Hey game makers,
Has anyone using this plugin (or Procraftynation if he's still checking in!) figured out how you to call any of the weight numbers that this plugin makes as a variable? (I took a look through the larger (200kb) github version of the .js but my ultra low proficiency with javascript is preventing me from finding it).
What I'm trying to accomplish: set a game variable to the total party weight currently carried (the core output of this plugin) so I can use it (with a parallel process event) to dynamically adjust the frequency of number of step-based events (which I already have set up) - effectively increasing Encounter Rate based on Weight Carried.
Procraftynation - Weight Limit Plugin
● ARCHIVED · READ-ONLY
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Hey Procraftynation, I added a refresh on Game_Actor changeEquip as well. A person reported they didn't see the changes of increasing a weight limit from it (unless they went into the item screen). So for convenience sakes I put it in there as well (also fixed my gold computation ... can't divide by zero) hehe
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@EthanZ You can do that with Control Variables. Just set as Script:
JavaScript:$gameParty.weightUsed()+' / '+$gameParty.weightLimit()+' '+DEX.IWL.Param.textUnit
Err might have to type the textUnit manually - not sure if that'll work without "param" being defined? Untested -
Good day, @procraftynation! And to anyone else that comes upon this comment! I have been sitting on this plugin for quite a while and finally got around to fiddling with it recently. I noticed that the weight limit does not seem to appreciate anything that is less than a whole integer. For instance, I attempted to put herbs as a weight of 0.1, and an apple with 0.5, and in the weight window in the menu it read Weight: NaN/200.
I assume this means that this plugin is written for whole numbers only, and even if I had two apples that would equal 1 it still does not like that it was half of 1 to begin with. Can it be adjusted to read half weights like I suggested, or is that impossible with this plugin? -
In case you got the one on the post above, you can use those 0.1 as weight,
but the NaN is something that need to be implimented along with some other
changes to let it functional entirely.
it wont be easy though, but the NaN is not implented I think to read it.
while I might be able to get rid of it, there will be 1 problem left, which is
the spacing that will be readed still, which is something I cannot figure out
as well in my own EC plugin that has it.
it works on it's smoothly, but not with another plugin to add more and spacing is
readed still, something you need to get rid of it as well or it might read like:
0.3 /200 or if you have text: Weight: 0.1/200 will be: Weight 0.1/200
more spacing.
this is somthing to look after as well. -
I'm sorry, @ShadowDragon, I am not quite understanding what it is that you are trying to get across. Please correct me if I'm wrong but, from what I understood, I can use the tag <weight: 0.1> within an item's notetag section in the database and it works within the plugin code, but not 0.5? That seems odd.
I assumed the 'NaN' where the weight in inventory is listed is the plugin telling me there is an error in the notetags I used.
And, to my understanding of your comment, you moddified the plugin for your project or have made a similar plugin that partically reads half weights but there is a bug in the code? -
the spaces are removed. like more if I got rid of the NaN you get this example (remove the dots)
which are spaces:
Weight: 0.1/200 (original) but let asume you have a wait of 2000:
Weitht: 20.4/2000 (normal), but if NaN you get this:
Weight: NaN/2000
but if .4 arent read and goes to NaN and you fix it, it might look like this:
Weight: .........2.3/2000
it read you the full 2000 first, than the amount of max value.
if you have 2 different weight, Inventory + pocket for example, you would like to see this:
Inventory: 2.4/2000 --- Pocket 2/300 (2 = gold) but it look like this:
Inventory: ........2.4/2000 ------------Pocket: .....2/300
(remove dots and the other as references as spaces)
or a possibility that it lap each other.
it should code nicely to play along with inventory, shops plugins, (YEP_XMore_Currencies)
because some use it, so you can put a weight on on or more. and eetc.
while the NaN on it's own can be each, you problably also need text padding, which I believe
are part of the text. -
Since I think the speed of adding weight to the system is beyond the range of fitness, I mean that if I think the speed of adding weight to the system is faster than that of health, I think it will make you lose weight faster :kaojoy:
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Good news, everyone! I have something new to report- so it turns out the NaN error appears in the weight window IF you have set the default weight of items in the parameters of the plugin. When I changed the default parameter from 1 to 0, then the plugin properly calculates half weights. So, if I had two items that were both 0.5 it would add it up to 1, and so on.
In conclusion, there is no issue after all! -
Well, I'm back once again and hoping someone can help me with this issue. It appears that I've run into an incompatibility issue with Procraftynatin's Weight Limit and Waynee95's Storage System plugin.
Link: Way's Storage System Plugin
What I've noticed is that when I add items, weapons, armors into my inventory from Way's Storage Plugin, the Dex Weight Limit plugin does not calculate them and it comes up with NAN error in the weight window. However, when I add an item, weapon, or armor by normal means there is no problem. If, I have items in my inventory obtained by normal means, and then gain items from Way's Storage plugin, the Weight Limit plugin cannot calculate the weight.
Is there a way to patch this plugin so that it is compatible with Way's Storage Plugin? -
I'll never or let's say I work very rare with js things, and if I work with them I allways use help files, what do I have to do to make it work?
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Hi, how do you turn on the ability to see item weights the original plugin has for items in stores or enable the throw away items when overweight?Ensure this plugin is below Yanfly's plugins and it should work fine without having to modify yanfly's plugins yourselves.
It's possible to run both plugin together but the weights for original plugin don't catch up to the new changes, so in party menu there would be a weight on upper right and one on the bottom left. The opacity opinion only turned the background lighter, texts for weight still remain. -
I know this post is quite old, but i would like to know if there is a way to make the equip indicator appear in the equipment menu instead of the items one, or maybe in both. And also making the equipment have weight, but only when you equip it. For example a sword with a weight of 15, but it only count if an actor have the sword equipped.
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The creator of the plugin hasn't been active since 2021, so I'm not sure how likely you are to get a response unfortunately.I know this post is quite old, but i would like to know if there is a way to make the equip indicator appear in the equipment menu instead of the items one, or maybe in both. And also making the equipment have weight, but only when you equip it. For example a sword with a weight of 15, but it only count if an actor have the sword equipped.
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And lordvalinar? He has worked in thar plugin too.The creator of the plugin hasn't been active since 2021, so I'm not sure how likely you are to get a response unfortunately.
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December 2023, so not as long but still a few months ago.And lordvalinar? He has worked in thar plugin too.
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I see. I hope there´s luck and they answer. Also, you think that do what i want would be hard? I know almost nothing about Javascript, but maybe i could try something.December 2023, so not as long but still a few months ago.
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Probably not that hard. One of your requests just involves changing which scene a piece of data gets drawn in, which is fairly straightforward, and the other just sounds like adding a clause to the weight check that only considers equipment to have weight if an actor has it equipped. That's a little bit more complex since actors equip equipment rather than equipment having any concept or whether they're equipped or not, but still sounds doable in theory.
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Probably not that hard. One of your requests just involves changing which scene a piece of data gets drawn in, which is fairly straightforward, and the other just sounds like adding a clause to the weight check that only considers equipment to have weight if an actor has it equipped. That's a little bit more complex since actors equip equipment rather than equipment having any concept or whether they're equipped or not, but still sounds doable in theory.
First, i got it in the equip menu, but i would like to put the text under the MP bar, without the window, just the text. "Peso de equipo" means Equip load. I don´t find a part in the code that marks where the window have to appear. -
That appears to be a custom window, so you'd be looking for a window class that isn't in the default engine. And I'm guessing you're using a plugin for the layout since the default doesn't show HP/MP on the equip menu, so I'm not sure what the window name is that you'd need to draw it in.View attachment 298463
First, i got it in the equip menu, but i would like to put the text under the MP bar, without the window, just the text. "Peso de equipo" means Equip load. I don´t find a part in the code that marks where the window have to appear.
If it's Yanfly's one though, it'll be _statusWindow.