Bobstah's Custom Stats 1.3.2

● ARCHIVED · READ-ONLY
Started by Bobstah 100 posts Page 5 of 5 View original ↗
  1. There seems to be a bug when the Stat is 0, it does not let you add or change the Stat through item or states.
  2. Would it be possible to use this plugin in conjunction with Yanfly's Equip Requirements plugin?



    For example, could I set a weapon to only be able to be used if a custom stat was above 5 or something? Because if that was possible, then that would really help me with my game.
  3. @bobstah are you still there?
  4. So I notice there hasn't been a lot of word on this, but I needed some help associated with this plugin.  After reading through the posts, this plugin no longer calculates on the class level correct?  Because I want my classes to dictate stat structure for the character as there are going to be multiple classes each with it's own strengths and weaknesses.   I am also trying to use this to have the stats assigned as such.  For example, str=$(a.level / 3.5 + 8;) is one of the evals I am trying to perform, so it recalculates the stat based on a characters level up.  Then, I want to use the stat to define and calculate base parameters so str would affect atk and vit would affect maxhp.  We have tried modifying the script to our purposes but it keeps breaking the game.  If you are still working on this Bobstah, and can give any pointers, it would be greatly appreciated.


    So I realized what I was doing wrong to get the stats to implement.  They implemented fine on a class level but only if a number value was determined. I still am unable to calculate them based on an eval.
  5. hmm just relized..... you can have the stats level up with a simple level * x formula.....
  6. I noticed a weird problem. I shut off all my other plugins besides the  JawsUF's StatusMenuCore  to make sure it wasn't other plugins. I gave my character's class this tag:


    <CustomStat: atp=1>


    Then I gave his weapon this tag:


    <CustomStat: atp+10>


    If the character starts off with the weapon, he has 1 atp, then when he removes it, he has -9 atp. If the character doesn't start off with the weapon, he has 1 atp, then when he equips the weapon he has 11 atp.


    Somebody else mentioned it, but I also noticed that starting off with 0, for a stat doesn't allow you to change the stat with equipment.
  7. Hi.
     


    Hope you're still around @Bobstah 


    I'm aware you're planning or in the process of a rewrite though. I'm trying to use this script to create four additional attributes for damage calculation. The default ones I plan on having as character attributes. I've created four custom ones just for weapons called eqpatk, eqpdef, eqpmagatk and eqpmagdef. Pretty self-explanatory with the title what I want them to do.


    However, I'm also using Himeworks EquipSlotsCore and I've noticed an odd bug between them both, either with theirs or this where items I equip myself on an actor that hasn't had any initial equip made through that script, does the correct damage according to the formula. Equipment equipped using that script, shows the attack animation of the weapon but does 0 damage, regardless of whether I subsequently unequip and reequip that weapon or equip a different one.


    Now fortunately I might not need that script since the reason behind using it was for certain character's equipment mechanics regarding certain armours but I'm working around that because it's probably gonna be placed into a different thing. The only reason I really need it now is for allowing 1H weapons to be dual-wielded in both hands but another script might pick up that functionality.
  8. I just wanted to ask. Is there a tutorial or a example of how to properly include these custom stats into the menu with JawsUF's StatusMenuCore or some other plugin?
  9. ravielsk said:
    I just wanted to ask. Is there a tutorial or a example of how to properly include these custom stats into the menu with JawsUF's StatusMenuCore or some other plugin?
    I will just reply to this...
    For me it work just by simply putting in the symbol of my CustomStat like it was just another default-stat.
    As an example: I have created a custom stat for my Actor1 that is called "srf" (I shortened the names because writing them over and over would be a pain) and I just put in "srf" as the symbol in the JawsUF's StatusMenuCore parameters, put in a name for it there as well and that's it.
  10. Where can I learn how to implement this plugin? I dont know how to use it. I have it installed but How do I actually create a new stat? I'm missing something.
  11. You use the note tags. Put the note tags in the note box
  12. So the plugin he recommends to include with this one does not appear to work anymore (referring to JawsUF's StatusMenuCore.)

    Does anyone know if you can make Yanfly's StatusMenuCore show the custom stats defined by this plugin?
  13. Doubt there's still much support for this plugin, but is there any way to impliment random stats to enemies at the start of battle?
  14. Item, armor and item stats don't work. What can i do?
  15. Can someone please help me out with an issue I'm having with this plugin? I have an item set to increase a custom stat by +1 on use, but only the first time I use the item does the stat actually increase.

    EDIT: Found the solution. It seems that the stat increasing property only applies if the item also has some other affect on the actor. Since I don't use TP, I got around this by having the items also recover 1 TP, but you could also get around this by having the item have you both gain and lose 1 ATK, for example.
  16. How would I go about making a custom stat affect the turn order? I changed the formula in Yanfly's Battle Engine Core to simple "spd" (Speed since I used Agility for a Dexterity stat (Tho I guess I could try to make that the custom stat instead?)) but it doesn't do anything at all despite showing a value in the party members' status menus (Using JawsUF's plugin). I either want all enemies and the party to have speed values ranging from 1 to 10 (Impacted by equipment for the party) or to have maybe some sort of random number assigned at the start of battle ala D&D Initiative rolls (First is probably better overall, but the second one is just something I'm considering).
    Also, is it normal for the custom stat to not update within an already saved file? Like, you change a party member's stat from 5 to 10 but its still 5 in that save. If so, that would be problematic for if you ever changed that base stat for an enemy or party member in an update/patch or something.
    Cool plugin btw. :)
  17. Anyone managed to get these stats to display in Yanfly's MV/MZ status menu plugins? I try to put the symbols in the parameters list and it draws a blank (but the stats seem to work with Yanfly's parameter formula plugins using user.whateverthestatnameis)
  18. Does anyone have this plugin? The download link is defunct and I really want to use this in a game I'm working on. All other plugins of this nature have failed me, but this one should be completely fine.
  19. For anyone that finds this plugin useful, I went on a journey through time and space and have recovered the plugin for posterity! I have attached it to this post so that you do not have to hunt it down ever again.

    @Bobstah While you seem to have left the community behind years ago, thank you for your contribution to amateur and indie RPG Makers out across the world will not be forgotten. Thank you. Thank you for making this plugin. Thank you for making it compatible with the StatusMenuCore by JahwsUF. I was losing my mind trying to make everything work together, and this has saved my vision for a more interesting and complex battle system!

    Version: 1.3.2