Zetu 70 Posted August 25, 2012 (edited) Oh, wow... I don't even remember making the original. Well, it was apart of Z2, and I am on Z3. =w=d EDIT: No... wait... this is... Z1 #26... this is really REALLY old, lulz. Edited August 25, 2012 by Zetu Share this post Link to post Share on other sites
rockhub 0 Posted August 26, 2012 Heartbreak61:I tried doing what you said to do but my skills still does no damage. Share this post Link to post Share on other sites
Anderson88 26 Posted August 26, 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. I have no idea how to read ruby. _ _ If someone could sort of work this out for me, that would be greatly appreciated. Share this post Link to post Share on other sites
Ewe 1 Posted August 26, 2012 I may just be doing it wrong, but it seems like Extra Stats doesn't like formulas for Enemy xstats. I've put in formulas such as this: :satk => '0.5 * mat + 0.25 * mdf + 0.25 * luk', which are the same as those for the player actors. When using the same skills reliant on xstats, enemies never deal damage, while players do; even setting an attack to merely 'a.satk' or such does nothing for enemies, while dealing the xstat in damage for actors. Share this post Link to post Share on other sites
Anderson88 26 Posted August 26, 2012 It doesn't seem to be working for me, either, even when I'm just putting a solid number! Also, what about that darn shop scene, where they'll tell how much better a piece of equipment is than another? >_< Share this post Link to post Share on other sites
Xypher 176 Posted August 27, 2012 well considering it should be a.xstat.satk and not a.satk i can see why it wouldnt work for you Share this post Link to post Share on other sites
Dasholty 0 Posted August 28, 2012 I want you make demo in any day. please Share this post Link to post Share on other sites
Tholomyes 0 Posted September 16, 2012 Is there a way to get a stat to only display for certain classes/characters? Because I have a "magic level" stat, that I only want to show up on characters who have magic. Right now, it shows up on all characters. Share this post Link to post Share on other sites
Kado Dragon 1 Posted November 12, 2012 I have a problem. I can't put spaces in my stats names. I have individual stats for defence on body parts. I switch up the default stats and then run out of space, so I go over to the script and put in Head Defence, but the space messes up the script. The only way I can do this is by inputting HeadDefence... Share this post Link to post Share on other sites
Tsukihime 1,489 Posted November 13, 2012 (edited) That's not a problem that's how programming works. You can say Head_Defense. Edited November 13, 2012 by Tsukihime Share this post Link to post Share on other sites
Kado Dragon 1 Posted November 15, 2012 Yes, I understand that's how programming works, but it looks silly in the status menu as HeadDefence or Head_Defence. It seems really out of place and ugly. Can't it be made so that it reads the name from a string? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted November 16, 2012 Yes it is trivial to change the script so that you can specify the "display name" separately from its internal name. Share this post Link to post Share on other sites
martiganthemad 0 Posted January 31, 2013 (edited) A bit of necromagic: I've been tinkering with this nice script, even made it work with PSPDS dekita's system, tho I've realized the fact that I can't use XSTATS to modify other XSTATS. That set me back a little, as I can't figure out (yet) how to modify it so that it can read accessors to get values: my idea was to toy with this part: def z26variate_stats(stat, level, adding = true) return if Z26.actor_level_formulas(@actor_id)[stat].nil? if Z26.actor_level_formulas(@actor_id)[stat].is_a?(String) amount = eval(Z26.actor_level_formulas(@actor_id)[stat]).to_i else amount = Z26.actor_level_formulas(@actor_id)[stat] end if adding eval("@xstat.#{stat} += #{amount}") else eval("@xstat.#{stat} -= #{amount}") end end which, if I'm correct, reads the string imported from self.actor_level_formulas(actor_id). Would it be possible to make it so that if it encounter, let's say :something INSIDE the string, it would call recursively another instance, so that it can do something like eval("10 + :sm") = eval("10 + ( eval("20") )")? Or ruby does not let this work? (I'm still kinda new with ruby, so I'm just getting used to it, experimenting and all) edit: managed to go around the problem by calling "target.xstat.STAT1 + target.xstat.STAT2" when I'm in need of a value to draw in the status window, but I'm yet to figure out how to increase a stat from inside a script Edited February 1, 2013 by martiganthemad Share this post Link to post Share on other sites
Gorlami 24 Posted February 22, 2013 Apologies for reviving this, but is there any way to increase an actor's extra stat by means of an item? I tried using the equipment tag in the item notebox but that didn't work. If there's some script call I can link to a common event then that would be great. Share this post Link to post Share on other sites
Proteus 0 Posted March 12, 2013 I have an interesting question! So it says in the you base other normal stats like HP, MP, ATK, etc. off xstats. But how do you do that? Like if I wanted the character's MP to be their Intelligence x Courage stats. There's an example on the default level formula in the script. But it might as well be written in Farsi, because I can't understand any of it. So could I define the actor's other stats by their xstat values? Share this post Link to post Share on other sites
tyq4590 0 Posted April 23, 2013 This is an awesome script! Just got a quick question here, this is the code that display actors' xstats in a window: def draw_actor_xstat_param(actor, x, y, param_id) id = Z26::STATS[param_id] change_color(system_color) draw_text(x, y, 40, line_height, id.capitalize) change_color(normal_color) draw_text(x + 40, y, 36, line_height, actor.xstat[id], 2) end I tried to display enemy's xstats with similar code: def draw_enemy_xstat_param(enemy, x, y, param_id) id = Z26::STATS[param_id] change_color(system_color) draw_text(x, y, 40, 24, id.capitalize) change_color(normal_color) draw_text(x + 40, y, 36, 24, enemy.xstat[id], 2) end However, it gave me an error"undefined method 'xstat' for nil:NilClass". I was wondering if you can help me find out where I did wrong? Share this post Link to post Share on other sites
Hytporsche 10 Posted July 6, 2013 When I make 2 stats, one "ATT" and one "DEF" I would like to keep them capitalized all the way. But, when I enter into my game Its displays them as "Att" and "Def". How would I go about making the change to make sure the entire term is capitalized? Share this post Link to post Share on other sites
heartbreak61 9 Posted July 11, 2013 When I make 2 stats, one "ATT" and one "DEF" I would like to keep them capitalized all the way. But, when I enter into my game Its displays them as "Att" and "Def". How would I go about making the change to make sure the entire term is capitalized? maybe this could help find draw_text(x, y, 120, line_height, id.capitalize) and change it to draw_text(x, y, 120, line_height, id.upcase) 1 Share this post Link to post Share on other sites
Hytporsche 10 Posted July 11, 2013 When I make 2 stats, one "ATT" and one "DEF" I would like to keep them capitalized all the way. But, when I enter into my game Its displays them as "Att" and "Def". How would I go about making the change to make sure the entire term is capitalized? maybe this could help find draw_text(x, y, 120, line_height, id.capitalize) and change it to draw_text(x, y, 120, line_height, id.upcase) I knew that was the line to look at and change, but I just didn't know the "term" to replace capitalize with. Worked like a charm. Thanks Share this post Link to post Share on other sites
+ TheDarkKnight 9 Posted July 28, 2013 well i thought i had everything all nice and good. Had everything defined and when i open up status menu everything was correct. however when my parameters increase the xstats are not. I tried using event to add 1 atk and my new xstat using atk in equation does not update. anything i should be doing to make sure the stat updates when something in its equation changes? edit: okay i narrowed problem. if the formula only has level or constant number changes it works as intended. but when base stats are increased for any reason level up, event, point dstribution sysem the base stat in the formula does not update properly. Share this post Link to post Share on other sites
LordRhys 1 Posted September 10, 2013 Apologies for reviving this, but is there any way to increase an actor's extra stat by means of an item? I tried using the equipment tag in the item notebox but that didn't work. If there's some script call I can link to a common event then that would be great. If you read the script comments you will see there is a notetag you can use called <Weapon_xstat>, here is comments: - This script also uses notetags for weapons and armors to increase xstats # if you want. Just place in a notebox: # # <weapon_xstat: STAT x> , where STAT is th name of the new stat # # Ex. <weapon_xstat: str 5> , would raise the actor's str +5 although there are issues with displaying this using Yanfly's Equip engine Share this post Link to post Share on other sites
jhondidfool 2 Posted September 19, 2013 Is is possible to have the xstats not show in an actor? I want all my actors to have my stats set, but hot the leader. Thanks! Share this post Link to post Share on other sites
Stefan 0 Posted October 15, 2013 is it also possible, to increase extra stats by states? the equipment tag does not seem to work Share this post Link to post Share on other sites
rahlevi 0 Posted November 15, 2013 Lets wake the dead on this thread haha! Does anyone know if it's possible to use this script to restructure the complete stat system? I want the stat structure of str, dex, con, int, wis, cha since my game is based off 3.5e dnd but the old stats are still showing under status in the game. I want to make the default stats of MaxHP etc completely disappear and not even be needed anymore. Share this post Link to post Share on other sites
James Griffin 0 Posted April 3, 2014 Hi I'm loving this right now as it solves more problems with the way I want to have the game setup than I can count and am likely am aware of right now, so thanks a million. I have, however run in to a small snag... I am trying to do this :CTR => ' (level/5ceil) ', The idea is to have tiers set for PCs, monsters, and weapons for use in everything from game planning to damage calculations, of course, 2 of these do not need to be dynamic, I can set them on the weapon or monster and be done. The character tier, however needs to be dynamic so that is what I am trying to do. The problem is that when I go to playtest the game I get the following error. "Script 'Extra Stats" line 205: Syntax error occurred. unexpected tIDENTIFIER, expecting ')' (level/5ceil)" I figure I'm just using the ceil method wrong but if anyone could give me a hand I'd be greatfull Share this post Link to post Share on other sites