Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

Wow, this is really cool to see this plugin evolve into greater possibility! :D

Unfortunately though, initial testing of v2.4 has some issues. 

Updating to the new version was causing crashes when opening database, LUCKILY adding and removing the plugin from the plugin manager and then adding it again seems to have fixed this. Must be that certain settings were persisting from the previous version.

Playtest ran fine, menus, mouse buttons, and stats all augment in default configuration. All buttons correctly lock out when 0 distributions points and minus buttons all correctly lock after confirmation. 

Curious bug: using event function - class change: actor - causes them to gain 1 level worth of distribution points every single time the actor changes class, even if changed to same class they already are.

Next, there is no way to change which actor is selected in the Distribute Points Menu using mouse or touch input.

Also, certain s-parameters and x-parameters are actually desirable to decrease when adding points, so the values in the settings need to allow negative values (they currently do not) for any parameter so they can be used properly for the player to benefit.

It would be amazing to be able to set multiple parameters in a single custom stat. So adding per point would increase or decrease multiple parameters, s-parameters, x-parameters at the set rates we put to each of those as consolidated a single point spend.

That way we could have a streamlined experience for the player just adding into a few different stats (instead of the current mega list it is by default) and getting many different benefits from these simplified choices on the front end.

This could also open up more design possibilities, where adding certain stats have both desirable and undesirable effects per point added (with negative and positive value possible on each parameter), so the player has to consider spending differently.

Also very desirable is MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK to optionally be augmented by percent like all the other stats. This is how it actually works in most of the database as a parameter trait (rather than just parameter) just like when  it is a buff state or actor trait multiplying any of those parameters.

This would allow for a lot better stat scaling control, since the base values could be fixed and then many points spent would not send the stat to the moon, while still allowing all stats to be augmented with many points. End result is the player feeling very free in progression choices with balancing issues being way easier to manage.

I give all this feedback because I am huge fan of this plugin.

Thank you so much for your awesome work! :)

Edit - Just realized that the stat icons settings are now in the customizable stat list parameter icon index, and is working correctly.

(1 edit)

Hey bro, how's it going? So it's very important to remove the previous version of the plugin and add the new one to avoid overwriting or inheriting settings from the previous version, since general parameters have been replaced, this applies to this version as well. 

I added the option to use custom stats, I added an option to increase or decrease the points for each stat. 

Plugin commands to add and remove stats from the list. Options to navigate between characters without the keyboard.

Please don't worry about the messages and comments; you're helping to make this plugin more complete, and I'm grateful! Thank you for all the support and testing. I hope we're closer to a polished version now!

Deleted 22 days ago

I just started testing, but there seems to be an issue with the stat value displayed. 

When adding to a stat, it shows the display of what the value will be, but upon confirmation it rolls back to the previous value, this doesn't update when exiting and entering the distribute points menu, but the stat will update after going to the equipment or status menu and then stay updated globally. The value is storing, but not updating until a scene calls the stat somehow, not sure on details.

On multi parameters stats, it is still displaying the original stat instead of the stored value, the value does seem to store correctly, but has same issue of not updating until a scene calls it somehow.

Many s-param and x-param stats are still scaling too fast, growth value needs to allow for .0001 increments.

This is plugin is getting to be super awesome, i am glad my feedback is helpful. :)

Thank you for the feedback.

I increased the parameter growth curve to 4 decimal places,

and added a refresh() that I had forgotten at the end of each type of change the plugin makes, so that the screen updates correctly after the point distribution.

I didn't change the version because the changes were small. Could you please download version 2.5 again and test if everything is correct now?

(1 edit)

Did a bunch of different tests, and everything seems to be working correctly and consistently across a bunch of different configurations. 

Excellent work! :D

Mechanically everything seems pretty sound, however there is design issue for player clarity.

Representing a single flat growth parameter with the current numbers works perfectly fine and makes sense to the player.

However, When using percentages it can be confusing to the player, because at low numbers you can add quite a few points without visual changes to the number before the integer rolls over (it does store and rolls over properly if adding later, just visually confusing). 

So, an option to display the total augmenting percentage instead of the stat itself would be a good option on the single stat percentage setup.

Also, design wise, Multiple parameters represented as a single number need a different number displayed. 

The most logical number to the player would be the total times the plus button (subtracting minus button count of course) has been added and confirmed to the stat (I say plus button because point cost can be different for different stats). 

This gives a clean count of how many times they have added to the stat, and the underlying functions are no different than they currently are. 

Just making more sense to the player. 

It would also be good to give this option on single stat configuration as well, as it can give nice alternative setup if the developer likes that representation better.

(6 edits)

Hey Kadajah!

I decided to go through more of the plugin's current features, to help with more valuable feedback for you. :)

First, the Stars System should basically be a single big custom Multi-Stat that uses the star count the way it currently already does. 

This would make it much easier to customize, allowing for each s-param/x-param/positive/negative/flat/percent value rates to be customized inside the Stars System. While still retaining all of its current configuration capabilities.

Added benefit of this: Stars System can then be optionally configured as a corruption system that can be either fully detrimental, or have benefit tradeoffs for the player.

Giving more gameplay design possibilities, since stars are accrued and assigned in manner different from distribution points.

And, since we can start the player with half "corruption" as baseline, and removing corruption would make player more powerful/different balance than baseline. 

Thus, This opens up another option to be used as a more dynamic "morality changes stats" type system.

Next, Plugin settings for the Titles system need to include s-params/x-params/positive/negative/flat/percent/multi-params as well, so Title system can make proper multi-stat titles.

It would also be good to be able to declare how many titles can be equipped at once. 

A simple check mark showing on currently equipped titles in the drop list in the distribute points menu could be a clean way of denoting which multiple titles are currently equipped (locking out other options until under declared max title equip amount  again). Though, maybe you have a better idea to present multiple equipped titles.

Next, Growth Curve Override needs an option to be based on that "plus stat button" counting variable I mentioned in the other post (the button count variable doesn't have to be the currently set displayed stat, but at least stored and used).

Currently, (based on actor level curves) if you save up and don't spend distribution points until the growth curve actor level threshold is reached, then all of those points are suddenly worth a ton more, this design discourages players from spending any points until maximum threshold is reached late game causing balance and pacing issues that are not desirable.

Using that "plus button count" variable value, this can keep the each range of points worth a set amount, first 10 points add 10 hp per point, next 10 points add 20 hp per point, etc. without this exposed loophole.

It would also make sense to move the growth curve settings inside each stat's settings, as this would have the added the benefit of allowing growth curves to be properly applied to multi-stats (scaling growth of each stat assigned within the multi stat settings so each can be scaled independently within the Multi-Stat set).

This "plus button count" variable value should also be used to create a Cost Curve system, allowing a stat to cost more than 1 point/per stat point as more points are added.

i.e. first 10 points costs 1 point per 1 stat, next 10 points costs 2 points per 1 stat, next 10 cost 3 points per 1 stat, etc.

It would also be a lot cleaner to have this cost curve inside each stat's setting as a cost override list (much like the Multi-Stat list) to declare the "plus button count" variable (Min to Max) value ranges for each level of declared point cost.

Also very important on the note of point costs: There needs to be a show/hide toggle in the plugin settings to enable showing the costs of buying each stat point in the distribute points menu since, even without an active cost override curve, the current plugin can already be set to different point costs per stat.

The big issue being, that it is not currently possible to communicate to the player these point cost differences in the menu, which is very important information for the player to have.

I am really excited to see this plugin evolve even further, you are making some truly awesome stuff here! :D

I will always be grateful for such meticulous and precise work.

Bro, thank you so much, your suggestions will be heard and considered for the next version of the plugin. I will start working on it soon after the next release.

I found the suggestions very accurate and they perfectly match the path I would like this plugin to follow.

Thank you again for all your suggestions and for all the support. I keep saying this, but the RPG Maker community is the best.

You're amazing, man!

The editor is finally available! I've added some of your suggestions to it, I hope you enjoy it!