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Hey Ramza.

I've been having troubles with the status page and trying to display crit values with YEP_ExtraParamFormula. Tried on a fresh project and minimal plugins.


When first equipping gear with 5% Crit Rate and checking the status page it appears to calculate normally:


But if you navigate away from the Attributes page and back, it will no longer show the bonuses:


Hey there.

That is a weird thing going on there. Does it also happen to the hit % stat if you do the same thing to it?

I'll try to confirm if this is just a visual problem or if the stats are actually reverting too. I'm thinking its just a weird window refresh problem, but not 100% sure just now.

~Ramza

Heya.

Sorry for the late reply. Yes it appears it does happen to hit% as well. The other exparams seem to be fine, including the ones from your block suite, from my brief testing.

(1 edit)

Hey there.

I looked into this, and after finding some weirdness with plugin order, and my shield block plugin, which I started to fix only to realize it was a plugin load order issue (whoops), I was unable to duplicate this exact problem.

If I leave the crit formula in YEP_ExtraParamFormulas as the default, the MHCrit and OHCrit values are calculated normally. If I change it to a flat value (0.1) then both of them show a 10% crit chance regardless of what's on either weapon, which I think is what should happen in that situation.

I'd need to know what you're using as your crit formula in that plugin to confirm that at least that is working.

I was unable to duplicate the menu display issue at all, though. The numbers changed to be what they should have been every time, and switching away from params, and back again did not cause them to revert to something else, even after changing equipment. I'd recommend disabling the exparam menu fix plugin, as what it does is covered in the DW_MenuExtension, and it's possible the two are interfering with each other somehow. That fix was only to be used if you wanted to show exparams like Mh Hit/crit on the parameters screen without using the menu extension plugin, which changes a lot of other stuff too.

~Ramza

Hey Ramza.

I am using the default crit formula:

(base + plus) * rate + flat


The issue still happens with exparamfix disabled. Additionally, even if I disable ExtraParamFormula, If I equip a weapon with crit chance in mainhand and navigate to the status page it appears to be fine at first:


But if I equip another crit weapon in the offhand and navigate to the status page it causes the split params to default again:


That is all with this load order:


This next part is an entirely separate issue, but it is a bit more of a concern on my part for my project in regards to exparamfix DW edition. Parry, Expertise, and the split crit/hit appear to crash the game when navigating to the attribute page even with the requisite plugins:


Removing the extra params appears to fix the crashing issue. The block/pierce params seem to be fine:


Sorry to dump all of this on you. I really appreciate you.

(1 edit)

Heya.

I'll look into the second thing in a bit, I suspect maybe the exparamfix plugin doesn't support those exparam names, or rather the DW version of it doesn't.

As for the crit % thing, I think I'm getting somewhere on this now. I was about to make a big post with screenshots of my test project, with my plugins in all the same order and whatnot, and show you that I still couldn't reproduce the problem, but midway through typing that out, I realized one thing that might be making my test case different from yours, and that's that my test actor is wielding two different weapons. When I modified my offhand item to be wieldable in the main hand, and gave him two of those instead, I immediately reproduced your problem. 

So the issue seems to be related to using two of the same weapon only. I'm not sure where in the process that would be causing an issue, because I don't think I ever remove weapon stats based on the item Id, but now that I know this much, I can continue in troubleshooting it further.

I will note that if you use item core, each weapon is unique, and this problem doesn't happen with two of the same weapon in that case, so it would appear to be some check I'm making that compares the main and offhand weapons to see if they are the same exact item, it seems.

~Ramza

edit:

Looking into it a bit more, this seems to be an issue caused by not having independent items in your project. Since you're not using item core, and weapons are not unique, the function I used to calculate MH and OH crit and hit ends up removing traits from all weapons of that ID when it does it's check. If your actor is wielding two of the same weapons, that means his crit % on each weapon is take out for each hand, resulting in it only showing his base crit %. This only happens if he's wielding the same weapon in each hand, though.

Additionally, it would be more than just a visual issue, as in combat, I use the same sort of function to temporarily remove traits from the hand not currently being swung, meaning if you have two of the same weapon equipped, it will take the crit % off both of them again, and your actual crit chance will be lower than expected.

I should be able to make a fix for this, but it'll be a bit more involved, since the trait removal thing is important to how the battle calculations work. In the meantime, if possible, using yanfly's Item Core plugin, and using independent weapons will solve this problem entirely (and allow you to use switchable 2h weapons if you want :)

Greetings.

I have uploaded new versions of the menu extension and the dual wield plugin that corrects this issue. 

In the case where the actor is using two exactly identical weapons, and the dev is not using independent weapons from ItemCore, there is now a special case where a temporary object is created in $dataWeapons, which is used as a placeholder for one of the weapons when these checks are being made. After the calculations are done, the fake weapon is replaced with the original, and then it is removed from the database. This corrects the display issue on the menu scene, as well as the same issue in battle during split attacks, which you didn't report, but was caused by the same root cause as the display problem.

Check them out and let me know that everything is working for you.

Sorry, I must be doing something terribly wrong. The attributes still reset with or without item core and independent items. Also without the paramfix I can't get parry and expertise to show up:

Greetings. I cannot duplicate this problem after the update, with or without YEP_ItemCore. Although while troubleshooting it again, I found a display problem with the menu extension + extraparamformula that would've made the offhand crit and hit displays wrong.

I also have no issue with using only the menu extension to display pry and xpt.

Here's a poorly done image with mspaint to show various use-cases

The plugins are the exact same (except itemcore) as yours, in the same order, with the exception of BuffsStatesCore. In your load order, shield block should be immediately after BattleEngineCore, to prevent other plugins from interfering with the stuff it adds to the battle result, but I don't think that's causing this problem for you. Note that I don't think I ever really specified where in the load order to put ParryChance, but it should probably be above BuffsStatesCore as in my order above.

ExtraParamFormula is only using the default formulas for everything in it. 

StatusCore has pry and xpt alone in the fourth column, and, as you can see, I don't have the exparamfix plugin at all. 

The various snippets of the equip and parameters windows show that all four permutations of having two identical weapons equipped in various ways all correctly show the crit % for each hand as they are swapped around. The flail has +70% crit rate, and the actor has 4% base.

With ItemCore and independent weapons enabled, I was unable to duplicate this in the first place using the previous versions of the menu extension plugin. I checked again just now with itemcore turned on and got the same result as above.

I imagine, since your YEP plugin versions are about the same as mine are, that this project is quite old, it's possible there might be a problem with your core plugin files being out of date, messing with compatibility somehow.

I would suggest trying to reproduce this problem in a blank new project, with those plugins alone, and see if the problem still happens there. The last time someone reported weird problems like this with dual wield, it turned out their core files were woefully out of date, and updating them fixed the problem.

It's also possible that changes were made to some of your core plugin files, or some of the yanfly plugins you're using that are breaking compatibility with mine. Like I said, I'd start by making a fresh project, making Harold a dual wielder, and testing from there.

Hey Ramza. Thanks for your patience. I started a new project from about as scratch as it gets.

Fresh MV 1.6.2 install, verified rpg_core and associated files have 1.6.2 in the header and are completely unmodified from fresh install.

Redownloaded entire fresh Yanfly Library from Itch.

Redownloaded fresh chad Ramza suite from Itch.

Started New project. Ensured the name was Project1 and had Theme6 title music, because we are sophisticated around here.

1. Parry and Expertise only show in the status menu if "Show Block Chance" is set to true.

2. If "Split Attack" is set to false then mh/oh//hit/cri and pry/xpt will not show in the status menu.

3. With the fresh install, the split crit/hit params don't revert anymore so I'll have to narrow that down myself somehow. I did notice the non-split crit param did revert though, which might be misleading for non dual wield skills.


These points, may be by design. But I feel that some projects, mine included, would prefer to pick and choose displayed stats and keep a singular Attack Parameter, or otherwise opt to not show block with the main parameters, and just keep it on the attribute/exparam page. This is also why I am personally interested in the "exparamfix DW edition", as it is much closer to my specific needs.

Thanks for your time :)

Thanks for the detailed report.

I was unaware you were not using the split attack parameter, so I didn't think to look into that as the cause of those problems. I'll see what I can find about the normal crit % reverting on its own too. 

I'll look into changing the extension to show those params regardless of show block, or split attack being enabled. That's honestly how it should have been to begin with, and I probably bungled something up during an update a while back that no one noticed until you came along, lol.