Hello DreamX,
I just tried your plugin, version 1.19a, and have come across a couple strange occurrences.
Firstly, players equipped with items that have them not appear in item list, although they are equipped.
Secondly, when item is produced it will be made with random prefix/affix no matter the %chance setting. This occurs even if the item's name isn't changed during looting. (I have a loot popup system in place), while it seems the %chance may be working, when you view the items they are all altered.
I tested it on a project with only Yanfly CoreEngine 1.13, and Item Core 1.21 plugins installed, and still had same results.
Random Item Prefixes & Suffixes
● ARCHIVED · READ-ONLY
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So if i remove the Bonus text and leave it empty it still gives it the +
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Hello DreamX,
I just tried your plugin, version 1.19a, and have come across a couple strange occurrences.
Firstly, players equipped with items that have them not appear in item list, although they are equipped.
Secondly, when item is produced it will be made with random prefix/affix no matter the %chance setting. This occurs even if the item's name isn't changed during looting. (I have a loot popup system in place), while it seems the %chance may be working, when you view the items they are all altered.
I tested it on a project with only Yanfly CoreEngine 1.13, and Item Core 1.21 plugins installed, and still had same results.
So if i remove the Bonus text and leave it empty it still gives it the +
Thanks for the info. I'd like to correct these bugs and also make the big update I was talking about earlier this weekend. -
Also you cant use 0 as a range even thou negative numbers work so ATK -1|10 but ATK 0|10 willl make all items have the same stats
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Also, I had forgot to mention, if you removed a normal item that was pre-equipped (like at the start of a new game). It would then become randomized.
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v1.20:
The plugin now requires Item Core. Items may only be randomized if there item type is independent (check Item Core parameters. By default weapons and armors are independent, but regular items are not. You'll need to change the parameters from the default for regular items).
The plugin must now be named DreamX_RandomPrefixesSuffixes
Previous saves are not compatible with this version. But should fix save issues.
You will need to redo the parameters.
Regular non-weapon/armor items can now be randomized.
Compatible with all Yanfly plugin notetags as of 4/28/16.
Many notetags have been renamed or added. Check help file for more information. You can use a parameter to keep the old tags if you want, but I suggest you rename them. My recommendation is to use a text editor like notepad++, open the weapon and armor json files (after backing them up!) and convert them for both files at the same time.
Here are the conversions:
<affix:x> to <suffix:x>
<prefixAffixReplaceAnim:1> to <prefixSuffixReplaceAnim>
<prefixAffixReplaceIcon:1> to <prefixSuffixReplaceIcon>
<prefixAffixName:x> to <prefixSuffixName:x>
<prefixAffixParameters:x> to <prefixSuffixParameters:x>
<prefixAffixChance:x> to <prefixSuffixChance:x>
"Prefix Affix" to "Prefix Suffix" (without quotes)
DreamX.RandomPrefixAffix to DreamX.RandomPrefixSuffix
Also, I had forgot to mention, if you removed a normal item that was pre-equipped (like at the start of a new game). It would then become randomized.
I would actually suggest not putting base items as start equipment to begin with. Base items aren't meant to be added to the player.
Also you cant use 0 as a range even thou negative numbers work so ATK -1|10 but ATK 0|10 willl make all items have the same stats
Nice catch. This has been fixed.
So if i remove the Bonus text and leave it empty it still gives it the +
Fixed.
Hello DreamX,
I just tried your plugin, version 1.19a, and have come across a couple strange occurrences.
Firstly, players equipped with items that have them not appear in item list, although they are equipped.
Secondly, when item is produced it will be made with random prefix/affix no matter the %chance setting. This occurs even if the item's name isn't changed during looting. (I have a loot popup system in place), while it seems the %chance may be working, when you view the items they are all altered.
I tested it on a project with only Yanfly CoreEngine 1.13, and Item Core 1.21 plugins installed, and still had same results.
First problem: Should be fixed in the latest update.
Second problem: What are you using for chance? If you'd like a chance for an item not to be made with a prefix/suffix, make an item without any attributes but with
either the name blank or the notetag <prefixSuffixName:>
Give it a chance with <prefixSuffixChance:x> if you wish.
If you're still having problems after this update with the loot popup system, I'll need to know what loot popup system you have in order to fix it.
Sorry for the double post. One thing, I was thinking actually. Would it be possible to add state percentage ranges to the bonuses? Kinda like the same way the main parameters work. A tag that will randomly set values for like 20-40% poison chance etc. EX. STAT: ID, percent min to percent max. I did this with my VX and ACE treasure script to give some more randomness including the gold drop rate.
@Richard John S Sorry I missed this. I'll either implement this in a future update with notetags or make a script call people can use for it. -
wow thanks for the fixes this rocks i know item core and your plugin was giving me some issues in the past and that's why i wanted to get rid of item core hopefully all that is fixed now, i gotta admit my heart dropped when i read that i would need it. i come back in a bit once i have changed all the note-tags and such, mind telling me why you decide to use item core as a requirement im curious?
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Hi DreamX, just updated your plug-in to 1.20 from 1.17 and it seems that it may be incompatible with Yanfly's YEP_SkillLearnSystem 1.07 nor 1.08.
It works when I turn off the skill learn system but this error shows when I turn it on:
"Type Error: undefined is not a function"
Please double check. Thanks! -
Hi DreamX, just updated your plug-in to 1.20 from 1.17 and it seems that it may be incompatible with Yanfly's YEP_SkillLearnSystem 1.07 nor 1.08.
It works when I turn off the skill learn system but this error shows when I turn it on:
"Type Error: undefined is not a function"
Please double check. Thanks!
Should be fixed now. Thanks for the catch!
wow thanks for the fixes this rocks i know item core and your plugin was giving me some issues in the past and that's why i wanted to get rid of item core hopefully all that is fixed now, i gotta admit my heart dropped when i read that i would need it. i come back in a bit once i have changed all the note-tags and such, mind telling me why you decide to use item core as a requirement im curious?
Item Core has a good way of loading items that aren't part of the database and preventing conflicts if you load different saves in the same game session.
If there is anything non-optional in Item Core that you don't like, I can probably make an extension or something to make it optional for you. -
@DreamXNo problem, and thanks for tackling the challenge! Random state chances will definitely be valuable in this kind of a script. Would it be possible to add the + cost factor to each percent with a user determined amount as well? Thanks for the new update, and keep up the good work! This is my #1 favourite plugin for MV.
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I'm not able to reproduce this error. Can you give me the exact notetag you were using that prevented prefixes? I've been testing just now notetags like <prefix: 1-104, 101> without any issue I can see.
Also, for anyone who was interested in shops selling randomly generated items like @Richard John S @forteller, you can use http://himeworks.com/2016/04/shop-manager-mv/
and this plugin will have base items turned into randomly generated items when the shop is first setup or when it is reset. Place this plugin under Hime's.
Hmmm cant get this to work anymore did a recent patch remove this function or am i just doing something wrong XD -
Hmmm cant get this to work anymore did a recent patch remove this function or am i just doing something wrong XD
Thanks for the catch. New version 1.20a fixes a bug that caused shop core randomization not to work. -
I've updated to 1.21a, and get " cannot read property 'note' of null "error.
Using Yanfly Item Core 1.21
just tested with notetage <prefix: 60-62> on weapon( first weapon in my database ), and just base weapon ids 60, 61, 62 with no parameters. -
I've updated to 1.21a, and get " cannot read property 'note' of null "error.
Using Yanfly Item Core 1.21
just tested with notetage <prefix: 60-62> on weapon( first weapon in my database ), and just base weapon ids 60, 61, 62 with no parameters.
I'm not able to reproduce this error.
Try turning every plugin aside from this one and Item Core and see if you still get the same issue. Also please post the console output. -
Apparently, from the console report it had a conflict with Yanfly's Attach Augments, disabling that allowed your plugin to work.
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Apparently, from the console report it had a conflict with Yanfly's Attach Augments, disabling that allowed your plugin to work.
Thanks. Should be fixed with 1.20b. -
All systems seem a go!! Thanks for your diligence, hope for more great plugins from you =)
By the way, some of your other plugins I wanted to try, but ever since this site had switched to the new browser look, the formatting for plugins written in their raw form has been screwed up when placed in spoilers.
Not that you have to, but would be awesome if you could maybe redo them into a .js file that is downloadable or even github. (Enemy State Overlays, and Limited Random Battles are two that I had trouble with) -
All systems seem a go!! Thanks for your diligence, hope for more great plugins from you =)
By the way, some of your other plugins I wanted to try, but ever since this site had switched to the new browser look, the formatting for plugins written in their raw form has been screwed up when placed in spoilers.
Not that you have to, but would be awesome if you could maybe redo them into a .js file that is downloadable or even github. (Enemy State Overlays, and Limited Random Battles are two that I had trouble with)
You're very welcome. I've uploaded them to github now. -
Thank you, I appreciate it muchly!
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@DreamXNo problem, and thanks for tackling the challenge! Random state chances will definitely be valuable in this kind of a script. Would it be possible to add the + cost factor to each percent with a user determined amount as well? Thanks for the new update, and keep up the good work! This is my #1 favourite plugin for MV.
Thanks you very much. Here's a script solution to add state rate to a weapon.
<Prefix Suffix Effect>
// choose from 1 to 100 percent
var stateRate = Math.floor((Math.random() * 101) + 1);
// choose state by id
var stateId = 1;
// make a new trait object
var newTrait = {"code":32,"dataId": stateId,"value": stateRate/100};
// add trait to item's traits
newItem.traits.push(newTrait);
// add to item's price the rate of the state
newItem.price += stateRate;
</Prefix Suffix Effect>
If you feel that this is not sufficient or is too complicated, I can make a script call for it, however you may want to give this way a go to have greater control.