Ghee 0 Posted April 14, 2012 (edited) @Ghee - You would need to make a change to the battler class. Specifically the atk method, for the example you provided. Remember, this script just gives the actors extra stats. Doing other things requires you to understand how to use the stats in other parts of the game! Well, the problem is I can't find any tutorial to change the stats directly using script. I've tried to directly change the atk variable after my char equips a weapon, but then it display kinda "Stack too deep" or something lol. edit: how to get your xstat value using script? lets say i'm editing Game_Actor and i want to access stat con is it self.xstat.con or @xstat[1] or @xstat["con"] Edited April 14, 2012 by Ghee Share this post Link to post Share on other sites
Brian Hunter 0 Posted April 22, 2012 This script is exactly what I was looking for, a way to expand the actor's base stats. My only question (and no clue how easy nor hard this would be): Is there a way to make this work with Yanfly's (YEA) Victory Aftermath script? The extra stats added through this script and the "Level Up" screen with YEA's Victory Aftermath do not play well together and cause a game-ending error. If I could get this script working with that script I would be in business. And having just got started into RPG Maker (of any kind) Im just now looking into learning scripting, or I would try to do it myself. If this could be done, I'm sure the RPG Gods would smile down on someone. Share this post Link to post Share on other sites
celestialPilot 5 Posted April 23, 2012 (edited) I'm having a slight problem. I changed the default ATK and DEF stats to STR and VIT respectively, and remade ATK and DEF in the script. I want ATK to be equal to STR divided by 2, and I want DEF to be equal to VIT divided by 2. e.g. 14 ATK + 2 STR = 15 ATK. However your script doesn't seem to like it when I put :atk => ':str/2', :def => ':vit/2', In there. I don't doubt I'm doing something wrong. Edited April 23, 2012 by celestialPilot Share this post Link to post Share on other sites
ToastyCheese 46 Posted April 25, 2012 So i'm curious, If you do decide to mess with this some more and update it more, Would it be possible to alter the syntax for x.stats? a.xstat.blah takes up a good amount of space and the formula boxes for skills is limited. maybe a.xs.blah? if multiple stats are used, those extra three characters per stat will really add up. just a thought. nonessential but it wouldn't be a bad plan Share this post Link to post Share on other sites
Leslie M. 0 Posted April 27, 2012 In the project that I'm working on, I want to add something like this: There would be a stat for each actor/npc which would measure the player's "friendship level" with the other actors/NPCs. Maximum reachable points would be for example 100 which would be best friends/lovers/etc, 0 would be neutral/haven't meet yet, and -100 would be arch enemies/nemesis/hates player's guts/etc. The player's choices over the course of the game would affect each character's friendship level towards the player, and depending on the amount of friendship the player has with the characters, the player can unlock events and other things, for example the lover route. Can this be done somehow with your script or some other way? Share this post Link to post Share on other sites
ragnarok 0 Posted June 24, 2012 would it be possible to apply the stats growth to classes as well? or is it really only applicable for actors? Share this post Link to post Share on other sites
#tag this 1 Posted June 29, 2012 So i'm curious, If you do decide to mess with this some more and update it more, Would it be possible to alter the syntax for x.stats? a.xstat.blah takes up a good amount of space and the formula boxes for skills is limited. maybe a.xs.blah? if multiple stats are used, those extra three characters per stat will really add up. just a thought. nonessential but it wouldn't be a bad plan Not the author, but this is actually pretty easy to do! Just replace most of the singular instances of "xstat" in the script with whatever term you'd like. In this case, 'x' is used instead: http://pastebin.com/9AdYSE0s Share this post Link to post Share on other sites
Eris 0 Posted July 14, 2012 (edited) This script looks awesome, but I have a quick question. Can you use the xstats to affect the damage you do with different weapons. Like say I want Dexterity to affect the damage output with ranged weapons, Strength to affect the damage output with melee weapons, and Intelligence to affect damage output using magic. Edited July 14, 2012 by Eris Share this post Link to post Share on other sites
Tsukihime 1,489 Posted July 14, 2012 You just need to write it in the damage formula, but then you have to consider when enemies use the skill. Share this post Link to post Share on other sites
Stefan 0 Posted July 14, 2012 (edited) @Eris Well, I am using it like this: As Formar postet into his "How to make most of the custom damage formula, u can set conditions to skills. In this example Actor1 uses axes, Actor2 uses bows. I Use ramiros battle system, which has the option to count variables and switches into an action sequence. So for this example u need 3 x-stats : "str" (strength), "dex" (dexterity) and "2wpndmg" (second weapon damage) the damage formula into the skills window looks like this: a.custom_formula_attack(a,b ) Than u create a new script: class Game_Battler < Game_BattlerBase def custom_formula_attack(a,b ) if a.id==1 and $game_variables[903]==0;a.atk*(a.xstat.str/4)-b.def*2; elsif a.id==1 and $game_variables[903]==1;a.xstat.2wpndmg*(a.xstat.str/4)-b.def*2; elsif a.id==2;a.atk*(a.xstat.dex/4)-b.def*2; else;a.atk*4-b.def*2; end; end end And there u go, different damag options via actor-id Edited July 14, 2012 by Stefan Share this post Link to post Share on other sites
+ Tuomo L 116 Posted July 14, 2012 Is it possible to make like a stone that requires you to have certain strength before you can lift it? Is there a way to make this actor to have this ammount of STR, while another has different ammount of STR because this script seems to have everyone have shared stats? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted July 14, 2012 Just use a conditional branch on the stone, assuming it's an event. actor.xstat.<stat> Indicates that it is unique to everyone. Share this post Link to post Share on other sites
Eris 0 Posted July 15, 2012 @Stefan I see how you did that, but I wanted 1 actor who would be able to choose which weapon they wanted to use and strengthen their damage output with that weapon with a certain xstat. For example a character chooses to use a sword and str increases damage with swords, or a character chooses to use bows and dex increases damage with bows. Share this post Link to post Share on other sites
Xypher 176 Posted July 15, 2012 @Stefan I see how you did that, but I wanted 1 actor who would be able to choose which weapon they wanted to use and strengthen their damage output with that weapon with a certain xstat. For example a character chooses to use a sword and str increases damage with swords, or a character chooses to use bows and dex increases damage with bows. You could probably do it with a weapon attack replace script. I'm pretty sure yanfly has one. Share this post Link to post Share on other sites
Eris 0 Posted July 23, 2012 @Stefan I see how you did that, but I wanted 1 actor who would be able to choose which weapon they wanted to use and strengthen their damage output with that weapon with a certain xstat. For example a character chooses to use a sword and str increases damage with swords, or a character chooses to use bows and dex increases damage with bows. You could probably do it with a weapon attack replace script. I'm pretty sure yanfly has one. Oh awesome, that worked perfectly. Thank you! Share this post Link to post Share on other sites
Md'Targaryen 0 Posted August 3, 2012 (edited) dHey! A good idea should be notetags to improve this stats in states with formulas, for example: <formula improve/decrease xstat.str/wis...> atk + 20 || str / 10 </formula improve/decrease xstat.str/wis...> this could be very useful! thanks ^^ Edited August 3, 2012 by Md'Targaryen Share this post Link to post Share on other sites
Nareus 0 Posted August 5, 2012 Hello. I've read though the comments but no one seems to have the issue I'm experiencing. No matter what I do, I can't even run the project with it. First I tried on the game I was making and it didn't work. I figured it must be some other script conflicting so i tried running it on a fresh project with no other scripts. Same error ( http://i.imgur.com/HODg6.jpg ) It happens right when I start the game. I have it installed correctly in between material and main scripts, so I'm really confused what could be the issue here. Share this post Link to post Share on other sites
Xypher 176 Posted August 9, 2012 Not sure why it hasn't come up yet, but you can't use the defense stat in a formula because the script thinks the "def" is trying to define a new method. Share this post Link to post Share on other sites
heartbreak61 9 Posted August 10, 2012 Try to use param(3) to replace def. As long as I remember, it worked. Share this post Link to post Share on other sites
estriole 326 Posted August 11, 2012 can this shown in status menu if you use yanfly status menu script. and in equip menu too in yanfly equip menu script and in shop menu too in yanfly shop script i would like to just add charm in new stats. so every piece of equipment add charm to the actor (sort of like dressing) and if your charm above certain level. you could have a lot of advantages like easier to recruit party members, get discount, npc talk nicer to you, etc in status script i could modify this line but what should i input? actor.xstat.cha? when :hit value = sprintf(fmt, @actor.hit * 100) when :cha value = sprintf(fmt, ????) and i have no idea in shop option and equip script. thx if you're willing to help Share this post Link to post Share on other sites
heartbreak61 9 Posted August 15, 2012 to display the stats on Ace Status menu, just find PROPERTIES_COLUMN3 and add line: [:cha, "Charm"], and far below that line(i think you already know where it is), add: when :cha value = sprintf(fmt, @actor.xstat.cha * 100) in case your stats is integer, you may use value = @actor.xstat.cha.to_s works fine for my custom stats (it's not NASTY's tho) for making NPC talk nicer, easier recruits, etc. I think it could be done just with eventing... sorry, I couldn't help with other Yanfly's script since I don't have it 1 Share this post Link to post Share on other sites
Anderson88 26 Posted August 17, 2012 (edited) This script doesn't seem to work for skill formulae. Whatever I use that involves xstats will result in "no damage." I've also made sure that the actor isn't just too weak to do damage... I've tried to remove all of my scripts, but this problem still remains, even in a new project. EDIT : Okay, nevermind. I had it as "xstats", where it should have been "xstat". My bad. xD EDIT 2 : Is there a way to make the stats show in the equipment menu? Edited August 18, 2012 by Anderson88 Share this post Link to post Share on other sites
rockhub 0 Posted August 20, 2012 I can not figure out how to use the Extra Stats for my skills can you make a demo please. Share this post Link to post Share on other sites
heartbreak61 9 Posted August 22, 2012 Anderson: It's possible, assuming you can "read" ruby, just learn how Nelderson place xstats on status window and you just need to use same way he used on your equip window. Well, rewrite "optimize" command work with your xstats will be a bit difficult, however. rockhub: lets say you have a "str" stat on your char, just put a.xstat.str - b.def or something like that on your skill damage formula but I'm not sure if this xstats works for enemies too. Just for safety reason, try to avoid making enemy using skill that based on xstats. Share this post Link to post Share on other sites
Ewe 1 Posted August 25, 2012 Thank heavens! This is almost exactly the code I was looking for earlier. Share this post Link to post Share on other sites