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Noctellion

23
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A member registered Feb 29, 2020

Recent community posts

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 :)

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:

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.

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.

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:


Yo, Ramza! Thanks for accommodating ALL of my requests! What a legend.

It works perfectly! Thanks for everything my dude. You really went out of your way.

Awesome! It works great, thanks so much. I'm still not able to get the Party scene's Line Heights to match the right side without breaking the Equip scene, but I'm really not stressing it. Like before, it looks completely fine and readable as is. Thanks for going out of your way to un-hardcode the width, I've been manually changing it to like 400ish after updates, so that was really considerate <3

Sup Ramza, hope your weekend is going well :)

It launches smoothly now, thank you. So, I was trying to get the name change to work, still wasn't changing even though the sprites and faces were. I even tried using the Cosmetic Equipment demo to no avail. Then I noticed in your screen you were using the Angel set. I was working with Harold's Wolf set. THAT was the issue lol. For some reason, the first Cosmetic Set in the Structure List won't change the priority name. But the second will with no apparent problem: 

So far I've been able to get by in my project by making a dummy set in the first slot, and just not using it. Also, in the first set, the "ActorSprites" parameter in the structure list can't be empty or the second won't work either. The values don't have to be filled with anything, but the plain text does have to be there, if I'm explaining that right: 

Sorry to keep bothering you T_T

I'm sorry to keep doing this, but after messing around with the new parameter I was able to finally get the party menu to align :D

But after going back to the Equip Scene, it appears to have broken that one again as a result:


(3 edits)

Hey Ramza, I'm having an issue after installing this plugin after trying to start a new game about a maximum call stack:

It goes away after toggling the plugin off, haven't seen it before. Let me know if you need more info. thanks.

Edit: So, after toggling a hundred plugins or so, I've finally narrowed it down to Yanfly's Party System. The error will only come up if the cosmetic set parameter has something in it, if the plugin is enabled but otherwise "empty" then it won't crash. Tested with a New Project to be certain:


Edit 2: I loaded it into a new project without Party System. Seems to launch there with no issue, but I'm not able to get the priority name to change :

The armor appears to change our boy Lucius' images and such without any trouble, but if I've set the parameters up correctly, his name should be Jim. Thanks again :)

You're too good! I just picked this up, thank you :)

Very much appreciated :D

Thanks a ton Ramza!

I'm stoked to see it happen :D

Hey Ramza, any plans to add a feature to change the actor's Name while a piece is equipped, or if it's even possible? It would be cool to have a feature similar to Majora's Mask's Fierce Deity, where equipping an item essentially changes the actor to another person. This plugin appears to be exactly what I need, sans the name part.

(4 edits)

Hey Ramza. Tagging weapons as switchable seems to negate "<Text Color: x>" notetags. Which is unfortunate since my project utilizes randomized Text Color Rarities like you'd see in MMOs and such.

with <SWITCHABLE> notetag:

without the <SWITCHABLE> notetag:



These examples are produced without random affixes, just to make sure they weren't just incompatible. ItemCore's text color tag was the only thing used outside of <SWITCHABLE>. The issue is present on the Equip and Item scenes.

No worries! You're the best Ramza!

Hey again, it seems a similar occurrence happens in Yanfly's Party System. The second hand draws in overlapping. I was able to edit the dark rectangle's and parameter's Y locations and get everything working out more or less:

But if I added to the Y value of the line height to get it even with the equipment's side and the rest of the game, I wasn't able to figure out a way to get the gaps right after the first two slots, it seems the other 5 move as one entity, so they forever overlap. I'm also not very proficient in JS, so I'm sure I'm looking right at it. I'm not too concerned, since how I have it currently is quite legible already, just thought I'd drop this by you for future folks having the issue :)

Also, another suggestion: As seen above, I edited the syntax of the Parameter Name and the Slots' Priority Name variables with an adorable little colon thrown in. I find it more "readable" to have the parameters all lined up neatly on the left with the rest, just a preference, because I can certainly see why somebody would want the slot's name first. Maybe you can accommodate a variety of devs by adding a Plugin Parameter similar to one in ItemCore how it handles name formatting with affixes, utilizing escape codes? ie: "%dmg : %mhs"

One last question, any plans to add compatibility with YEP_X_InBattleStatus?

Thank you!!

That would be fantastic :D

Thank you so much, your support is world class <3

Hey Ramza, I'm getting a minor visual bug when using the Split Attack parameter in the Menu Extension. The weapons' attack appear to be drawn really close together vertically and the text squashed in horizontally. I am using Yanfly's Core Engine to adjust the Line Height to 50 and using a much larger font size to accommodate a native 1080p display. It's also very possible its on my end, as I am using a rather large plugin suite. The display does go back to normal if i toggle the Split Attack to false.

Greetings! I've been having a great time with your plugins, in my opinion many of them are practically essential. Thank you for existing. I have a suggestion, if you'd have it.  

Parry Chance notetags seems like they can't be placed on armors which, of course, makes sense in practicality. But I think it could add some depth for players if you could boost that stat with armor types. For example, something like a "Fencer's Ring" that could add a flat amount of parry chance. I suppose it could be done by giving the equipment a passive state that boosts parry chance, but then I don't think it would be stackable if you have 2 of the rings on, or similar armors without bloating up the state database.

Also Block Chance/Percent/Value notetags for weapons for similar reasons. Being able to boost blocking potential through weapon equips could have some pretty great synergy. Perhaps something like "Gladiator's Sword".

Thanks for your time and these awesome plugins :)