Edit: Ignore this message. >_>
Quasi Params Plus
● ARCHIVED · READ-ONLY
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Does sound pretty bad. Just need to know which plugin uses those tags before I can look into it. Since it sounds like I need that state plugin as well.
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It was actually Elly's State Damage plugin, that I mistook for yours :p http://forums.rpgmakerweb.com/index.php?/topic/48631-ellyes-state-damage/
I was using Elly's for the actual damage/heal over time effects and yours for the 15 AGI to Crit bonuses for example.
On that note, is there any chance that you could add a "DRAIN" tag to your plug-in that would allow a state to also drain HP?
Something like "Leech Seed" from Pokemon if you're familiar. -
I'm unfamiliar with it lol, been like 10+ yrs since I last played pokemon. But I'm assuming it dmgs target and heals self. If so that kind of sounds like a separate plugin since this can't even read the b ( target ) in formulas
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I may or may not have found a bug. If you have 2+ stats on the same actor, for example a damage over time state, and then a heal over time state, the one with the highest priority will take and completely mitigate the other state.
If this is intentional or even default in MV, ideally if you had a damage over time AND a heal over time, they would both tick regardless of the other state on the target. -
Hmm I'm not sure how the default MV works either lol. I'm assuming this is with the custom HRT stat? The way I think it should work is like:
state 1 is -50hrt, while state 2 is 30hrt, so you would get a tick of -20 because it gets the sum of all the hrt. But if it's just doing -50 or 30, then there might be an error in my code and I'm just setting it to the last states hrt instead of adding, which is possible. So I'll look into it.
Edit Just tested with HRT and does get the sum from the states. Or do you mean you want 2 separate ticks? One for heals and one for damage? -
A tick for both would be nice, that way the player can see that the DOT is hurting them and the HEAL is healing them. Otherwise they might get a little confused when they see one or the other not showing up.
PS - You're right, both states are taking effect...I really shouldn't try test-playing past midnight. >_> -
Question Quasi, I'm trying to setup a formula for the players MHP through the character class notes, but cannot seem to get it to work using my formula (tested with standard +5 to a stat to make sure it works otherwise, just having an issue with the formula setup).
How would I tell the notetag to use the following formula?
<params>
MHP: 24 + (a.def / 11) * a.level
</params>
::EDIT::
Disregard, I got it to do what I wanted with the following formula:
<params>
MHP: (24 + (a.def / 11)) * a.level
</params>
Totally forgot about order of operations as well (/facepalm)
Thanks for the great and useful plugin! -
@Fernyfer Mm making 2 different dmg ticks might be hard, since you would have to split the stats into 2 different stats. But I might do something, because I would also like every state to have their own tick. But then I'm not sure, because if your party all had like 2-4 different ticking states, you would have to wait for like 8-16 ticks. Unless MV shows all ticks at once, which I'm not sure since I've always been testing with just 1 player lol.
@Lear lol glad you solved it! -
Thanks so much for this plugin Quasi, I don't think I could live without it!
I posted on one of yanflys walls but have neglected to receive a reply from him yet, and while I hate the thought of asking you for guidance on the usage of someone elses plugin, I've currently reached a dilemma between two plugins I wish to use.
Would you happen to know or understand how to add (and order/sort) the custom stats within Yanflys Equip Core plugin? As of now, it just displays the original MV stats. I looked thru Yanflys Plugin, and couldnt determine where (and what) to put strings to display the new stats introduced.
(link to the plugin)
http://yanfly.moe/2015/10/15/yep-10-equip-core/#comment-2761
Any tips on what I could do? -
Sure here's a little quick edit I did:
https://gist.github.com/quasixi/1999897a20816261fbc8
You will have to manually add in the text, the instructions are in the header. If you need some more help feel free to send me a pm. -
Thanks Quasi! You're awesome!! :)
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Is there a reason that when I try to run the deployed game through the internet (Chrome), it says data/Parameters.json not found?
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For some reason, custom params does not work on armors and weapon if Yanfly's Item Core plugins in ON.
The customs params from actors, states, class, etc work normally. The ItemCore plugin only affects <params> tag from weapons and armors :/ -
The problem is that Instance items (weapons and armors) do not inherit notes from their database versions.For some reason, custom params does not work on armors and weapon if Yanfly's Item Core plugins in ON.
The customs params from actors, states, class, etc work normally. The ItemCore plugin only affects <params> tag from weapons and armors :/
I reported the issue to Yanfly, but he/she doesn't seem interested in doing a fix for everyone. -
@wrigty12 - Do you have the "Parameters.json" file in your data folder? If you don't the playtest will still let you play but the web version will crash if it doesn't find it, which is why I added the @param Use Custom Parameters, which you can set to false if you don't want to use them. If you do have the file and are still getting the crash let me know so I can look into it. Because I remember I did test it, but not sure if I "deployed" it correct since I just copied the whole project folder into the web server and opened the index.html, if you did it differently let me know.
@gotnovicks - Basically what Maliki said. I can try to look into it again this weekend since I do see the issue of wanting a weapon / armor that increases a custom parameter so you would have to use the <params> tag -
Apparently it's just due to hosting in on my computer (local server). MV seems to have problems with Chrome and local servers. I will let you know if it happens once I host it somewhere else.
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The fix itself is very simple, but if YF releases an update, the bug will likely reappear since YF doesn't think it's a glitch.@wrigty12 - Do you have the "Parameters.json" file in your data folder? If you don't the playtest will still let you play but the web version will crash if it doesn't find it, which is why I added the @param Use Custom Parameters, which you can set to false if you don't want to use them. If you do have the file and are still getting the crash let me know so I can look into it. Because I remember I did test it, but not sure if I "deployed" it correct since I just copied the whole project folder into the web server and opened the index.html, if you did it differently let me know.
@gotnovicks - Basically what Maliki said. I can try to look into it again this weekend since I do see the issue of wanting a weapon / armor that increases a custom parameter so you would have to use the <params> tag -
Well I went ahead and attempted a fix today since it would probably be on my mind all week lol.
So instead of making a patch, I just added in check to see if the items note was returning blank and if it was return the real items note ( from the data file ). A cleaner approach would probably have been to load all the notes on game load like YF does with his plugins, but I'm not a fan of that and would have took longer since it would require quite a bit of rewriting.
https://github.com/quasixi/RPG-Maker-MV/blob/master/Database/QuasiParamsPlus.js
*Note that the ItemCore variance does not apply to the <params> -
I seem to be getting an error with this updated plugin. Specifically on line 245.
"Uncaught TypeError: Cannot read property 'toLowerCase' of undefined"
I'm only using Yanfly's plugins, with yours ahead of all them. Any idea what this could be about? I'm only looking for the Fixed Params part of the plugin. Not anything else.