Works like a charm. You're amazing! :D
Quasi Params Plus
● ARCHIVED · READ-ONLY
-
-
this seems too complicated.
-
Really? I was thinking only creating new parameters would be complicated. Or it is help text wording?
-
Is there a way to show my custom stats on the characters status screen or something like that?
-
You would have to create or request a js plugin to modify the windows. But getting the stat data is pretty simple. Well at least now that I updated it and made the functions to get the info public.
SpoilerCode:These new functions can be used to get data from the new custom parametersQuasiParams.customAbr(ID)QuasiParams.customName(ID)QuasiParams.customMin(ID)QuasiParams.customMax(ID)Set ID to the id of the custom parameter. -
Seems easy, heres what I did
created a new param named Will in Data/Parameters.json
[
{"abr": "wll", "name": "Will", "default": 10}
]
then I created an armor with this:
<params>
wll: 2
</params>
on character note I did
<rates>
wll to eva
</rates>
But I cant get this to work,
Am I missing a step here? -
Only your rates is wrong. You forgot to add the number, even if it's 1 to 1, you should put 1
<rates>1 wll to eva</rates>that would make it so 1 wll will turn into 1% of eva -
Yeah, I tried that and its not working.Only your rates is wrong. You forgot to add the number, even if it's 1 to 1, you should put 1
<rates>1 wll to eva</rates>that would make it so 1 wll will turn into 1% of eva
It works for normal Params, not custom made. -
Thanks for informing me! After testing I found out custom parameters were only working properly on the 1st member. I just finished patching it up, so it should be working now.
-
Sweet, all working!
And its now compatible with JahStatusCore.
Thanks sir. -
This seems to be incompatible with Yanfly's Instant Cast + Skill Cooldown combos D:
When this plug-in is active, some of the skill cooldown note tags won't work.
This makes me a sad, sad, boy as I truly LOVE what I could do with this script, but the cooldowns and instant cast are so important to my game! -
That's pretty odd lol, I'll give it a look tomorrow. Hopefully it's a simple patch.
Edit: All fixed and patched. -
Is there anyway to use HP/MP/TP % to rate, l can't seem to find the right way to write it.
Also have this error http://puu.sh/lhWgi/84ddbdfbd6.png line 258, would this be an incompatibility? -
Sorry I'm a little confused on your question. Specifically "% to rate" since rates are the percentages in decimal form. So are you asking if you can do a rate to rate conversion? If so, then no you can't.
Or are you asking if you can, for example convert hp to HRG (HP Regeneration)? Then yes it would be something like:
<rates>x mhp to hrg</rates>Sorry again if I just completely misunderstood -
Shame, this is a must for my formulas.
Oh well, thanks anyways. -
So, I am now using your ParamsPlus plugin for a poison effect with a fixed amount of damage. It works, but everytime I start the game I get this error:

It doesn't seem to affect anything currently. Could I just create an empty file just to remove this error message? I am using several other scripts made by Yanfly, but as said, you plugin seems to work without any problems except for this error message. -
You should be able to just set the "Use Custom Parameters" to false and that message shouldn't pop out any more. But I think creating an empty file will also remove the msg, but you should set it to false. If it is false and still pops out, then I must have messed up in the code and forgot to check for the setting lol. Which as happened before.
-
Nope, not popping up anymore. It's not like I haven't looked at this single option or anything. Nope. Definitly not the case.
Edit: Your plugin is conflicting with the Yanfly's DamageCore (to be precise, it kills the critical damage calculation, critical hits do the same as normal hits). Any plans to adress this? Maybe? Eventually? D: -
This plugin seems to be incompatible with Yanflay's ItemCore.
When they are both on, I can see changes made directly from the JSON files and direct changes to Actors.
I cannot see changes from equips at all, however.
Turning off ItemCore fixes the issue completely.
I imagine it's the way the notes of instance items are read...
A fix would be greatly appreciated.
Thank you
Edit: I think I fixed it.
I had to rewrite 2 functions.
Params.equipParamsPlus = function(equipId, isWeapon, note) { var note = note; if (isWeapon) { var data = this.equips[0]; //var note = $dataWeapons[equipId].note; } else { var data = this.equips[1]; //var note = $dataArmors[equipId].note; } if (!data[equipId]) { var params = /<params>([\s\S]*)<\/params>/i.exec(note); if (params) { data[equipId] = this.stringToObjAry(params[1]); } else { data[equipId] = 0; } } return data[equipId]; };and
Game_Actor.prototype.equipParamPlus = function(paramId) { var value = 0; var equips = this.equips(); equips.forEach(function(equip) { if (equip) { var params = Params.equipParamsPlus(equip.id, this._dataClass === 'weapon', equip.note); if (params[paramId]) { var v = $gameVariables._data; var a = this; value += eval(params[paramId]); } } }, this); return Number(value || 0); };I think it circumvents the issue with equips not existing in the database directly.
Hopefully it won't cause any bugs. -
Forgot to mention, but Marston's issue has been fixed and there was a ninja patch in the live version.
@Maliki79 I'll give it a look and see what I can do. Did you have to do anything special with it? And what exactly didn't work, everyone or just certain features?You say "I can see changes made directly from the JSON files and direct changes to Actors." which confuses me, because my scripts do not change the JSON files, it only opens and reads the Parameters.json. For other databases it grabs the data from what the core scripts used to open/read those json.
Edit: Just saw your edit, I'll still take a quick look through my script to see if there's any other possible changes needed, and add in your fix if that's ok.