Quasi Params Plus

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Started by Quxios 173 posts Page 8 of 9 View original ↗
  1. Tsukihime said:
    @Roguedeus


    What happens if you use something like


    ATK: a.luk * 0.25


    Instead of luck based on luck?



    That may be why no ones noticed. :) It works fine.

     
  2. Roguedeus said:
    That may be why no ones noticed. :) It works fine.
     



    I think the recursive nature of having LUK based on LUK is a bit problematic.


    However, I think this is a valid scenario: you just want to say having this would decrease luk to a quarter.
  3. Tsukihime said:
    I think the recursive nature of having LUK based on LUK is a bit problematic.


    However, I think this is a valid scenario: you just want to say having this would decrease luk to a quarter.



    Yeah. Actually the adjustment is added to the existing value. So I am essentially multiplying the actors LUK by 125%.

    It is a replacement for the trait based rates. But I am factoring in outside values to the result as well. Just not in the example above.
  4. You can also use the current value. Now that I looked back, I don't think I've mentioned it anywhere lol.


    Anyways, you should be able to do something like:


    Lets say we have 100 attack, then we add the param plus:


    atk: current * 1.25


    That will add an additional ( 100 * 1.25 ) for a total of 125. So our new Atk will be the sum of 225.
  5. I totally missed that... :)

    /facepalm


    edit


    At times, my inexperience with code causes me to miss some painfully obvious details. :headshake:
  6. Any chance you could change the plugin around a bit so your functions can be aliased? I've got someone who wants to use your custom parameters in my random prefix/suffix plugin, but it doesn't work perfectly when the baseitemid is used to determine the parameter.
  7. Hiho I would like to ask if you could lock in to a littel bug/Compatibility problem if you finde the time ?


    It seems Quasi Parameters aren't shown in Item window and Shops Window but works in Equip window.


    PS even without any of Yanfly plugins in the Shop is the same not showing ^^. 


    Would be nice if you could finde time to look into it ^^.


    Using Yanflys Item Core


    Blackmoring Engine Plugins - Equip Core (other Equip Engins and normal show changes too for the normal Parameters)


    Normal Shops or with Yanfly Shop Plugin same not showing ^^.


    still don't understand why it works in equip window but not in item or Shop.


    Yours Lili.


    Zwischenablage02.png


    Zwischenablage03.png
  8. My plugin doesn't add the new parameters into the Scenes. Other plugins take my plugin into consideration, and show the custom params / values from it.


    I've been a bit busy lately so I can't do a compatibility patch for you. But you can always try asking the other person to add it in.
  9. Emperor DragonBreath said:
    I think I might have already figured it out!

    How did you do the growth?  I've been trying to figure out the best way to handle it for my team's game, and I've been coming up short.  We really want it to only add stats after so many levels of our choosing, but there is no script that works for custom stats that does that.  Math.Random does not seem to work like I want and if I use a.level * or + wouldn't it evaluate the characters level by whatever I choose to add or multiply?  Or does it actually just evaluate the level up and add the stat of that number?


    Thank you,


    Donavan
  10. @Forthright The parameter formula runs every time that stat is looked up. Which is why random would not be a good solution, since that would make you stat always be different whenever it's accessed.
  11. So.... is this params plus thing dynamic?


    Can you do something like this?:


    atk = $gameParty.gold()


    def = 2*$gameParty.numItems($dataItems[n])


    Or combine it with other conditional state plugin to make a state that trigger when the condition is met, then it apply the bonus params? 
  12. Hi, could you make the list of custom parameters public? Or make a public function so I can pass in an abbreviation, can get back its id.
  13. @DreamX They are public, they are stored inside an array in QuasiParams.

    Code:
    QuasiParams._custom[CUSTOMID]
  14. Quasi said:
    @DreamX They are public, they are stored inside an array in QuasiParams.



    QuasiParams._custom[CUSTOMID]

    Thanks. For some reason I was using an old version without realizing it.


    As far as I know my plugin here is now fully compatible with yours - it's an easy way to get the custom parameters from your plugin to show up in Yanfly's menu plugins.
  15. So I was watching this video from Yanfly on how to create status upgrades using his Job Points and Skill Learn System.  What I'm trying to figure out is, is there a way to call the custom plugins into the Learn Cost Eval section and allow it to evaluate the javascript to add +1 to the point I just by spending Job Points.  I have not been able to figure this out and I am just not sure what I can do.  Any help would be great appreciated.


    http://yanfly.moe/2015/11/25/tips-tricks-stat-upgrades/


    Edit:


    I figured this out.  The tag should look like this.


    <Learn Cost Eval>


    user._cParamPlus[0] += 1;


    user.forgetSkill(994);


    user.refresh();


    </Learn Cost Eval>
  16. how can i check it in-game? like elemental fire damage?
  17. hmm perhaps im messing up but i downloaded and enable your plugin in a black project and cant get it to work.
    i have put in
    <params>

    MHP: 100

    ATK: 20

    </params>
    &
    <param>

    MHP: 100

    ATK: 20

    </param>

    into both actor and a weapon note box and nothing happened....