In development - Core Custom Attributes

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
I'm aware that there're a lot of custom parameter / stat distribution / such script. Though, I can't find the one that could define your own custom attribute in dynamic way. Then I made this script. Basically, it allow you to set up your own attribute and use them in damage formula, and many things. You could have unlimited number of custom attributes and it could also affect the built-in attributes like MHP, MMP, ATK, etc ...

However, due to lack of understanding what are the people need, I abandoned the script at the moment. So I will put the script here in case if there's anyone who wants to contribute to the script development. Please note that I will be using my default terms of use. This script would be free for commercial / non-commercial and it required to give me (and contributors) a free copy of the game if it has finished. There's also a chance that I will continue this script in future.

Here is the script.

https://github.com/theoallen/RGSS3/blob/master/Development/Core%20Custom%20Attributes.rb

There's no screenshot at the moment. Since I haven't do anything related to the menu. Everything is on the system.

Any feedback are welcomed :)
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
I can't find the one that could define your own custom attribute in dynamic way. Then I made this script. Basically, it allow you to set up your own attribute and use them in damage formula, and many things. You could have unlimited number of custom attributes and it could also affect the built-in attributes like MHP, MMP, ATK, etc ...
So something like this? 

http://forums.rpgmakerweb.com/index.php?/topic/32767-custom-attributes-v111/

Not dynamic though, if by dynamic you mean you can add/remove attributes during game time...
 
Last edited by a moderator:

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,592
Reaction score
6,522
First Language
Indonesian
Primarily Uses
RMVXA
I saw your script while did this script, and I mean no offense that I don't really like that

Yeah, I did this long time ago and abandoned it.

By dynamic I mean that you could add your new parameter as well as the new method for it.

For example, Strength. You could use "a.str" to use STR parameter in damage formula

You could add "speech" and use them in conversation using conditional branch. Like

$game_party.leader.speech > 10I believe it could be more readable than 

$game_party.leader.custom_attribute(1) > 10And it also because damage formula is limited to 100 characters

Also, your script didn't affect the built-in parameters like MHP, MMP, ATK, etc ...

Missed the config part.

The old script UI was like this until I'm not really satisfied. I remember Archeia gave me a better mockup, though I haven't implemented that yet

 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
making the wrappers wouldn't be so hard to add anyways, IMO. :)

Considering that the purpose was to act as a core which others could use to build their own systems. So adding simple wrappers would be a trivial thing to do for them, if the need for those arise. 

IMHO, the core for a custom attribute script should only do: 

1) Provide a way to make custom attributes

2) Provide a way to call them

3) Provide a way to modify them

4) Provide a way for these custom attributes to affect other things

Everything else would now depend on the user's own agenda. In that sense, mine is already overboard since I added a scene directly into the core script when it should have been an add-on. If they're gonna use it vanilla, then that scene would be used. If they would make it such that it modifies parameters, a scene like on your image will be used, and so on. The scene would depend on the user's final attribute system. :)
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
$game_party.leader.speech > 10I believe it could be more readable than
Code:
$game_party.leader.custom_attribute(1) > 10
I didn't read everything but I saw this and I like it already.

Don't make someone type more than they have to, even if you have to do more work than you normally would have to achieve it.
 
Last edited by a moderator:

AwesomeCool

Bratty and spoiled little sister
Veteran
Joined
Jul 20, 2013
Messages
2,862
Reaction score
1,947
First Language
English
Primarily Uses
N/A
I like it already.

suggestions:

it would be cool to have the ability to have different attribute lists for different actors/classes.

Have spells appear/disappear based on stat spread.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,074
Members
137,578
Latest member
JamesLightning
Top