Hmm looking at the code, it looks a bit clunky
It creates a new actor variable _feParams
And then replaces baseParam with it...
var _Game_Actor_ParamBase = Game_Actor.prototype.paramBase;
Game_Actor.prototype.paramBase = function(paramId) {
if (this._feParams == undefined) {
this.initializeParams();
}
if (this._feParams) {
if (this._feParams[paramId]) {
return this._feParams[paramId];
}
}
return _Game_Actor_ParamBase.apply(this, arguments);
};
When in reality, there already exists an addParam method in default RPG maker MZ/MV to use
You could make a feSprams and feXparams variables and copy most of the existing code to achieve a similar effect for s/x params but honestly it'd be easier to make a plugin from scratch. I dunno what quasi plugin does so i can't comment on gaining custom params but if it uses a similar system to existing params it wouldn't be too hard to implement
Adding custom params to status is also not that difficult.
Window_SrpgBattleStatus.prototype.drawContentsEnemy
Window_SrpgBattleStatus.prototype.drawContentsActor
Window_SrpgActorCommandStatus.prototype.drawItem
Those are the windows you wanna edit
It creates a new actor variable _feParams
And then replaces baseParam with it...
var _Game_Actor_ParamBase = Game_Actor.prototype.paramBase;
Game_Actor.prototype.paramBase = function(paramId) {
if (this._feParams == undefined) {
this.initializeParams();
}
if (this._feParams) {
if (this._feParams[paramId]) {
return this._feParams[paramId];
}
}
return _Game_Actor_ParamBase.apply(this, arguments);
};
When in reality, there already exists an addParam method in default RPG maker MZ/MV to use
You could make a feSprams and feXparams variables and copy most of the existing code to achieve a similar effect for s/x params but honestly it'd be easier to make a plugin from scratch. I dunno what quasi plugin does so i can't comment on gaining custom params but if it uses a similar system to existing params it wouldn't be too hard to implement
Adding custom params to status is also not that difficult.
Window_SrpgBattleStatus.prototype.drawContentsEnemy
Window_SrpgBattleStatus.prototype.drawContentsActor
Window_SrpgActorCommandStatus.prototype.drawItem
Those are the windows you wanna edit
Yeah. I personnaly use Hime level up event plugin to do a similar thing, but I don't know how to make a clear level up screen using it.
I'm coming again on the prediction windows. How can you display the cri rate in it ?