- Joined
- Jan 5, 2016
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- First Language
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- Primarily Uses
Astfgl's Flat stat bonus states:
Version2: Added possibilty to refer to the affected character's own parameters when making a notetag.
Features:
- Use notetags to give flat stat boosts to actors or enemies
- The stat boosts can be fixed, variable based, or based on the affected's own parameters.
Notetag list:
<atkB:>
<defB:>
<mhpB:>
<mmpB:>
<defB:>
<mdefB:>
<agiB:>
<lckB:>
To refer to the user parameters:
user.hp //current hp
user.mhp //maximum hp
user.mp //current mp
user.mmp //maximum mp
user.tp //current tp
user.atk //attack
user.mat //magic attack
user.def //defense
user.mdf //magic defense
user.agi //agility
user.luk //luck
<defB:>
<mhpB:>
<mmpB:>
<defB:>
<mdefB:>
<agiB:>
<lckB:>
To refer to the user parameters:
user.hp //current hp
user.mhp //maximum hp
user.mp //current mp
user.mmp //maximum mp
user.tp //current tp
user.atk //attack
user.mat //magic attack
user.def //defense
user.mdf //magic defense
user.agi //agility
user.luk //luck
Examples:
- <mhpB: 1000> in the state 4 (poison) notebox will make anyone affected by poison have 1000 more maxHP.
- <atkB: 10 * v(1)>, will boost the affected charachters atk by 10 times the value of variable 1.
- <lckB: 10*v(1) - 50> will boost luck by 10 times variable 1 - 50.
- <mhpB: 10 * user.mmp> will boost hp by 10 times max mp. !NEW!
- NOT A BUG: You can't use the same parameters you're boosting in the formula or you'll get an error. So you can't have <mhpB: user.mhp> That would be silly anyway because you can do that already in editor by using a 100% max hp boost.
The bonus is removed with the state.
You can, of course, use a negative value to reduce the parameter.
For those with some javascript knowledge: the notetags are evaled and user refers to the actor or enemy object so you can grab everything, not just parameters if you want. Have fun!
Pictures for clarification:
Variable based boost:
1- First event, setting the state on actor 1 and variable 10 to 0
2- Setting variable 10 to 10
3- State 4 (poison) notebox
4-Menu before speaking to event 1
5-Menu after speaking to event 1 but before speaking to event 2
6-Menu after speaking with event 1 and 2.
In this example I used the full "$gameVariables.value(10)" command, but you can use "v(10") for the same effect.

1- First event, setting the state on actor 1 and variable 10 to 0
2- Setting variable 10 to 10
3- State 4 (poison) notebox
4-Menu before speaking to event 1
5-Menu after speaking to event 1 but before speaking to event 2
6-Menu after speaking with event 1 and 2.
In this example I used the full "$gameVariables.value(10)" command, but you can use "v(10") for the same effect.
How to use:
Plug and play. There is no configuration necessary, no parameters to set.
Download: here on pastebin
Terms of use:
Can be found inside the script file for reference.
Free for commercial and non commercial use. Credits not required.
Free to edit and repost as long as it is kept under the same terms of use.
Do not claim as your own.
Known Bugs:
None.
Post in the thread or send me a PM if you have any trouble using this plugin.
Concerning incompatibility issues: I might release further compatibilty patches if asked, but no promises.
As always, I am open to suggestions for improvement.
Have a nice day and happy game making!
Author: Astfgl
Date: 24/11/2016
Version: RC2
Original request topic for reference:
http://forums.rpgmakerweb.com/index...-flat-stat-bonuses-instead-of/#comment-663080
Thanks to @Farr for the idea!
Thanks to @Farr for the idea!
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