DMV Param Distribute (stat)

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Started by ?????? 87 posts Page 5 of 5 View original ↗
  1. it would seem his plug in page is down so will wait and see whats going on
  2. This is what i've been looking for! a simple param distribution plugin.
    1683326656532.pngbut how to customize which stats are added? for example, the usual params are
    STRENGTH, AGILITY, VITALITY, INTELLECT, DEXTERITY, LUCK. Like in Ragnarok Online.

    There are only 8 default STATS MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK. I could change the icons to change their names to fit my lore.

    i figured this part where to set the icons
    JavaScript:
    /**
            * DMV.Window.Stat_Distribute.prototype.createStatUpButtons()
            * Creates all buttons used to gain stat points
            */
            $this_class.createStatUpButtons = function() {
                this._bt_array_u = [];
                for (var i = 0; i < 8; i++) {
                    let button = DMV.createIconButton(32 + i, 40 + i, this);  // icon ID
                    button.setClickHandler(this.doOnStatUp.bind(this, i));
                    button.x = stat_data_u[i][0];
                    button.y = stat_data_u[i][1];
                    this._bt_array_u.push(button);
                }
            };
    
            /**
            * DMV.Window.Stat_Distribute.prototype.createStatDownButtons()
            * Creates all buttons used to reduce stat points
            */
            $this_class.createStatDownButtons = function() {
                this._bt_array_d = [];
                for (var i = 0; i < 8; i++) {
                    let button = DMV.createIconButton(48 + i, 56 + i, this); //icon ID
                    button.setClickHandler(this.doOnStatDown.bind(this, i));
                    button.x = stat_data_d[i][0];
                    button.y = stat_data_d[i][1];
                    this._bt_array_d.push(button);
                }
            };
  3. @xabileug If your question is how to omit MHP and MMP, you'd just change the two lines that start with
    Code:
    for (var i = 0
    to
    Code:
    for (var i = 2
  4. ATT_Turan said:
    @xabileug If your question is how to omit MHP and MMP, you'd just change the two lines that start with
    Code:
    for (var i = 0
    to
    Code:
    for (var i = 2
    I want to have 7 stats to align with my game lore. so if i remove mhp mmp, there should be a single stat that will increase both MHP and MMP at the same time. I'm looking for this effect like in ragnarok online
    • STR: Increases damage of melee weapons and maximum inventory weight.
    • AGI: Increases attack speed and FLEE.
    • VIT: Increases max HP, defences, and HP regen.
    • INT: Increases magic attack, max SP, and SP regen.
    • DEX: Increases damage of ranged weapons, hit chance, and casting speed.
    • LUK: Increases crit rate and crit defence.
    or should i have another plugin to consider these effects in calculation?
    STR -> Phys Attack
    VIT -> Phys Def
    INT -> Mag Attack
    DEX -> Mag Def
    AGI -> Speed
    LUK -> ??? what does luk do int rpg maker mv?

    1683329438666.png
  5. xabileug said:
    I'm looking for this effect like in ragnarok online
    You're approaching this the wrong way.

    This plugin has nothing to do with what your parameters do in your game. For that matter, your parameters innately do almost nothing in game.

    The only thing this plugin does is give you an interface to add points to your parameters. That's it.

    You use the Terms tab of your database to name your parameters whatever you want.

    You use the damage formulae and various other plugins to do the other things you list.

    xabileug said:
    • STR: Increases damage of melee weapons and maximum inventory weight.
    Damage formula and some inventory plugin - default RPG Maker there's no such thing as weight.

    xabileug said:
    • AGI: Increases attack speed and FLEE.
    Basically what it does in RPG Maker.

    xabileug said:
    • VIT: Increases max HP, defences, and HP regen.
    "Defenses" would have to do with your damage formulae. To make a parameter increase your max HP or give you HP regen, you'd use other plugins.

    xabileug said:
    • INT: Increases magic attack, max SP, and SP regen.
    First part is in the damage formula, rest is in plugins.

    xabileug said:
    • DEX: Increases damage of ranged weapons, hit chance, and casting speed.
    First part is in the damage formula. Second part is a plugin (by default hit chance is based entirely on the hit parameter assigned in Traits), as is the last (no such thing as "casting speed" aside from the speed of the skill).

    xabileug said:
    • LUK: Increases crit rate and crit defence.
    Have to use a plugin. Luck doesn't do anything in RPG Maker except a truly insignificant effect on applying states.

    I'd recommend you:
    - Make sure you've done tutorials and made practice games in RPG Maker so you understand how it works, what it does, and what it doesn't do

    - Read through various lists of plugins. For example, the Yanfly suite can do everything you've asked about. (as certainly can others - between Galv, HimeWorks and Victor Engine you can duplicate a lot of it, but I'm most familiar with the Yanfly stuff as it's all in one place and all compatible)
  6. You are right, it's only an interface. There are many things it lacks, like store the current value of much points was added to the parameters, or lock the amount added and use item for reset.

    It needs 32 icons, 8 for increase, 8 for increase on press, 8 for decrease , 8 for decrease on press
    There's 4 displays of the distribute button, open the window and close the window.

    It really looks good.

    1683412639745.png