Dev Log #9

So, after spending three days trying to figure out what was wrong with the code that I outlined in Dev Log #8 (https://sldesignfmp.game.blog/2019/05/20/dev-log-8/), I finally figured out the error. It was a minor error. I was using an “Else” statement, rather than what I should have been using; an “Else If” statement. It’s a seriously simple syntax error, but thankfully it’s no fixed. So now the code reads:

  • <Custom maxhp Formula>
  • if (this.name() === ‘Jeanné’) {
    • value = level * 3 + 8;
  • } else if (this.name() === ‘Tommyn’) {
    • value = level * 3 + 12;
  • } else {
    • value = level * 3 + 10;
  • }
  • </Custom maxhp Formula>

All of the others I listed in the previous Dev Log work in exactly the same way, except that the numbers are different. But yeah, total schoolboy error. Fixed now though.

Dev Log #8

Hi everyone!

This Dev Log’s a bit of a mixed bag; I’ve made some astounding progress in creating custom character sprites, but my mapping needs a lot of work. Let’s start with the positive. I’ve managed to finish the sprites for the Male Warrior and Male Thief. I’m planning on using the same costume with different faces and hair to denote the different characters. I’ve still got to finish off each characters default appearance, as well as the Male Mage, Male Priest, Male Hunter, and all of the female sprites. In case your wondering why I’m differenciating based on gender; when working in 16-bit, you have to be able to clearly see the characters biological gender. Otherwise, you won’t know what they’re meant to be.

Now some negative; I have no idea where to take my mapping from here. I have a list of maps that need to be created:

  • Main Town
  • Main Town Interiors
  • Second Forest Area
  • Cave

That sounds quite simple, right? Wrong. Very wrong. It’s actually harder to do, as I’m not using a massive overworld map, so these maps all have to look connected. I think I have a solution though; Region Mapping. Well, ot quite how I described before. Instead of converting maps, I’m thinking of using Region ID’s to mark where the entrances, exits, and water should go. Then I can create a map with connecting pieces. I may even break the larger maps down into segments to make life a bit simpler.

Something else I’ve been working on is my character class balancing. It’s quite a dull thing really, as its all just Maths. Only problem is that the Plugin (One of Yanfly’s) I’m trying to use to make it work desn’t seem to want to do what I want it to do. I’ve looked in the documentation, and found a section of code that appears to do what I want. Only issue is; it isn’t. I’ll show you the absolute monster of JavaScript code that I’m trying to use:

  • <Custom maxhp Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 8;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 12;
      • } else {
        • value = level * 3 + 10;
      • }
  • </Custom maxhp Formula>
  • <Custom maxmp Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 7;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 3;
      • } else {
        • value = level * 3 + 5;
      • }
  • </Custom maxmp Formula>
  • <Custom atk Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 3;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 7;
      • } else {
        • value = level * 3 + 5;
      • }
  • </Custom atk Formula>
  • <Custom def Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 3;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 7;
      • } else {
        • value = level * 3 + 5;
      • }
  • </Custom def Formula>
  • <Custom m.atk Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 7;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 3;
      • } else {
        • value = level * 3 + 5;
      • }
  • </Custom m.atk Formula>
  • <Custom m.def Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 7;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 3;
      • } else {
        • value = level * 3 + 5;
      • }
  • </Custom m.def Formula>
  • <Custom agi Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 5;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 6;
      • } else {
        • value = level * 3 + 5;
      • }
  • </Custom agi Formula>
  • <Custom luk Formula>
    • if (this.name() === ‘Jeanné’) {
      • value = level * 3 + 6;
    • } else {
      • if (this.name() === ‘Tommyn’) {
        • value = level * 3 + 5;
      • } else {
        • value = level * 3 + 5;
      • }
  • </Custom m.def Formula>
  • <Custom Class Parameters>
    • exp = 5 + level * 10;
  • </Custom Class Parameters>

The only thing I can think is that either the base Plugin parameters are interfering with these formulae, or that I’ve written them wrong. As it stands right now, they’re not working.

Anyway, I’ll try and crack on with all of this, so I’ll see you later!