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I broke my first plugin :(

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: I broke my first plugin :(
  • Original author: forteller
  • Original date: December 21, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/i-broke-my-first-plugin.53419/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Hey Friends was trying to be a kool kid and make a plugin that could alter the way variance is handled in RPG maker MV, it was working when everything was hard coded then when i tired to add the parameters so that a few values could be changed without having to open up the file i somehow ruined everything and now it doesn't work and  i haven't been able to figure out why the parameter no longer is an int? // ------------------------------------------------// Lucky_Variance.js// ------------------------------------------------/*:** @plugindesc Allow LUK to Affect...

Archived First Post

Hey Friends was trying to be a kool kid and make a plugin that could alter the way variance is handled in RPG maker MV, it was working when everything was hard coded then when i tired to add the parameters so that a few values could be changed without having to open up the file i somehow ruined everything and now it doesn't work and  i haven't been able to figure out why the parameter no longer is an int?

// ------------------------------------------------// Lucky_Variance.js// ------------------------------------------------/*:** @plugindesc Allow LUK to Affect and off Stats to effect variance of skills* @author Dark Condiant** @param Variance_Adjustment* @desc The amount added or subtracted from the variance% before apply it to damage default: (this.subject().luk/5)*2* @default (this.subject().luk/5)*2** @param Variance_Ceiling* @desc Allow Stat to increase damage beyond the variance %?* @default false*/var alias_Variance_Handler = Game_Action.prototype.applyVariance;Game_Action.prototype.applyVariance = function (damage, variance) { alias_Variance_Handler.call(damage, variance); console.log(variance); var parameters = PluginManager.parameters('Lucky_Variance'); var Evaltool = Number(parameters['Variance_Adjustment'] || (this.subject().luk/5)*2); var noceiling = String(parameters['Variance_Ceiling'] || "false"); console.log(Evaltool); console.log((this.subject().luk/5)*2);var varint = Math.randomInt(variance* 2); var finder = 0; if (varint <= (varint / 2)+1){ finder+=varint;} else { finder-=varint; finder+=variance; } if(noceiling=="false"){ if(finder>variance) { finder=variance}}; finder += Evaltool; console.log(finder); var fixer =finder / 100; var pumpfix = damage * fixer; damage += pumpfix; return damage;};its Evaltool its somehow broken and doesn't return and int you can ignore the console.log thing as i was just using it to print out the values as the code went along.

is someone can point me in the right direction you would rock for helping me finish my first plugin.

Here is a Control project to assist in isolating the issue, there are only 2 plugins present are mine and the one that makes the console.log work and i was able to recreate the issue before i put it back into the test project. i got the filesize to >80mb. Here is the link https://drive.google.com/file/d/0BzObn5NZ4KmtRUZSR2FETGJmZ1U/view?usp=sharing

Thanks in advance to anyone who has time to help me

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