Equipment that modify variables

sartha

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Good day everyone!

I've been looking for a few months on and off for a script that will accomplish what I'm looking for. Here's the general idea:

My damage formula relies on a stat that isn't available normally, I call it "Strength" (not to be confused with Attack, which is also used). To accomplish this I use a variable (100+actor id) It works great... except for one snag. In order to make equipment that modifies the Strength variable, I need a cumbersome common event sequence for each and every actor modifying no fewer than 3 variables per actor. (or at least that's the only way I succeeded in getting what I want.)

What I'd like is something along the lines of Yanfly's Passive States but for modifying variables, basically in the Note for a weapon or armor piece I would put like <variable 101: +5> to give a +5 bonus to actor 1's strength variable... or <variable 101: -5> for a -5 penalty... etc.

While equipped, the weapon or armor would provide it's bonus (or penalty), when you unequip it, the bonus dissapears.

If it's not that much harder, including states and maybe even class and character note for this would be good for possible future options.

Any help would be greatly appreciated!
 

Andar

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I think there are two or three scripts that you should use in order to simplify that structure:


1) PK8's self data suite


This will allow you to define self variables for actors instead of using indexed general variables


2) Tsukihime's equip event script


That script calls a common event whenever something is equipped or unequipped


3) Tsukihime's advanced common event call (sorry, I don't remember the exact name)


This script provides additional data upon a call to a common event, for example target and user if that common event is called by a skill and a bit more. It should help with identifying the actor.


Sorry, I don't have the links ready - but the self data suite is on the master script list, and Tsukihime's scripts are probably on the MSL as well as her Blog, so it shouldn't be too difficult to search for them.
 
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sartha

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Hmm I took a look at that stuff and I honestly have no clue what I'm doing >.> I have virtually no scripting knowledge at all and every time I try to learn even little bits I get smacked by the hand of Ruby and told to go sit in a corner like a good boy >.>

It's actually less complicated for me to set up a bunch of parallel process common events that always run and constantly check if a character is equipping a certain piece of equipment, if yes then change another variable and then tabulate a third variable based on the first and second... rinse and repeat. I want to avoid this because it's going to eat up processing power on lower-end machines if I do that to all the equipment that is supposed to modify that variable...
 

Andar

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Hmm I took a look at that stuff and I honestly have no clue what I'm doing >.> I have virtually no scripting knowledge at all and every time I try to learn even little bits I get smacked by the hand of Ruby and told to go sit in a corner like a good boy >.>
None of the three scripts I pointed you to requires much scripting knowledge.


The self-data-suite requires knowledge how to use the script commands given by it (no change of the scripts themselves or scripting knowledge neccessary), the equip manager requires you to change the data inside the script (which is described inside the script, including several basic examples) but again no scripting knowledge (you shouldn't even try to change the script parts themselves), and if I remember correctly the advanced common event calls only requires some mathematical commands from ruby to transfer the additional data into the event.


If you have any problems with those scriptsa, just tell us what you've done with them and what errors you got - we can't explain everything to you, but if you start working on it and give us specific errors and questions those are usually solved fast.
 

sartha

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Script commands are a hard thing for me to understand, I still rely on copy-pasting stuff that works and mashing it with a mallet until it works... anyways, I honestly don't understand the syntax for these things... @.@

I found a script by Tsukihime that is close to what I want, Tsuki Effect: Set Variable... It works wonders at doing what I want with one exception, I have no idea how to make it change different variables depending on which character equips the item.

For example I can put:

<eff: set_var-equip 101 + 10> which makes variable 101 go up by 10 when I equip the item... then

<eff: set_var-unequip 101 - 10> which does the opposite when I unequip.

Problem is, Variable 101 is the strength value for Actor 1 (100+actor.id)... I've tried just about every syntax combination I can think of and I'm thinking the script just wasn't designed to look for this kind of thing... I'd need something like:

<eff: set_var-equip [actor.id+100] + 10>

<eff: set_var-unequip [actor.id+100] - 10>

I'm currently looking at the other scrips here, (the PK8's self data suite, and the other two Tsuki scripts) but I'm not much closer to understanding how to use them for my desired effect... Here's what I've learned so far:

The Tsuki Equip Events one is easy, I figured that one out no problem. Tsuki Effect Common Events however I just don't understand.. where do I put the tags and how? As for the Self Data Suite, can't I just use normal variables? I've got tons of space for them as it is... and other things will/might change that variable. I'll be looking more into it though as it might be useful for some of my other parts.

Again, my Ruby knowledge is sub-par, but I'm getting good with eventing... >.>
 

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