I push F8 while playtesting, still no console, but a screenshot shall arrive!
Quasi Params Plus
● ARCHIVED · READ-ONLY
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What programs make it easy to take screenshots?
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Is there any way to make the custom parameters increase as an actor levels up?
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You can use formulas in the <params></params> in the actor notes or in the classes. So you can probably do something like (untested) :
<params>
qpp: a.level * 5
</params>
( not sure if that a.level is correct, can't remember )
This would increase my "qpp" stat by 5 every level. -
You can use formulas in the <params></params> in the actor notes or in the classes. So you can probably do something like (untested) :
<params>
qpp: a.level * 5
</params>
( not sure if that a.level is correct, can't remember )
This would increase my "qpp" stat by 5 every level.
I think I might have already figured it out! -
@Quasi Can Tsukihime's Parameter Tables plugin be used to edit custom parameters created through here?
http://himeworks.com/2016/01/parameter-tables-mv/ -
Looked at the code, and I'm pretty sure it doesn't because I did not add a parameter base function for the custom parameters.
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Can this plug in be used to create a hit count kind of like in the original Final Fantasy or even Bravely Default, where the total damage from multiple hits is combined into one huge number?
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I have no idea what you mean, but probably not. This plugin only deals with parameters. It adds a few new parameters and lets you create as many custom parameters as you'd like. As well as modifying parameters inside the database. This doesn't make changes to how damage is handled, shown or formula is calculated
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This is the FF1 example of what I mean!
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I don't think so. Cause again, this doesn't change how your damage is shown or anything.
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@Quasi Are custom parameters supposed to be integer values only?
I recently found myself adding 'rate' type parameters and all the values are being rounded to the nearest integer. Checking the code verifies you're assuming that all custom parameters will be clamped into integer values.
However, I can't find anywhere in the instructions pointing this out. (Sorry if someone already asked about this)
If you intend to keep this integer only, I'll write myself a addition. :)
Edit:
Also, I am really curious why you add and subtract 9 from the cParamId. Could I ask you to explain that? :D
I'm sure there is a simple reason I'm missing from a lack of experience. -
Oh yeah I see. You can remove that Math.round, didn't notice I left that lol I'll remove it myself though, that wasn't intentional. The clamping is just to make sure it's inside the min / max range which looks like I forgot to mention in the json description.
As for subtracting / adding 9 to the Id is so your custom parameter can start at 0. It uses the qParam() function which is shared with the 9 built in custom parameters (hrt, mrt, trt, ect. ) and inside the function it calls functions that use the default 8 parameters, so we add 8 to the id.
So a better visual:
We want to call a custom parameter of Id 0.
Inside cParam() the Id is 0
Inside qParam() the Id is 9, because the 1st 8 are the built in params
inside stateParamPlus(), equipParamPlus(), and getCharaParamPlus() the Id is 17 because we added another 8, since 1st 8 in those functions are the default parameters.
Edit: Github file edited to remove the round:
https://github.com/quasixi/RPG-Maker-MV/blob/master/Database/QuasiParamsPlus.js -
Thanks for taking the time to explain that. :)
I am using this plugin as a foundation for a few custom stats. Two stats used for Yanfly's Armor Scaling, a magic attack HIT rate (called Cast) and an Energy system. (Think of Stardew Valley, only less restrictive) -
Cool, well feel free to ask me questions any time.
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@Quasi I seem to have run into a recursion issue with ParamsPlus...
When a state applies a parameter change to an actor, and that actors parameter is then accessed, this error occurs.
(Edit: This happens to be a state example, but it happens any time the effected actors base param is used in the formula. They all use evalParamFormula() )
(Edit2: Seems the issue is only when the parameter being referenced is the one being adjusted... Thanks for Hime pointing it out... I missed it.)
rpg_managers.js:1618 RangeError: Maximum call stack size exceeded
at Game_Actor.Game_BattlerBase.evalParamFormula (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:467:17)
at Game_Actor.Game_BattlerBase.stateParamPlus (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:476:23)
at Game_Actor.Game_BattlerBase.param (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:440:19)
at Game_Actor.Object.defineProperties.luk.get (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/rpg_objects.js:2136:42)
at Game_Actor.eval (eval at <anonymous> (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:467:17), <anonymous>:1:3)
at Game_Actor.Game_BattlerBase.evalParamFormula (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:467:12)
at Game_Actor.Game_BattlerBase.stateParamPlus (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:476:23)
at Game_Actor.Game_BattlerBase.param (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:440:19)
at Game_Actor.Object.defineProperties.luk.get (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/rpg_objects.js:2136:42)
at Game_Actor.eval (eval at <anonymous> (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Clean%20-%20QuasiParams/js/plugins/QuasiParamsPlus.js:467:17), <anonymous>:1:3)
I have been using states (passive states) to adjust custom parameters for some time and found no issue. Which is why its taken so long to notice this.
I began swapping out trait parameter rates with formula rates using this plugin... and things broke. :)
I am actually kind of surprised no one else has notice this... :unsure:
But then, I don't think many people would try to replace what already works fine with trait based rates. -