@Kyldros I did not test with neither Hime or VE's plugins, but I did make it work with augments at the time. In fact it was at first a commissioned plugin, and working with augments was a part of it. If I remember right, you treat them just like a normal stat, in your case as if atk but wde instead.
Is my parameters plugin at the bottom (or at least bellow them)? Try putting it as much on the bottom of the plugin manager as you can.
@Frostorm did you remember to save between changing your plugin parameters and testing? many times that was what caused me problems when testing.
It is supposed to go bellow Item Core.
YR Plugins
● ARCHIVED · READ-ONLY
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This is my plugin list/order, in Attachment. I did other tests and, as far as the damage formula is concerned, the problem is the compatibility between Hime Damage Weapon and Yep Item Core, it does not work with specific weapons but it works with bare hands@Kyldros Can you screenshot your plugin list/order, please? I was planning on using that plugin as well (Hime's plugin too) but haven't gotten around to it yet.
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@Kyldros try moving YR_NewPArameters to the very bottom. As in, under Hime_WeaponDamage.
While I cannot guarantee this will fix the problems between Item Core and Damage Weapon, it is the better to avoid conflicts of NewParameters with the other plugins there. -
I tried to move YR_NewParameters and did various tests and I found that if you set max weapon to 0 in Yep ItemCore the damage of the weapons works correctly but you cannot use AttachAugments. If, on the other hand, you set it to a number other than 0 they work correctly going to increase the custom statistic of YR but then the damages of hime weapon damage do not work. The problem therefore results from the incompatibility between Hime and Yep.
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Sorry everyone, for health reasons I took a break from: coding, rpg maker-related discord and here.
As in, my wrist is kinda killing me when I start coding.
Sorry to hear that. Hope you recover soon.
That is... the opposite of what should happen?
Assuming you mean my "minor summon fixes" (that is kind of a misnomer, they were pretty serious ones at the time, just small to make) it was supposed to fix an issue that exactly does not let the summons learn their skills as they level. As in, you summon it at level 1, 5 or 10 they would have the same skills despite supposed to learn more at levels 3 and 7.
Did SRD fix something and it broke my fix? I need to check later.
I don't think SRD fixed something, but basically, if I summon an actor at level 10, and they were supposed to learn something between 1 and 10, they would not learn it. Everything else works fine (like the summoned actor is at the right level with full HP, MP, etc). In any case, I am making the game retain TP, so summoning instances of actor does not work for me, so I am using a workaround.
Are you using DragonBones? As you can see a bit above, someone else has a similar problem when using Summon Core Replace Summons with Dragonbones.
Nope, not at all. I also read that a lot of people seems to have conflict anytime they use any time of SV plugins (YEP, Galv, etc), so might just be a fundamental plugin compatibility issue. I never went around to testing this previously, and only found out about it (relatively) recently when I was browsing the forum for why I suddenly got a crash. -
i am using your YR_DBStateTransform plugin and i keep getting this error:
"Cannot read property 'name' of null"
can u fix this? -
my plugin is bellow SRD's Summon Core right?I don't think SRD fixed something, but basically, if I summon an actor at level 10, and they were supposed to learn something between 1 and 10, they would not learn it. Everything else works fine (like the summoned actor is at the right level with full HP, MP, etc). In any case, I am making the game retain TP, so summoning instances of actor does not work for me, so I am using a workaround.
I think I found it. If I am right it was just one line missing. Needs testing, but hte one in the link is already updated. -
Thanks. Yup, it was below SRD's Summon Core. Unfortunately, as I am using YEP SV Animated Battler plugin, it conflicts with SRD Summon Core, so I have removed it for now. Will get around to testing it likely during the weekend.my plugin is bellow SRD's Summon Core right?
I think I found it. If I am right it was just one line missing. Needs testing, but hte one in the link is already updated. -
SV Animated enemies? I didn't notice this one... Especially since they deal with actors. What exactly is the conflict?Thanks. Yup, it was below SRD's Summon Core. Unfortunately, as I am using YEP SV Animated Battler plugin, it conflicts with SRD Summon Core, so I have removed it for now. Will get around to testing it likely during the weekend.
Just for others with the same proble, I talked with this person through discord, it seems this problem is fixed. Updated the plugin.i am using your YR_DBStateTransform plugin and i keep getting this error:
"Cannot read property 'name' of null"
can u fix this? -
SV Animated enemies? I didn't notice this one... Especially since they deal with actors. What exactly is the conflict?
Not sure exactly and can't remember. The error came up in battle. I will capture the error over weekend and share here while doing testing. -
Hi YR, here's the error as promised.Not sure exactly and can't remember. The error came up in battle. I will capture the error over weekend and share here while doing testing.
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Hi, it's me again! :D
I wanted to know if there was a way to show YR_newParams Custom Parameters in the Status and Equip screens of the YEP Plugins (Equip, and Status core) and also the comparison in the equip change.
If this is not possible with these plugins, are there any other valid ones that can? -
At the moment, I don't think there is a way for the custom params to show up in the equip screen. However, you can make it show up in the status screen with YEP Actor Variables plugin and binding each actor's custom param to a variable.Hi, it's me again! :D
I wanted to know if there was a way to show YR_newParams Custom Parameters in the Status and Equip screens of the YEP Plugins (Equip, and Status core) and also the comparison in the equip change.
If this is not possible with these plugins, are there any other valid ones that can?
One other method I can think of is to try SRD Super Tool Engine and editing the status menu while playtesting, but I am not sure if it works with YR's new param. -
Hello there! Firstly I'd like to thank you A LOT for the Item Craft plugin. I implemented 18 types of weapons into my game and being able to sort them thanks to the disciplines and the categories is a blessing!
With Yanfly's Crafting System, I would've had to create so many recipe books... you are saving me so much space and time with this plugin.
However, I'm running into a problem I can't solve myself.
So far the plugin works like a charm for weapons and armors... but it refuses to work for items that aren't those listed previously.
The problem
The item I'm trying to create a recipe for, a simple, most basic Potion. Here's the result:


Exact same notetags but for a weapon. Here's the result:


The concerned category in the plugin.
The Potion recipe doesn't show if I change its category or discipline either... any item other than weapons or armors simply won't show at all...
I assume this is a stupid problem, but I can't find what's causing the issue. If anyone has a clue, it would be wonderful! >.<
I'm using RPG Maker MV v1.6.2 and your latest plugin update, v1.07, if it can help. -
Hey guys! Been a while since I came to the forums!
I didn't add them myself, because... well, there are many different status screens, and at the time I wasn't able to think of how to add them. Now I guess I can just add a second column to the base status, but things like yanfly's I'm not sure anymore how much I could change without giving people problems (or getting into some myself)...Hi, it's me again! :D
I wanted to know if there was a way to show YR_newParams Custom Parameters in the Status and Equip screens of the YEP Plugins (Equip, and Status core) and also the comparison in the equip change.
If this is not possible with these plugins, are there any other valid ones that can?
But for the equipments, I like to use SRD's Improved Equip Comparep lugin. I used it as a base of my itemcraft even, to let you set what to show with extra parameters in weapons/armors and even... anything for items.
Hi, been a while since I looked at... any plugins.Hello there! Firstly I'd like to thank you A LOT for the Item Craft plugin. I implemented 18 types of weapons into my game and being able to sort them thanks to the disciplines and the categories is a blessing!
With Yanfly's Crafting System, I would've had to create so many recipe books... you are saving me so much space and time with this plugin.
However, I'm running into a problem I can't solve myself.
So far the plugin works like a charm for weapons and armors... but it refuses to work for items that aren't those listed previously.
The problem
The item I'm trying to create a recipe for, a simple, most basic Potion. Here's the result:


Exact same notetags but for a weapon. Here's the result:


The concerned category in the plugin.
The Potion recipe doesn't show if I change its category or discipline either... any item other than weapons or armors simply won't show at all...
I assume this is a stupid problem, but I can't find what's causing the issue. If anyone has a clue, it would be wonderful! >.<
I'm using RPG Maker MV v1.6.2 and your latest plugin update, v1.07, if it can help.
Well, fixing a mistake of mine may be just the motivating I needed.
This is the first time someone mentioned this error... Is it only when set as "Learned From Start", or does it happen when learned mid-game too? -
Oh wow didn't expect a reply that fast, thanks a lot for your attention and care! ^^
I actually already tried to learn the skill during the game instead of that yes, and it's giving the same result.
I have yet to try your plugin on a vanilla project though, maybe this is another plugin which is causing this problem, but it's strange that it only seems to affect items in the "Items" tab '-' -
that's... very weird.Oh wow didn't expect a reply that fast, thanks a lot for your attention and care! ^^
I actually already tried to learn the skill during the game instead of that yes, and it's giving the same result.
I have yet to try your plugin on a vanilla project though, maybe this is another plugin which is causing this problem, but it's strange that it only seems to affect items in the "Items" tab '-'
I tested it with items when I made it, but thought I may have skipped the Learned at Start. But I know you CAN learn it...
I'll check the newer version later... but to be sure, could you test it later with it as down on the plugin list as you can without breaking anything? -
Thing is, it is already sitting at the very bottom on the list ^^'
Okay so I checked on a vanilla project, and it is working. Now to try it with Yanfly ItemCore...
EDIT: It even works when I copy/paste all the exact same plugins in the list while your Item Craft plugin stays at the bottom... nani?!
EDIT²: When I make a copy of my project, delete every plugin from the list and add them again though, the recipe isn't working. However in that case, if I delete Yanfly's ItemCore, it's working. We're getting closer to the problem... I guess?
EDIT_3: I think I found the problem. In my game, I'm not using Independant Items. But there is a parameter in YAN_ItemCore named "Starting ID" for independant items. The Potion is item33, and my Starting ID was 2. By curiosity I set the Starting ID to 50. And tadaaa! It seems to work!
EDIT_4: Okay so this is definitely the origin of the problem. You need to do a little trick like this to have item recipes work with YAN_ItemCore when you don't want to use Independant Items:

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Hmm, I'm confused on why this would be the case but thanks for finding out this. I made sure to make it compatible while making it, I remember making it so you could use independent items as ingredients and all, so I probably let something pass when not doing so but still using item core...
wonder if it also happens with weapons and armors when not independent items now since they should follow the same patterns. -
@YoraeRasante, do you plan to port your plugins over to RMMZ? VisuStella's Core Engine plugin for MZ now can display custom params, and it would be awesome if your New Parameters gets ported over.