- Joined
- Oct 24, 2015
- Messages
- 216
- Reaction score
- 167
- First Language
- English
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Updated 11/04/2015 12:41 PM ET
Introduction
Allows you to set custom number or percentage stats at the Actor, Class, and Enemy level. These stats can be increased and decreased by weapons, armor, states, and items by using the appropriate notetags. They can be accessed inside of damage formulas.
If you use the default status window, these custom stats will not show up. If you desire this behavior, I recommend using JawsUF's StatusMenuCore plugin.
The ability to increase and decrease custom stats automatically upon level up/down will be made available in a future update of my Level Up Bonuses plugin.
Features
How to Use
Add the plugin in your game and view the help information. It describes the notetags and all the crazy modifiers you can use. See the examples and neat examples section for more information.
Notetags
Actor/Enemy/Class
<CustomStat: statName=statValue>
statName - The name you want to reference this stat with.
statValue - The default value of your stat. Must be a number.
Options - You can append a percent sign (%) to the end of statValue to have it calculated as a percentage (statValue * 0.01)
Weapon/Armor/State/Item
<CustomStat: statName+statValue>
<CustomStat: statName-statValue>
You can also eval the statValue by surrounding your code with $():
<CustomStat: statName=$(yourCode()
<CustomStat: statName+$(yourCode()
<CustomStat: statName-$(yourCode()
You can combine percentage stats and eval, too:
<CustomStat: statName+$(a.level
%>
For more information on eval, check the plugin's help documentation.
Examples
After setting a custom stat to an actor/enemy, you reference it in damage formulas or other code just like any other stat. Below is a sample damage formula for the a stat named 'sanity':
100 + a.sanity
Let's say you gave the enemy a stat named 'insanity':
(100 + a.sanity) - b.insanity
If that stat were a percentage instead of a normal number, you would use it like this:
(100 * a.sanity) - b.insanity
To have a shield give +10 sanity, use the following notetag on the sword:
<CustomStat: sanity+10>
To have a state remove 6 sanity, use the following notetag on the state:
<CustomStat: sanity-6>
To have an item give a permanent boost of 6 to sanity, use this notetag:
<CustomStat: sanity+6>
Plugin
Get it here - File name is CASE SENSITIVE: BOB_CustomStats.js
Dependencies
None
FAQ
1. How do I use this plugin?
Read the plugin help and ask any questions here.
Changelog
1.3.2 (11/04/2015) - Fixed a major bug that could cause issues when attempting to load a saved game.
1.3.1 (11/02/2015) - Fixed a major bug that was causing actor-based custom stats to not be evaluated properly upon actor initialization.
1.3 (11/02/2015) - Added percentage-based stats and the ability to eval a statValue. Read the plugin help for more information.
1.2.3 (11/02/2015) - Fixed a bug where the built-in help documentation wasn't showing up properly in the plugin manager.
1.2.2 (11/02/2015) - Fixed a crash bug that was caused by the main custom stat list being undefined. This does not fix the issue of it being undefined under certain circumstances. It will log a warning to the console if encountered.
1.2.1 (10/31/2015) - Fixed a bug where a custom stat could return garbage (NaN) if the actor had a class that did not have the stat defined.
1.2 (10/31/2015) - Added addition and subtraction notetags to weapons, armor, and states.
1.1.2 (10/30/2015) - Fixed a bug where enemy stats wouldn't factor into damage formulas properly.
1.1.1 (10/30/2015) - Fixed a bug where stats wouldn't save with a save game.
1.0 (10/30/2015) - Initial release.
Legal
Free to use in commercial and non-commercial projects with credit. A free copy of the finished game would be nice, but is not required.
Credit and Thanks
- Bobstah
Introduction
Allows you to set custom number or percentage stats at the Actor, Class, and Enemy level. These stats can be increased and decreased by weapons, armor, states, and items by using the appropriate notetags. They can be accessed inside of damage formulas.
If you use the default status window, these custom stats will not show up. If you desire this behavior, I recommend using JawsUF's StatusMenuCore plugin.
The ability to increase and decrease custom stats automatically upon level up/down will be made available in a future update of my Level Up Bonuses plugin.
Features
- Set a stat to an actor, class, or enemy, and use that stat in damage formulas just like the standard stats!
- If a class has a stat and an actor is a member of that class, the actor uses the class' value unless they have one of their own!
- If a stat hasn't been set on a specific actor/class/enemy, it will default to 0 or if using a percentage stat, 100%.
- Increase and decrease custom stats by equipping weapons and armor, applying states, and consuming items!
- Use the Eval feature to make these stats even more dynamic!
How to Use
Add the plugin in your game and view the help information. It describes the notetags and all the crazy modifiers you can use. See the examples and neat examples section for more information.
Notetags
Actor/Enemy/Class
<CustomStat: statName=statValue>
statName - The name you want to reference this stat with.
statValue - The default value of your stat. Must be a number.
Options - You can append a percent sign (%) to the end of statValue to have it calculated as a percentage (statValue * 0.01)
Weapon/Armor/State/Item
<CustomStat: statName+statValue>
<CustomStat: statName-statValue>
You can also eval the statValue by surrounding your code with $():
<CustomStat: statName=$(yourCode()
<CustomStat: statName+$(yourCode()
<CustomStat: statName-$(yourCode()
You can combine percentage stats and eval, too:
<CustomStat: statName+$(a.level
For more information on eval, check the plugin's help documentation.
Examples
After setting a custom stat to an actor/enemy, you reference it in damage formulas or other code just like any other stat. Below is a sample damage formula for the a stat named 'sanity':
100 + a.sanity
Let's say you gave the enemy a stat named 'insanity':
(100 + a.sanity) - b.insanity
If that stat were a percentage instead of a normal number, you would use it like this:
(100 * a.sanity) - b.insanity
To have a shield give +10 sanity, use the following notetag on the sword:
<CustomStat: sanity+10>
To have a state remove 6 sanity, use the following notetag on the state:
<CustomStat: sanity-6>
To have an item give a permanent boost of 6 to sanity, use this notetag:
<CustomStat: sanity+6>
Plugin
Get it here - File name is CASE SENSITIVE: BOB_CustomStats.js
Dependencies
None
FAQ
1. How do I use this plugin?
Read the plugin help and ask any questions here.
Changelog
1.3.2 (11/04/2015) - Fixed a major bug that could cause issues when attempting to load a saved game.
1.3.1 (11/02/2015) - Fixed a major bug that was causing actor-based custom stats to not be evaluated properly upon actor initialization.
1.3 (11/02/2015) - Added percentage-based stats and the ability to eval a statValue. Read the plugin help for more information.
1.2.3 (11/02/2015) - Fixed a bug where the built-in help documentation wasn't showing up properly in the plugin manager.
1.2.2 (11/02/2015) - Fixed a crash bug that was caused by the main custom stat list being undefined. This does not fix the issue of it being undefined under certain circumstances. It will log a warning to the console if encountered.
1.2.1 (10/31/2015) - Fixed a bug where a custom stat could return garbage (NaN) if the actor had a class that did not have the stat defined.
1.2 (10/31/2015) - Added addition and subtraction notetags to weapons, armor, and states.
1.1.2 (10/30/2015) - Fixed a bug where enemy stats wouldn't factor into damage formulas properly.
1.1.1 (10/30/2015) - Fixed a bug where stats wouldn't save with a save game.
1.0 (10/30/2015) - Initial release.
Legal
Free to use in commercial and non-commercial projects with credit. A free copy of the finished game would be nice, but is not required.
Credit and Thanks
- Bobstah
Last edited by a moderator:

