Dekita - Perfect Stat Point Distribution system

Kuhni

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ok, heres what to do,

step 1 - make sure you have version 1.9 of the script, if not you can get it from my blog (link is in my spoiler)

step 2 - go to class Game_Actor < Game_Battler around line 1660

step 3 - put the following peice of code under other attr_reader methods



Code:
attr_reader :gain_mp_reg
step 4 - below the attr_reader methods you should see a method called initialize, replace the method with this



Code:
alias old_initialize initialize
def initialize(actor_id)
old_initialize(actor_id)
@level_up_pts = 0
@atti_ptz = 0
@MAX_VIT = DPB::PSPDS::DEFAULT_MAX_VIT
@MAX_STR = DPB::PSPDS::DEFAULT_MAX_STR
@MAX_DEX = DPB::PSPDS::DEFAULT_MAX_DEX
@MAX_MAG = DPB::PSPDS::DEFAULT_MAX_MAG
@gain_mp_reg = true
end


def stop_mp_reg
@gain_mp_reg = false
end
step 5 - go to the very bottom of the script and you should find a method called "mag_option_stat_mods", within that method you should see



Code:
@actor.add_xparam(8, DPB::PSPDS::OPTION_4_MRG_GAIN + dpbz_randy(DPB::PSPDS::OP_4_MRG_RAND_MIN, DPB::PSPDS::OP_4_MRG_RAND_MAX))
simply highlight that and replace it with



Code:
if @actor.gain_mp_reg
@actor.add_xparam(8, DPB::PSPDS::OPTION_4_MRG_GAIN + dpbz_randy(DPB::PSPDS::OP_4_MRG_RAND_MIN, DPB::PSPDS::OP_4_MRG_RAND_MAX))
end
step 6 - you can now use a script call like this (replace X with an actors id )



Code:
$game_actors[X].stop_mp_reg
that will stop it for you, however i will update the whole script tonight to include this script call and "stopping" mp regen function for everything, e.g when you give a weapon mag it would still increase the mp regen

is there any other stats that you are wanting to stop ? if so let me know and il try include them, but for now imust leave, good luck with implimenting this in your game and if you cannotdo it i will upload the changes in an update tomorow :)
Thanks, I don't have time to test it right now, but I hope it'll work.

If you implement this into your updated version of your script, you could probably add the same function for HP reg and TP reg, since I guess those are also ex-parameters that people might want to disable for certain actors only.
 

??????

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yea i am going to do that, however right now im really really busy so i havent done an "official" update but heres the changes in the script right now, (for MRG)

please note this wont stop mrg for weapon gains because i havent yet figured how to set each equip growth based on which actor has the equipment equipped,

if you want to stop MRG growth for the magic option for all weapons you can go to line 1388 of the script below and change the line to



Code:
@xparams[8] += 0
the script...

http://pastebin.com/JQT8Dp6K

if how have modified the customisation module then you can just copy all the customisation from your current script over this one ^_^
i will try get a real update done sometime this week but im really really busy with a script right now, and its HUGE so its quite difficult for bug finding ect :(
 
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Kuhni

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Hey Dekita!

I was wondering if you were going to update your script anytime soon. I think it'd be really nice to give each actor a custom set of stat points, e.g. if you have an actor that's designed to be like a tank, STR and VIT will give back higher increases then, for, let's say, a mage-type character. The tank would gain something like 0.5 ATK per STR, the mage only 0.2 ATK.

Best regards,

Kuhni
 
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Crimson Dragon Inc.

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i been thinking about this aswell, but for a differnt reason, see i have a archer, a warrior and a mage, see archers would specialize in dex, while warrior based on preferance either str or vit, and mages mag (could also change this to int), your idea is something that would be great

and with the set maximums

i can do this

warrior

vit=65

str=70

dex=35

mag=10

archer

vit=30

str=30

dex=75

mag=30

mage

vit=10

str=10

dex=25

mag=99

this i just exsample, but when a class change is used and some of teh maximums are lowered if you already maxed a stat then boom they get to keep it, even though its higher then the max, also would be nice to create items that effected the vit, str, mag, and dex
 

??????

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Hey Dekita!

I was wondering if you were going to update your script anytime soon. I think it'd be really nice to give each actor a custom set of stat points, e.g. if you have an actor that's designed to be like a tank, STR and VIT will give back higher increases then, for, let's say, a mage-type character. The tank would gain something like 0.5 ATK per STR, the mage only 0.2 ATK.

Best regards,

Kuhni
Do you mean, each class's growth rates are different ? e.g class 1 gets 10 vit for each time vitality is increased and class 2 only gets 5 ?

if so, i have been thinking about adding it, the only thing is, if you give a piece of equipment 5 vit it would increase hp by the base amount set in the script * 5

and i currently do not have the time to figure out how to make each weapons stat increases class or actor specific.

that being said. i do plan on doing it ,sometime....
 

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updated, screenshot in spoiler.

 

Crimson Dragon Inc.

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i'm gonna guess that number on right is the max stat and number on left is what they have
 

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^_^ nope, but ur close, both of them are false, your real param is the average ^_^ e.g 10-20 the param is 15 :D

and the gauge fills up based on your current and max values
 
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hyde9318

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Nice update.
 

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nederlander

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What would one need to do to make the point cost inflate? I'm trying to get the cost something like: vit cost is 1+vit*0.1

To deter the nasty minmaxers.
 

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that feature hasnt really been built into the script. i can however have a look over it and see what would be best to impliment it.

wherre would you want the formula to be placed ? like different for each actor via notetags or something ?
 

nederlander

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Actor notetags would give more customization I'd think, but that's not necessary for me; but maybe for others. A way in the script itself would be fine for me. And a way so it factors the base stat and not anything from equipment, but now I sound too nit-picky. I'd appreciate whatever you can come with.
 
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??????

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no problem. when i get some free time ( probably the weekend ) il have a look and get something done about it :)
 

exileofdreamz

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Hello, how do I make it for attack doesn't give a player defense when raised?
 

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Hello, how do I make it for attack doesn't give a player defense when raised?
im sorry but i really dont understand this, feel free to try again :)
 

exileofdreamz

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When you level up and put stat points into Strength it raises Defence too

I want it for when you put stat points into Strength it doesn't raise Defence



 
 
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??????

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When you level up and put stat points into Strength it raises Defence too

I want it for when you put stat points into Strength it doesn't raise Defence
1 - if you where stronger then your defence would automatically be better. (imo)

2 - you really really should have read ALL the customisation options before you asked how to do this, as the ability to increase/decrease ALL stats are set up there, you can have it increasing or decreasing ANY stats you want by customising the script.

i believe you are looking for line 649 to modify the defence gained from increasing str.
 

exileofdreamz

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I agree, but I'm not great with stats so this makes it more simpler for me to set enemy stats

and that was correct thank you :D
 

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lol fair enough and no problem.
 

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