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Showing results for tags 'parameters'.
Found 10 results
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I'm trying to use enemy max hp ($data_enemies[x].mhp) in a script call: but the game crash: there is a way to use it?
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Is there any way I can change the order of which the stats appear in the menus? For example, if I wanted to change the order of parameters from atk, def, m.atk, m.def, agi, luk to lets say atk, m.atk agi, def, m.def, luk how would I go about doing that? I am using Yanfly plugins currently. Thanks!
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Looking for a way to reflect a portion of damage from a physical attack. I want there to be certain enemies where you take a small percentage of the damage you deal to them. Say you do an attack for 100 HP of damage, the character who attacked takes 10% of that, or 10 HP damage.
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What I'm trying to do is set the parameters of my enemies with variables according to the level of the party. I set up a Common Event that is called before a battle, and calculate the HP/MP and Parameters of the monster before the battle is initialized. In the Common Event, calculations are made and converted to an array per each stat for the enemy. These calculations happen between each array, but in the spoiler section is the end result of each calculation where Variable 16 acts as a placeholder for the stat as it is calculated and then inserted into the array 1-6. I just put the end result so you can see... I didn't want to add all the calculations in, wanted to make it simple for the point of explanation. Changed all enemy database HP/MP and Parameters to 1, and then added a script call at turn 0 of the battle (Found this idea on another forum). However, when I start the battle, RM errors out with this error... On that other forum, I expressed that I was getting this error but nobody has responded to my post. So I brought it here in hopes of gaining another level of support. And I've tried every variation of $game_troop.members[#]. I tried to do this with Yanfly's Adjust Limits script, but I cannot get a variable to work with his script inside the notes section of an enemy when I use the note tag <stat: ##>, I don't think it is setup to REGEXP variables from the note tag... And my knowledge is not that strong with ruby to try an implement such an addition. Any additional information would be greatly appreciated, as I'm trying to scale my enemies with my party versus creating the same enemy for every 10 levels the party progresses. Respectfully, Altimos EDIT: This Thread can be closed due to Hime coming to my rescue with their "Enemy Param Formulas" script.
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Hello, I'm looking for a script that will allow Stats to displayed as a Radar Chart whenever the parameters are shown (in the status menu, when using equips, etc.) Description: A Radar Chart, or Spider Chart as they are sometimes called, displays values in a circular, or hexagonal type fashion with the numbers going outward rather than horizontal. Here you can find some examples of the chart style. Important features that I think it would need are the ability to change the names, colors and even add icons for the stats, even change the color of the chart lines depending on the actor. There are a few VX ACE scripts that allowed for this functionality for parameters, but I wasn't able to find one for MV. Compatibility: This would effect wherever the stat parameters are shown in menu, so I think it would at least need to be compatibility with basic menu scripts (Yanfly Core and the Yanfly library). That's probably the major one ,but if anyone else can think of a necessary script compatibility then be my guest. Thank you for taking a look at my topic!
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In RPG Maker MV, you have eight basic parameters to work with for your actorsMax HP max MP Attack Defense Magical Attack Magical Defense Agility Luck Parameters are managed for each class, and your actors' parameters are determined by their current level along with their current class. However, the only way to manage your parameters is through the editor, and the editor does not supportLevels beyond 99 Custom parameters that you would like to use in your game, if you have such a plugin This plugin provides you with a way to manage all of your parameters as external tables which you can edit using text editors like notepad, or more sophisticated spreadsheet software like Excel. You can set values for parameters individually for every level between 1 and 99, as well as levels beyond 99. You can also set values for any custom parameters that you may have in your game, though you would first need a plugin that provides custom parameter functionality. By maintaining your parameters externally, you should have more control over your game than before. More information and downloads available at HimeWorks
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Author: Mr. Trivel Name: Gain Stats on Level Up Created: 2016-03-15 Version: 1.1 What does it do? Actors gain stats on level up depending on their class. Screenshots: It's just numbers. How to use? All stats go into class note field: <STAT> formula </STAT> Stats: MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK v = variables a = actor Examples: <ATK> v[10]; </ATK> <DEF> Math.randomInt(5); </DEF> <LUK> -1 </LUK> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Ideas for how much weapons should add to parameters?
TheConfusedB posted a topic in Theory and Development
Does anyone have a good idea for how much weapons should add to certain parameters? I've been using this one method but I feel like it gives my characters too much attack and nothing else to other stats, so I had my characters with really powerful regular attacks and physical skills but any magical skills did very little damage. Anyone have a good way I could make weapons not add to much to a characters attack and how I can buff the magic attack a little bit aswell. -
Common event to directly edit an actor's stats using variables
Animebryan posted a topic in Editor Support and Discussion
I'm trying to create a 'debug item' that uses a common event to allow me to change an actor's stats in-game through the use of variables. Using the 'Input Number' event command, I need to be able to change an actor's stats using 1 variable for the actor ID, a 2nd one for the parameter's ID & a 3rd one for the amount to change it. Does anyone know the script calls necessary to do this?- 1 reply
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ACE - recommendations for parameter balancing
QuinncyCrowe posted a topic in Editor Support and Discussion
Hello! This is my first post here, I'm trying to set up a more simple game and am curious about how I should balance out my basic stats/parameters (MHP, ATK, MAT etc.) for classes especially as it relates to HP. Basically I'd like to know what you guys consider to be an "Excellent", "Good", "Average", and "Poor" range for each stat. P.S. Keep in mind I am utilizing Yanfly's Engine Ace - Extra Param Formulas with deafault settings. (Link to script: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/)



