Increasing One Parameter By Another Parameter

Waxee

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Hi everyone.

I've been looking through forum posts and yet haven't been able to find a solution to my problem. Basically I need a skill that would add the value of one parameter to another. For example, a "[insert magic sword buffing technique here]". This would add the value of the actor's MAT to their ATK temporarily so an actor with 500 MAT and 600 ATK would now Have 1100 ATK for a short time or an ability that would increase DEF by the same actor's MDF.

Thank you for reading and any help would be much appreciated.
 

Tsukihime

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Here's a script that I updated just now upon seeing this.

It's called "Parameter bonuses". I haven't written a blog post about it yet so you're basically seeing it before everyone else.

http://www.himeworks.com/2013/12/09/parameter-bonuses/

So basically all the script does is allow to create formulas that will tell the engine to add bonuses.

A bonus could simply be something like

Add 5 HP for every point of Def

Because obviously the higher your def, the more hits you can take or something like that.

This translates to the following note-tag

<param bonus: mhp> a.def / 5</param bonus>Which means that the amount of max HP bonus you get is equal to the actor's def divided by 5.Your example is adding atk bonus based on the actor's mat. So, that would be

<param bonus: atk> a.mat</param bonus>This will increase your atk by how much mat you have.Now the great thing about this script is that you can apply this note-tag to basically anything in the database. If you add it to the actor, then it is a permanent bonus.

However, if you tag the bonus to a state...then the bonus is only applied if the actor has the state.

So now you can just use your skill to apply the state, and the bonus will automatically be applied.
 
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Waxee

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Wow thanks this is exactly what I've been looking for; I was starting to think that it couldn't be done.
 

Wavelength

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That's incredibly cool, Hime.  The bonuses can only use the stats from the actor who currently has the tag applied, though, right?  (As opposed to stats from the actor who, for example, used the item that applied a tagged state to that actor)
 

Shaz

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A bonus could simply be something like

Add 5 HP for every point of Def

Because obviously the higher your def, the more hits you can take or something like that.

This translates to the following note-tag

<param bonus: mhp> a.def / 5</param bonus>
Without looking at the script, are you sure that translation is right? Should it be mhp or hp? And should it be a.def / 5 or a.def * 5? Wouldn't a.def / 5 translate to "one hp (or mhp) for ever 5 def points"?
 

jonthefox

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Hi, I am having a problem with this script.  I posted a comment on the author's website, but also replying here in case this is checked more often / someone else runs into this same issue.  Also, I'm new to VX Ace/the forums, so I only apparently have restricted posting at the moment. :)

The problem:  this script works great, except it doesn't seem to function at all if the attributes are renamed.  For example, I have renamed "ATK" to "STR" and I have tried calling the attribute both with a.str and a.atk, neither one calls anything.  Like I said, if I keep all the attribute names their original ones, the script works like a charm.  It's only when an attribute has been renamed that no bonus gets applied.

Thank you VERY much in advance for any help you can give me with this; this is the only script I have been able to find that allows formula-based modification of stats through weapons (which is crucial to my game).
 

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