 1 (I don't think I've had to use its ID, but I know I need to refer to it as "0" if I do).

The game is still using the base value of the parameter in the damage formula. I've got the notetag <physConstant Rate: 12.0> for one class and the tag <physConstant Rate: 30.0> for another, but both classes are still just dealing damage using the base parameter value of 1.

The damage formula is very simple right now: (a.atk - b.def) * (a.level/a.physConstant) and I've turned damage variance down to 0%, so I think that the problem is within the class notes. Do I need to include anything other than the <stat Rate: x.y> in the class notes to make it register, or did I maybe write out the tag incorrectly?
 

KaizoVorna

Warper
Member
Joined
Nov 29, 2015
Messages
2
Reaction score
0
First Language
Finnish
Primarily Uses
@Waterguy
Ah, I had a feeling that was the case, I'm using Yanfly's menu plugins and only Status Menu seems to offer options to show other stats. So I assume SRD's EquipCompareUpgrade works with Extra Parameters? I should give it a spin to see if it fixes my problem.
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
@Soryuju hmm... did you try putting it as just a.physConstant to check if the value was changing? Or are you sure the base is set to 1? Or that you are using the right name (physConstant)?
I just tested it here, and the notetag worked perfectly...
 

Soryuju

Combat Balance Enthusiast
Veteran
Joined
Apr 19, 2018
Messages
179
Reaction score
219
First Language
English
Primarily Uses
RMMV
@Waterguy

I worked out what I was doing wrong! At some early point when I was messing around with the settings, I changed "paramRate" in the Formula field to 1, so it was just ignoring the notetags in the Class notes instead of using them as multipliers. After replacing the 1 with "paramRate" again, the plugin worked as expected. Just a silly mistake on my end, like I figured.

Thanks for your patience!
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
@Soryuju @KaizoVorna and whoever else downloaded my NewParameters plugin
Sorry, I made a stupid mistake involving the plus and flat values.
There is no change that will affect your settings, so you just need to overwrite the old version with the new one
 

JtheDuelist

Your Friendly Neighborhood Shapeshifter
Veteran
Joined
Dec 9, 2017
Messages
1,191
Reaction score
1,448
First Language
English
Primarily Uses
Other
@Waterguy That Extra Turn plugin might be useful if it is compatible with tomoaky's SRPG plugin, but needing DOUBLE the speed would be absolute overkill and neigh impossible with the low numbers something like my FE Essentials MV uses- if there was a parameter to change the requirement for an extra turn, the plugin would be perfect! I'll test it out for compatibility tomorrow.
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
@JtheDuelist sorry, this plugin was one of my first ones. I had no proper idea how parameters even work at the time. All I wanted was to reproduce the BoF3 system.
If you want, I can try to update it a bit to add that.

Also sorry, never heard of that system so no idea if it is compatible.
 

JtheDuelist

Your Friendly Neighborhood Shapeshifter
Veteran
Joined
Dec 9, 2017
Messages
1,191
Reaction score
1,448
First Language
English
Primarily Uses
Other
@Waterguy Just tested it and it isn't compatible- shame...
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
@JtheDuelist not really surprising, it was made a while ago when I was still new making plugins and with the default battle system in mind. If you send me a link to this one I could try to make a version for it.
 

firestalker

Veteran
Veteran
Joined
Nov 18, 2015
Messages
422
Reaction score
62
First Language
English
Primarily Uses
RMMV
@Waterguy I was wondering if you can maybe give a little more specific manual on the New Parameters plugin.... Like can you give a description on how to add a new stat to a weapon [for example] so that it will have a different stat than attack? I was looking at the manual you have and the different Note-tags available, but I'm really confused.

I would like to make my character have strength and the weapon have an attack, but I don't want to change my characters strength to the new parameter I want the weapon to have it. If that makes sense?
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
@firestalker I personally don't see the problem, could you explain to me better? the plugin was made because the plugin inVictor used before wasn't compatible with some Yanfly plugins for... doing exactly that.

As far as I know, you want the player to have a strength stat and the weapon to have an attack stat, and the damage to be the combination of both? I'd suggest, to save you effort in editting the menu, renaming the default attack to strength. its command will still be a.atk in the damage box, for example, but your meny won't need much.

For the weapon attack, I suggest naming the command name watk or something like it, and set the base formula to 0, so you can use (a.atk + a.watk) in the damage formulas.

Then, you just use the notetag, for example, <watk Plus: +15> on the weapon's notebox.
With this, the weapon's watk will be 15, and the actor's will be 0 with nothing equipped, and 15 with it equipped.

I know it seems confusing looking at it the first time, but I hope it is pretty simple to use after you get the gist of it.
 

firestalker

Veteran
Veteran
Joined
Nov 18, 2015
Messages
422
Reaction score
62
First Language
English
Primarily Uses
RMMV
@Waterguy What about all the Flat, Rate, etc....? That's what's getting me confused. Do I have to set all that up for it to work? Isn't that used for a damage formula?
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
Rate is 1 by default and flat is 0 by default.
Rate is a multiplier for the stat. Unless you have a special equipment that halves or doubles watk or something like that, you don't need to worry about it.
And Flat is a value to be added to the parameter that is not multiplied by rate or buffs, unlike Plus.
 

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
Sorry for the double-post, but I wanted to tell everyone that I added two more plugins in the Personal Extensions:

Expansion to TheGreenKel and Yanfly's DragonBones Integration: Action Sequence Jump and Float and Expansion to TheGreenKel and Yanfly's DragonBones Integration: Flash (this one kinda needs an AdjustmentFilter plugin to work).
They are fixes to two major problems I had with DragonBones battlers.

[edit] renko warned me of a small bug with the flash staying after it should have ended sometimes, and helped me fix it.
 
Last edited:

YoraeRasante

Veteran
Veteran
Joined
Jun 6, 2014
Messages
1,715
Reaction score
473
First Language
Portuguese
Primarily Uses
RMMV
More DragonBones extensions, this time on their own spoiler box.
 

Latest Threads

Latest Posts

Latest Profile Posts

With this, I'm gonna have a good night sleep
Damn. We’ve gotten so close to 0 reports, 0 approvals a few times over the past couple weeks. Does it matter? No. Is it realistic. No? Do I rely on your reports and want everyone to keep posting. Yes. Do I 100% games? …sigh… Yes.

Ah yes, all three of my moods all at once.
Here's a tutorial I did on how I made my Leonardo A.I.-assisted artworks for my game's recent update. :rhappy:

Disclaimer: This is meant to be a band-aid solution for people like me who aren't good artists or don't have the financial means to hire an amazing artist. If you have the means, please buy commissions and support your fav artists.:yhappy:

Forum statistics

Threads
131,756
Messages
1,223,009
Members
173,518
Latest member
Tiagrun
Top