DoubleX RMVXA Formulae Edit

DoubleX

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DoubleX RMVXA Formulae Edit  v1.00b​
by DoubleX​
 
Introduction
There're some hardcoded formulae(can only be modified by scripts) in the default setting. This script allows users to modify some of these formulae by editing the following in this script:

    #--------------------------------------------------------------------------|    #  The following formula sets the value of Esc_Ratio, which is the initial |    #  escape ratio. It'll be the same as the default if it's set to           |    #  "1.5 - 1.0 * $game_troop.agi / $game_party.agi". $game_troop.agi and    |    #  $game_party.agi are the average agi of the game troop and game party    |    #  respectively at the start of a battle.                                  |    #--------------------------------------------------------------------------|    Esc_Ratio = "0.5 + 1.0 * ($game_party.agi - $game_troop.agi) / ($game_party.agi + $game_troop.agi)"    #--------------------------------------------------------------------------|    #  The following formula sets the value of Cri_Dmg, which is the critical  |    #  damage. It'll be the same as the default if it's set to "damage * 3".   |    #  damage is the damage before applying the critical damage expression.    |    #--------------------------------------------------------------------------|    Cri_Ally = "damage *= 3 + (@user.luk + luk) * 1.00 / param_max(7)"    Cri_Enemy = "damage *= 3 + (@user.luk - luk) * 1.00 / param_max(7)"    Cri_Dmg = "opposite?(@user) ? #{Cri_Enemy} : #{Cri_Ally}"    #--------------------------------------------------------------------------|    #  Cri_Ally/Enemy = "damage *= 3 + (@user.luk +- luk) * 1.00 / param_max(7)"|    #  (this script's default) is similar to the damage formula of items or    |    #  skills in the database but a.luk is replaced by @user.luk and b.luk is  |    #  replaced by luk. Ex-parameters and Sp-parameters can also be used.      |    #--------------------------------------------------------------------------|    #--------------------------------------------------------------------------|    #  The following formula sets the value of Luk_Rate, which is the luck     |    #  effect rate. It'll be the same as the default if it's set to            |    #  "[1.0 + (user.luk - luk) * 0.001, 0.0].max". It's similar to the damage |    #  formula of items or skills in the database but a.luk is replaced by     |    #  user.luk and b.luk is replaced by luk. Ex-parameters and Sp-parameters  |    #  can also be used.                                                       |    #--------------------------------------------------------------------------|    Luk_Rate = "[1.0 + 1.0 * (user.luk - luk) / param_max(7), 0.0].max"
 
Features
Little knowledge of scripting is need to use this script(some is needed to know how to edit it)
 
How to use
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.
 
FAQ
None
 
Credit and Thanks
DoubleX(Giving me credit is completely optional)
No terms of use other than not claiming this script as created by anyone except DoubleX or his alias
 
CompatibilityScripts aliasing or rewriting method:

- self.make_escape_ratio under module BattleManager

- item_apply, apply_critical or luk_effect_rate under class Game_Battler or having varaible @user may have compatibility issues with this script

Place this script above those aliasing any of these methods if possible
 
Changelog

v1.00b(GMT 1200 21-7-2015):

- Compatible with DoubleX RMVXA Substitute Edit

- Increased this script's compatibility, efficiency and flexibility

v1.00a(GMT 0300 30-1-2014):
 - 1st version of this script finished

(DoubleX)Formulae Edit v1.00b.rar
 

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DoubleX

Just a nameless weakling
Veteran
Joined
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Messages
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First Language
Chinese
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Updates

v1.00b(GMT 1200 21-7-2015):

- Compatible with DoubleX RMVXA Substitute Edit

- Increased this script's compatibility, efficiency and flexibility
 

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