Crystal Engine - Extra Stats

Sixth

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You can manually change the stats with this script call:

change_xstat(id, stat, value)id = actor ID from the database
stat = symbol of the stat you want to change


value = the value which you want to add to the stat (use negative numbers to subtract from a stat)


For example:

change_xstat(1, :str, 15)Would add 15 Strength for the first actor in the database.
Or you can use items with the provided note-tags, and when the actor uses a stat changer item, it will raise his/her stats by the value specified in your note-tag.
 

Murd

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Sorry to revive this old topic but the link for download the script is broken. Can someone post a valid link or pm me the script would be very appreciated!
 

Murd

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Bump, can anyone provide me a valid link for download the script please?
 

Maliki79

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Just tried the link and it worked fine for me.
 

gotnovicks

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I want to make a stat that shows on menu with 2 decimals, like 5.00

can somebody help me?
 

blackmdawn

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This script is exactly what I'm looking for, but I'm running into an issue.

I am creating a total of 10 extra stats, the first 6 of which I want displayed. I was hoping the last 4 would be cut off.

However, they all appear on the same column.

I was wondering if there was a way to do one of the following:

- have the last four shown in a new column

- have the last four not display at all (but still exist)
 

AzraeLXIX

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First of all, I'd like to say thanks for making this. Awesome stuff.

That being said, I can't get one the stats to update itself. For the formula I have under the default level formula is:

    :prm => '(100 - (100 * (xstat.lgn / 1000000))) * (xstat.lgn / 999999) + (100 - (100 - 100 * (xstat.lgn / 1000000))) * (xstat.cmd / 100)'

the point of the formula is to have LGN weighted heavier the lower its own value, then as it increases its value, the weight starts to shift to CMD. It works, no error occurs, starting value is at zero with both other stats also at zero, however when I changed LGN to 100,000 and CMD to 50, the value for PRM remained at 0, instead of the 14 (give or take maybe) it should be displaying. I'm not sure if I just have the math wrong, or whatever it is. Help would be very very appreciated. :D
 

gstv87

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question:

can this override default stats? say, I want to make ATK tied to Level and/or another XStat.
 

Probotector 200X

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Noticing all that nice open space between a stat name and stat number, I decide to have 12 xstats, so 3 nice columns of 6 stats each. But like blackmdawn said, it all stays in the 2nd column and just goes down off-screen. I think I found where to modify that, but being totally ignorant of scripting knowledge, I have no idea how to do it. Near the bottom of the script there's a part to "draw" the stats. I assume that's what needs modifying, but I have no idea how to tell it to make another column and change the distance between stat name and stat number, etc.
 

Sixth

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I made a little script for editing the middle part of the status window for you guys.


You can set up how many rows you want, the width of the columns, the spacing between columns, the starting X and Y position for the first stat, and which stats you want to display.


And there are settings for the default params and equip display too.


Wow, I forgot the link to the script. :D


Here it is: http://pastebin.com/ruspADWQ


Just paste it below the Xstat script.


Note that this was made for the default status window, so it will probably not work with custom status window scripts.


Looks like this now (with my sample settings and 12 Xstats): http://postimg.org/image/wbfn2td8n/
 
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Probotector 200X

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@Sixth: Works perfectly, thanks!


Ideally it would be nice to have a custom equip scene to show changes for all the xstats, but...that's complicated. For the project I'm planning on using this in, I was going to use a custom equip scene anyway.
 

Gabrepasta

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Is there a way to get the xstats to show up in the equip and shop window?
It is really inconvenient if the player has no idea what stats the weapons and armor have that you can buy.
 

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