Crystal Engine – Final Fantasy II Stat Advancement

Crystal Noel

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Introduction:
This is a collection of scripts based off of the leveling system used in Final Fantasy II. In Final Fantasy II all character growth was done on a use based system. When you attacked with your weapon, you proficiency with that weapon and physical Attack increased. Taking damage increased HP and Defense and so on. In addition skills can level up and become more powerful and if you have Mr. Bubble’s Shield Blocking script attacking while have a shield equipped can improve your block rate with that shield. Levels and experience have been hidden, but not removed due to compatibility. The system uses a rank based system based off of your levels and ranks assigned to the enemies to make sure you get less and less stat advancement from weaker enemies.
 
Screenshots:

 

Actor Notetags:
<no advancement> Cause the actor to ignore all of the FF2 Scripts

Skill Notetags:
<use increase stat: x> Increase stat EXP for the user by x for the specified stat
<use increase stat: rank> Increase stat EXP for the user using a rank based calulation
<hit increase stat: x> Increase stat EXP for the target by x for the specified stat
<hit increase stat: rank> Increase stat EXP for the target using a rank based calulation
<weapon based> Signifies to factor in your weapon level (attacking automatically has this trait)
<no levels> Causes the skill to not be affected by the skill levels script

Item Notetags:
<use increase stat: x> Increase stat EXP for the user by x for the specified stat
<use increase stat: rank> Increase stat EXP for the user using a rank based calulation
<hit increase stat: x> Increase stat EXP for the target by x for the specified stat
<hit increase stat: rank> Increase stat EXP for the target using a rank based calulation
<weapon based> Signifies to factor in your weapon level

Enemy Notetags:
<rank: x> Specify the enemy’s rank for rank based calculations

State Notetags:
<apply increase stat: x> Increase stat EXP by x for the specified stats when this state applies

Download:
https://crystalnoel42.wordpress.com/2015/10/18/crystal-engine-final-fantasy-ii-stat-advancement/
 

Probotector 200X

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Oh wow, this looks really cool. I've been wanting Final Fantasy 2-ish scripts for Ace for a while now. Partially because of it's similarities to SaGa Frontier's system (mostly in the stat department) but I actually liked FF2's system too.

To clarify, <no advancement> would make an actor function exactly the way an actor would in Ace without this script? If so, that's really awesome, and would help me make that game where every character functions like a different FF system someday...

I'd really like to test it out, but...RPG Maker MV just came out...

Anyway, awesome script! I do have a project or two in mind I could use this in!
 
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Tried installing the relevant scripts with the Basic Module. These two errors came up. Commenting out the relevant lines kept it from crashing.

Script '...' line 288: NameError occurred.


undefined method 'draw_exp_gain' for class 'Window_VictoryEXP_Back'
Script '...' line 320: NameError occurred.


undefined method 'draw_actor_exp' for class 'Window_VictoryEXP_Back'


But there's no Advancement screen anywhere, and no option to have an Advancement screen display. If an actor has a skill by default, it causes the game to crash upon selecting "New Game". And there's no apparent way to state how much skill EXP is gained for weapon use or skills.


Looking at the demo project, it looks like the problem is that the scripts are built around using functions of various Yanfly scripts, without any mention that the Yanfly scripts are needed or how to set them up. The aforementioned crash is a result of lacking Victory Aftermath, for example.
 

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