How to change default status parameters?

Square_art

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I wonder.. is it possible to change/delete basic status parameters like str, def, etc. and add other, new parameters?
 

Andar

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only by scripting

There are several scripts on the master script list that allows you to implement additional stats, and most of the basic parameters have no fixed use but are only used in the damage formula of skills (where you can replace them with the scriptfunctions to get your extra stats).

SP/EX-Parameters do have internal functions, and you can't change that without replacing big parts of the engine with your own scripts.

AGI (action order in battle) and LUK (chance of state inflicted/lost) are the only two base parameters that have a fixed function in the engine, but even those can be changed with scripts (Yanfly's Parameter formula script for example)

However, be advised that scripting in RM is the same as programming the engine, that's why you can change anything by scripting, but also why scripting is more complex in RM. What other engines call scripting is usually called eventing in RM.
 

Square_art

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There are several scripts on the master script list that allows you to implement additional stats

SP/EX-Parameters do have internal functions, and you can't change that without replacing big parts of the engine with your own scripts.
hmmm. it looks a little bit complicated, but, what if I add all my own stats with formulas, which will work between each other, is it possible to replace all default stats using this way and hide them from characters-status menu afterwards?
 
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Andar

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hmmm. it looks a little bit complicated, but, what if I add all my own stats with formulas, which will work between each other, is it possible to replace all default stats using this way and hide them from characters-status menu afterwards?
Everything is possible - there are scripts available that turn Ace into a platformer-jump n'run Game, into Action-RPGs with on-map-battles like Diablo, into visual novels without combat and much more.

However, if you want to do this then you need to know how to program in Ruby/RGSS, and it will take you months to rewrite the engine. Depending on how good you are at programming and how much you want to change (and wether you have more programmer to help you or not) this rewrite might be finished in several weeks (without betatesting, that would take more time) or it might take you two or three years if you want to replace the entire engine without help.
 

Square_art

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well :) Honestly, I'm an amutuar artist. I already have drawed many location, weapons, characters for new RPG, but scripts it's my weak point. On the other hand, I ready to spend about 800 hours to complete my project and I wanna create something really unique. If it possible to find a sample of "own stats" scripts - it'll be really great. I'm planning to spend about 300 hours for all scripts in game, so I ready to spend about 30-70 hours to create own stats. Andar, you're often talking about "engine rewriting", I'm not gonna use any default skills and battle things, by saying "engine rewriting" you mean only battle scripts, right?
 

Kes

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There is a less ambitious way of achieving some of what you want.

In the Terms tab of the database, you can change the name of all the main parameters.  Let's say you want to ditch Attack and replace it with FLAB (flying ability)

Change the name, and then in the class tab, where you set the parameters for each class, adjust what was ATK and is now FLB to the sort of curve that you want.

Be warned, however.  I do not know how you would then do your damage formulae in the skills tab.  You would have to work out your own equivalents and test whether you could use FLB as one of the factors or whether you would still need to code in ATK there.  You would have to test that out.  You would have to go through and adjust all the standard skills that you wanted to use.  If you do not intend to ever use the default melee attack skill (skill #001) do not delete it, or the Guard skill (skill #002) as this will muck things up.  Instead create your own attack and guard skills and assign these to your characters.
 
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Square_art

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Thats an interesting idea, Ksjp17, to rename some skills, but, anyway, I really want to insert all my stats with formulas from my draft paper into scripts, into the game. As said above, I have drawn almost all unique weapons which I planned, so it will be easy for me to set for every single sword appropriate ATK and correctly multiply it by Character STR..

Correct me if I wrong:

All I need to change, If I replace all default stats with formulas, are:

1) All Battle skills (including all characters and monsters skills)

2) Characters lvl Up system

3) All monsters skills and stats
 

Shaz

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Battle Skills are all user defined in the database. You can pretty much tailor them to your own needs. Characters level up by gaining EXP from battles. If you don't want them to level up this way, just set all your enemies to 0 EXP and implement the level up in other ways (there's an event command for Change Level).


I'm still not sure if you're just asking if you CAN do these things, or HOW to do them, or if you're asking for HELP doing them. In other words, does this belong in Script Requests?
 

Square_art

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Well, I don't need scripts right away :)   so it's needless to ask 'Script Requests'.

I just want to calculate, to  predict how much time it could takes and which solution will be the best for me.

In the previous post I wanted to ask which areas, except Characters LVL up system, all battle skills and all characters/monsters stats I will have to change, If I dare to replace all primary stats?. You know, if I add stat (e.g.) 'range' - I'll have to decide and write in scripts, how this stat growing with lvl up, how much of this stat has every mob and character, and, if delete (e.g.) default stat 'attack', I will have to change every skill, which depending on that stat, you know.

About lvl up, I want my characters to gain exp, buuut, I want to have my own system, I want to write down how much of exp every lvl is required. So I will be very thankful for help to find the way - how can I do it, for the answer - how complicated it could be to realise?

And 1 more thing, guys :) I just found how to change stat formulas http://yanflychannel.wordpress.com/rmvxa/core-scripts/extra-param-formulas/

So I have 2 more extra questions)

1) How to hide default stat from 'Character Status menu'?

For instance, I don't need to delete 'luck' stat from the game, but thanks to 'formulas change' I can just make 'luck' useless and hide from the menu.

2) How to add new stats and let them displaying in the 'Character Status'?
 

Shaz

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Yeah, this is delving into scripts. I'll move it to Script Support, which is a better place to have things explained and investigated, when you're not actually ready to have something written yet :)

If you want to hide one stat because you have no need for it, but add a new one, I'd just change the name of it in the Terms tab, then search through the scripts to see where it's used and adjust as needed.

If you want to change the stats that are shown on that screen, you'd have to modify the following method in the Window_Status script:

def draw_parameters(x, y) 6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) } endThat's saying to draw 6 lines of stats, where the stat id is the line number + 2 (so it draws stats 2-7, keeping in mind they start at 0).What's your level of skill in scripting? If I say "you'd have to use an array and select element i, where that line says i+2", would you know what to change and how to change it? Or do you actually need someone to tell you exactly what to put where? If the latter, you'll need to be very specific about how you want it to appear (what stats, in what order, and where do the values come from if you're adding new stats).
 

Square_art

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I see, so I can just rename stats, change their formulas, find all skills which contain them via search and change those skills as well. Honestly, I don't know yet, how to use script search :)but I think it's not too difficult) 

Another issue. What if I want to add more stats than defualt stats. For example, how to have 12 or 15 stats?

I guess 1 of scripts should look like this:

def draw_parameters(x, y)
12.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 0) }
end
So, how should look like other scripts, scripts where I will be able to write formulas for new stats?

p.s. as I said above, I'm not well in scripting, better to write them for me than write something like

"you'd have to use an array and select element i, where that line says i+2"
BD   I understand it too, but hardly.
 

Shaz

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Well, keep in mind that you have a limited amount of space there. And the 6 skills that are drawn already take up that space. So if you were to just change the 6 to 12, it would write them, but you'd only see half of them because the other half would be outside the viewable area of that window.


And you'd need a different method, or would need to modify the battler classes to GET those extra parameters. Ace only knows about the 8 that are there. If you want to add more, you'd have to define how they're set up, define how they're used, define how they're displayed.
 

Square_art

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If you want to add more, you'd have to define how they're set up, define how they're used, define how they're displayed.
Yes! that's exactly what I what to do!

So, how can I add more formulas and locate new stats in status menu, for instance, if I'm going to locate them like this:

stat1 9999 stat2 9999 stat3 9999 stat4 9999

stat5 9999 stat6 9999 stat7 9999 stat8 9999

stat9 9999 stat10 9999 stat11 9999 stat12 9999

stat13 9999 stat14 9999 stat15 9999 stat16 9999

How can I change their sizes and fonts via scripts, how can I put them there?
 
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