Growth stat by enemy killed

Kuro Neko

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I want to make a passive skill which allow the user to growth stat for every enemy killed forever. I'm using Neon Black's Passive Skill Script: http://forums.rpgmakerweb.com/index.php?/topic/4693-passive-skills/

So now all i want is to make a state work like this:

- For every enemy killed, add a 0.1 point to a stat, so that for every 10 enemy killed, that stat will be raised by 1.

- And, if could be, i want that point added to random stat. I mean, enemy A killed, random and add 0.1 point to one of 4 stat: atk, def, mat and mdf.

So, is there anyway to do something like this?
 

Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

YoraeRasante

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like in pokémon?
although there it is by enemy, and not random, also has a limit...
 

Kuro Neko

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
Oh, i though this was something could only be done by some other script, so i posted it in script request :D
 

??????

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My iv/ev script kind of works this way - other than the random stats... (it works like pokemon ;p )

http://dekitarpg.wordpress.com/2014/04/19/d13x-eviv-stats/

Here is a description from the script header to save you looking through the script to see if it does what you need :)

This script replicates the Ev / Iv feature from the pokemon game series.
# For those that do not know here is a short explanation…
#
# When each Actor / Enemy is initialized it gains a random IV value for
# each of its stats. Enemies EV values are also randomized.
# Each time you defeat an enemy, it will give you some Ev points – based on the
# type of enemy.
# These new Ev and Iv values are then used to dramatically alter the ‘base stat’
# value. (‘base stat’ is your original param value.)
#
# Obviously, cause I could, I enabled this feature for EVERY SINGLE STAT!!
#  – including all stats created by my scripts.
# This means the stats you can now control using Ev / Iv values are…
# Params        – Only requires $D13x – Core Script
# xParams       – Requires Statistic Control
# sParams       – Requires Statistic Control
# Atk Ele       – Requires Elements Control
# Def Ele       – Requires Elements Control
# Parent stats  – Requires ISPDS
# Atk Lvl       – Requires Atk | Def Levels
# Def Lvl       – Requires Atk | Def Levels
# Max TP        – Requires Max TP Control
#
# You can use various script calls / notetags to change EV values.
#
# You can use all new variables in stat formula’s / Conditional branches and
# things like that..
#
# And finally…
# You can FULLY CUSTOMIZE EVERY SINGLE EV/IV CALCULATION – this means…
# you can easily create your own custom stat calculation for all stats without
# any coding knowledge at all!!
#
# #ImSoPro-DidntYouKnow?
 

Kuro Neko

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My iv/ev script kind of works this way - other than the random stats... (it works like pokemon ;p )

http://dekitarpg.wordpress.com/2014/04/19/d13x-eviv-stats/

Here is a description from the script header to save you looking through the script to see if it does what you need :)

This script replicates the Ev / Iv feature from the pokemon game series.

# For those that do not know here is a short explanation…

#

# When each Actor / Enemy is initialized it gains a random IV value for

# each of its stats. Enemies EV values are also randomized.

# Each time you defeat an enemy, it will give you some Ev points – based on the

# type of enemy.

# These new Ev and Iv values are then used to dramatically alter the ‘base stat’

# value. (‘base stat’ is your original param value.)

#

# Obviously, cause I could, I enabled this feature for EVERY SINGLE STAT!!

#  – including all stats created by my scripts.

# This means the stats you can now control using Ev / Iv values are…

# Params        – Only requires $D13x – Core Script

# xParams       – Requires Statistic Control

# sParams       – Requires Statistic Control

# Atk Ele       – Requires Elements Control

# Def Ele       – Requires Elements Control

# Parent stats  – Requires ISPDS

# Atk Lvl       – Requires Atk | Def Levels

# Def Lvl       – Requires Atk | Def Levels

# Max TP        – Requires Max TP Control

#

# You can use various script calls / notetags to change EV values.

#

# You can use all new variables in stat formula’s / Conditional branches and

# things like that..

#

# And finally…

# You can FULLY CUSTOMIZE EVERY SINGLE EV/IV CALCULATION – this means…

# you can easily create your own custom stat calculation for all stats without

# any coding knowledge at all!!

#

# #ImSoPro-DidntYouKnow?
Huhm... Could you give me an example for how this script work? I don't mean a demo, just an example is fine :D
 
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??????

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Well, it requires quite a bit of customization for stats other than params. But you can set it up however you want - it doesnt have to work like pokemon, I just set it up that way by default....

Its kind of difficult to explain - so bear with me..

This is a section of code from the script customization section...

  def self.param_plus(bas,battler,stat_id)    return bas unless battler.can_param_eviv_mod(stat_id)    ivs = battler.iv_param[stat_id]    evs = battler.ev_param[stat_id]    lvl = battler.level.nil? ? 1 : battler.level    case stat_id    when 0, 1 then return (((ivs+2*bas+(evs/4))*lvl/100)+10+lvl)    else ;         return (((ivs+2*bas+(evs/4))*lvl/100)+5)    end  endThis defines the calculation for param mods using the newly created IV and EV stats.

IV's are a random number gained when the actor/enemy is created. By default the highest it can be is 31.

EV's are points you gain from enemies (or script calls)

For an example...

You are level 100 with 100 HP 0 IV and 0 EV (not possible, ,but just an example) (100 HP is considered as your BASE HP value)

By the default settings. Each 1 IV point you have in a certain stat (HP IV point for example) you will gain 1 more HP

For every 4 EV points you have, you will also have 1 more point in the actual stat (in this case, HP)

So lets say for example, you had 31 IV's 255 EVs (the default max for both)

your HP would then be 194.

This script would take your current total stat value (including all weapon param bonuses etc) and then use that as the base value (in the example above - 100) during the calculations.

HOWEVER...

There are many ways you can modify the calculation (requires a little coding knowledge and alot of math skillz ;p )

Does that make sense?  I can try elaborate more on certain points if needbe :D

EDIT HP works differently - sorry.

Rather than HP, think of the 100 HP stat as your atk stat - or any stat except HP (again, this is changable ;P )
 
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Kuro Neko

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Well, it requires quite a bit of customization for stats other than params. But you can set it up however you want - it doesnt have to work like pokemon, I just set it up that way by default....

Its kind of difficult to explain - so bear with me..

This is a section of code from the script customization section...

  def self.param_plus(bas,battler,stat_id)    return bas unless battler.can_param_eviv_mod(stat_id)    ivs = battler.iv_param[stat_id]    evs = battler.ev_param[stat_id]    lvl = battler.level.nil? ? 1 : battler.level    case stat_id    when 0, 1 then return (((ivs+2*bas+(evs/4))*lvl/100)+10+lvl)    else ;         return (((ivs+2*bas+(evs/4))*lvl/100)+5)    end  endThis defines the calculation for param mods using the newly created IV and EV stats.

IV's are a random number gained when the actor/enemy is created. By default the highest it can be is 31.

EV's are points you gain from enemies (or script calls)

For an example...

You are level 100 with 100 HP 0 IV and 0 EV (not possible, ,but just an example) (100 HP is considered as your BASE HP value)

By the default settings. Each 1 IV point you have in a certain stat (HP IV point for example) you will gain 1 more HP

For every 4 EV points you have, you will also have 1 more point in the actual stat (in this case, HP)

So lets say for example, you had 31 IV's 255 EVs (the default max for both)

your HP would then be 194.

This script would take your current total stat value (including all weapon param bonuses etc) and then use that as the base value (in the example above - 100) during the calculations.

HOWEVER...

There are many ways you can modify the calculation (requires a little coding knowledge and alot of math skillz ;p )

Does that make sense?  I can try elaborate more on certain points if needbe :D

EDIT HP works differently - sorry.

Rather than HP, think of the 100 HP stat as your atk stat - or any stat except HP (again, this is changable ;P )
Huhm, i only need a parameter anyway, so i only need to add your core script, right?

Wait, this will work with every actor? I only want 1 actor to have the ability to gain stat by killing enemy...
 

??????

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you will need a custom script then :/
 

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